[+] UpdateNetwork Module

[+] UpdateNetwork Module
This commit is contained in:
ALEXTANG
2023-05-19 00:31:15 +08:00
parent 60e57bb80b
commit 4632a0c099
87 changed files with 881 additions and 163 deletions

View File

@@ -1,10 +1,9 @@
using ProtoBuf;
using ProtoBuf.Meta;
using System;
using System;
using System.Collections.Generic;
using System.IO;
using System.Net.Sockets;
using System.Reflection;
using GameProto;
using TEngine;
namespace GameLogic
@@ -29,31 +28,6 @@ namespace GameLogic
{
_networkChannel = networkChannel;
// 反射注册包和包处理函数。
Type packetBaseType = typeof(ProtoPacket);
Assembly assembly = Assembly.GetExecutingAssembly();
Type[] types = assembly.GetTypes();
for (int i = 0; i < types.Length; i++)
{
if (!types[i].IsClass || types[i].IsAbstract)
{
continue;
}
if (types[i].BaseType == packetBaseType)
{
PacketBase packetBase = (PacketBase)Activator.CreateInstance(types[i]);
Type packetType = GetServerToClientPacketType(packetBase.Id);
if (packetType != null)
{
Log.Warning("Already exist packet type '{0}', check '{1}' or '{2}'?.", packetBase.Id.ToString(), packetType.Name, packetBase.GetType().Name);
continue;
}
_serverToClientPacketTypes.Add(packetBase.Id, types[i]);
}
}
GameEvent.AddEventListener<INetworkChannel, object>(NetworkEvent.NetworkConnectedEvent, OnNetworkConnected);
GameEvent.AddEventListener<INetworkChannel>(NetworkEvent.NetworkClosedEvent, OnNetworkClosed);
GameEvent.AddEventListener<INetworkChannel, int>(NetworkEvent.NetworkMissHeartBeatEvent, OnNetworkMissHeartBeat);
@@ -84,13 +58,16 @@ namespace GameLogic
_networkChannel.Socket.SendBufferSize = 1024 * 64;
}
public CSPkg HeartBeatPack = new CSPkg { Head = new CSPkgHead(), Body = new CSPkgBody() };
/// <summary>
/// 发送心跳消息包。
/// </summary>
/// <returns>是否发送心跳消息包成功。</returns>
public bool SendHeartBeat()
{
_networkChannel.Send(MemoryPool.Acquire<HeartBeat>());
HeartBeatPack.Head.MsgId = (uint)CSMsgID.CsCmdHeatbeatReq;
_networkChannel.Send(HeartBeatPack);
return true;
}
@@ -101,10 +78,9 @@ namespace GameLogic
/// <param name="packet">要序列化的消息包。</param>
/// <param name="destination">要序列化的目标流。</param>
/// <returns>是否序列化成功。</returns>
public bool Serialize<T>(T packet, Stream destination) where T : Packet
public bool Serialize(CSPkg packet, Stream destination)
{
PacketBase packetImpl = packet as PacketBase;
if (packetImpl == null)
if (packet == null)
{
Log.Warning("Packet is invalid.");
return false;
@@ -113,12 +89,7 @@ namespace GameLogic
_cachedStream.SetLength(_cachedStream.Capacity); // 此行防止 Array.Copy 的数据无法写入
_cachedStream.Position = 0L;
PacketHeader packetHeader = MemoryPool.Acquire<PacketHeader>();
Serializer.Serialize(_cachedStream, packetHeader);
MemoryPool.Release(packetHeader);
Serializer.SerializeWithLengthPrefix(_cachedStream, packet, PrefixStyle.Fixed32);
MemoryPool.Release((IMemory)packet);
global::ProtobufUtility.ToStream(packet,destination);
_cachedStream.WriteTo(destination);
return true;
@@ -132,9 +103,10 @@ namespace GameLogic
/// <returns>反序列化后的消息包头。</returns>
public IPacketHeader DeserializePacketHeader(Stream source, out object customErrorData)
{
// TODO
// 注意:此函数并不在主线程调用!
customErrorData = null;
return (IPacketHeader)RuntimeTypeModel.Default.Deserialize(source, MemoryPool.Acquire<PacketHeader>(), typeof(PacketHeader));
return null; //(IPacketHeader)RuntimeTypeModel.Default.Deserialize(source, MemoryPool.Acquire<PacketHeader>(), typeof(PacketHeader));
}
/// <summary>
@@ -144,7 +116,7 @@ namespace GameLogic
/// <param name="source">要反序列化的来源流。</param>
/// <param name="customErrorData">用户自定义错误数据。</param>
/// <returns>反序列化后的消息包。</returns>
public Packet DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData)
public CSPkg DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData)
{
// 注意:此函数并不在主线程调用!
customErrorData = null;
@@ -156,13 +128,13 @@ namespace GameLogic
return null;
}
Packet packet = null;
CSPkg csPkg = null;
if (scPacketHeader.IsValid)
{
Type packetType = GetServerToClientPacketType(scPacketHeader.Id);
if (packetType != null)
{
packet = (Packet)RuntimeTypeModel.Default.DeserializeWithLengthPrefix(source, MemoryPool.Acquire(packetType), packetType, PrefixStyle.Fixed32, 0);
csPkg = global::ProtobufUtility.Deserialize<CSPkg>(((MemoryStream)source).GetBuffer());;
}
else
{
@@ -175,7 +147,7 @@ namespace GameLogic
}
MemoryPool.Release(scPacketHeader);
return packet;
return csPkg;
}
private Type GetServerToClientPacketType(int id)