【Unet】Unet Network Messages 序列化与反序列化(二)

之前介绍的  NetworkMessages  没有序列化 和反序列化 包括 官方文档 也没有 在此 介绍一下 

简单来说序列化就是一种用来处理对象流的机制,所谓对象流也就是将对象的内容进行流化,在简单点 就是 存储起来 反序列化 就是 解析出来 

下面介绍下 在NetworkMessages  中 序列化 和反序列化 的使用

 

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.Networking.NetworkSystem;
public class UnetMessage : NetworkBehaviour
{
    private static UnetMessage instance;

    public static UnetMessage Instance
    {
        get
        {
            if (instance == null)
            {
                instance = GameObject.FindObjectOfType(typeof(UnetMessage)) as UnetMessage;

                if (instance == null)
                {
                    GameObject unetMessage = new GameObject();
                    unetMessage.name = "NetworkMessage";
                    instance = unetMessage.AddComponent(typeof(UnetMessage)) as UnetMessage;
                }
            }
            return instance;
        }
    }


    //统一传输信道
    private const short chatChannel = 139;
    public event System.Action<NetworkMessage> OnReceiveMessage;
    /// <summary>
    /// Message 初始化
    /// 注册 服务器 客户端接收消息
    /// </summary>
    public  void MessageInit()
    {
        //如果服务器激活
        if (NetworkServer.active)
        {
            NetworkServer.RegisterHandler(chatChannel, ServerReceiveMessage);
        }
        UnetManager.Instance.client.RegisterHandler(chatChannel, ClientReceiveMessage);
    }
    //客户端接收消息 (UI赋值)
    private void ClientReceiveMessage(NetworkMessage message)
    {
        if (OnReceiveMessage != null)
        {
             OnReceiveMessage(message);
        }      
    }

    //服务器接收消息
    private void ServerReceiveMessage(NetworkMessage message)
    {
        MessageLib messageLib = message.ReadMessage<MessageLib>();
        NetworkServer.SendToAll(chatChannel, messageLib);
    }



    //发送消息
    public void SendMessage(MessageBase message)
    {
        UnetManager.Instance.client.Send(chatChannel, message);
    }


}
public class MessageLib : MessageBase
{
    public string DialogType;
    public string RoleName;
    public string Message;
    public string Time;

    public MessageLib()
    {
        
    }
    public MessageLib(string dialogType, string roleName, string message, string time)
    {
        DialogType = dialogType;
        RoleName = roleName;
        Message = message;
        Time = time;
    }

    public override void Serialize(NetworkWriter writer)
    {
        base.Serialize(writer);
        writer.Write(DialogType);
        writer.Write(RoleName);
        writer.Write(Message);
        writer.Write(Time);
    }

    public override void Deserialize(NetworkReader reader)
    {
        base.Deserialize(reader);
        DialogType = reader.ReadString();
        RoleName = reader.ReadString();
        Message = reader.ReadString();
        Time = reader.ReadString();
    }
} 

在接收回调的时候  反序列化出来

 

 

    public void OnReceiveMessage(NetworkMessage networkMessage)
    {
        MessageLib messageLib = networkMessage.ReadMessage<MessageLib>();
        string dingoType = messageLib.DialogType;
        string RoleName = messageLib.RoleName;
        string message = messageLib.Message;
        string time = messageLib.Time;
        if (_shareMessage.text == "")
        {
            _shareMessage.text += string.Format("[{0}]:{1} {2}", dingoType, RoleName, message);
        }
        else
        {
            _shareMessage.text += string.Format("\n[{0}]:{1} {2}", dingoType, RoleName, message);
        }
      
        Vector2 tempSize = _messageRect.sizeDelta + new Vector2(0, 30);
        _messageRect.sizeDelta = tempSize;
    }

 

 

 

 

 

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