Unity基于Google Protobuf序列化和反序列化小案例

1.协议定义,简单实现传玩家的2D坐标   

syntax = "proto3";
package SocketGameProtocol;

message PlayerInfo
{
	float xPos=1;
	float yPos=2;
}

2.在Unity的Assets目录下创建一个Plugins文件夹(必须这样命名),此文件专门存放扩展文件,

再新建文件夹BaseInfolibrary,将Google.Protobuf.dll拖入

 3.新建一个Test.cs脚本

 脚本中引入命名空间

using SocketGameProtocol;
using Google.Protobuf;
using System;
using System.IO;
    private PlayerInfo info;
    public byte[] Init(Vector2 pos)
    {
        if (info == null)
        {
            info = new PlayerInfo();
        }
        info.XPos = pos.x;
        info.YPos = pos.y;
        byte[] data = Serialize(info);
        return data;
    }
    //序列化
    private byte[] Serialize(PlayerInfo model)
    {
        try {
            using (MemoryStream ms = new MemoryStream()) {
                model.WriteTo(ms);
                return ms.ToArray();
            }
        } catch (Exception ex) {
            Debug.Log ("序列化失败: " + ex.ToString());
            return null;
        }
    }
    //反序列化
    private PlayerInfo DeSerialize(byte[] data)
    {
        return PlayerInfo.Parser.ParseFrom(data);
    }

后续

代码改进:通用序列化模板(只用来序列化Message)

    /// <summary>
    /// 序列化protobuf
    /// </summary>
    /// <param name="msg"></param>
    /// <returns></returns>
    public static byte[] SerializeMsg(IMessage msg)
    {
        using (MemoryStream rawOutput = new MemoryStream())
        {
            msg.WriteTo(rawOutput);
            byte[] result = rawOutput.ToArray();
            return result;
        }
    }
    /// <summary>
    /// 反序列化protobuf
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="dataBytes"></param>
    /// <returns></returns>
    public static T DeserializeMsg<T>(byte[] dataBytes) where T : IMessage, new()
    {
        T msg = new T();
        msg= (T)msg.Descriptor.Parser.ParseFrom(dataBytes);
        return msg;
    }

序列化前提还是要知道消息的类型,以下是调用

 

using System; //需要用到MemoryStream using System.IO; using UnityEngine; //引入ProtoBuf命名空间 using ProtoBuf; /// /// 测试类 /// public class TestProtobuf : MonoBehaviour { /// /// 用于测试的数据类 /// [ProtoContract] //声明这个类能被序列化 public class UserData { //声明每一个需要被序列化的成员,编号从1开始 [ProtoMember(1)] public int id; [ProtoMember(2)] public string name; [ProtoMember(3)] public int level; } //测试代码 void Start() { //将要被序列化的UserData示例 UserData user1 = new UserData (); user1.id = 1; user1.name = "User1"; user1.level = 10; //打印user1 Debug.Log (string.Format ("user1-> id:{0}, name:{1}, level:{2}", user1.id, user1.name, user1.level)); //序列化 byte[] buff = null; using (MemoryStream ms = new MemoryStream ()) { Serializer.Serialize (ms, user1); ms.Position = 0; int length = (int)ms.Length; buff = new byte[length]; ms.Read (buff, 0, length); } //输出字节数组 Debug.Log (string.Format("Serialized data-> {0}", BitConverter.ToString(buff))); //反序列化 UserData user2 = default(UserData); using (MemoryStream ms = new MemoryStream (buff)) { user2 = Serializer.Deserialize (ms); } //打印反序列化生成的user2 Debug.Log (string.Format ("user2-> id:{0}, name:{1}, level:{2}", user2.id, user2.name, user2.level)); } } 作者:qufangliu 链接:https://www.jianshu.com/p/d9be1b3d2446 來源:简书 著作权归作者所有。商业转载请联系作者获得授权,非商业转载请注明出处。
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