[+] Network Module

[+] Network Module
This commit is contained in:
ALEXTANG
2023-04-21 11:39:51 +08:00
parent cc5654b9ed
commit ec8fb24256
15 changed files with 536 additions and 0 deletions

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fileFormatVersion: 2
guid: 145b951be40d41dea06e76bd967a5d15
timeCreated: 1682045847

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using System;
using ProtoBuf;
namespace GameLogic
{
[Serializable, ProtoContract(Name = @"HeartBeat")]
public class HeartBeat : PacketBase
{
public HeartBeat()
{
}
public override int Id => 1;
public override void Clear()
{
}
}
}

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fileFormatVersion: 2
guid: d8b9b60d2abf409ca9dd2ce00506ac79
timeCreated: 1682046644

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using ProtoBuf;
using ProtoBuf.Meta;
using System;
using System.Collections.Generic;
using System.IO;
using System.Net.Sockets;
using System.Reflection;
using TEngine;
namespace GameLogic
{
public class NetworkChannelHelper : INetworkChannelHelper, IMemory
{
private readonly Dictionary<int, Type> _serverToClientPacketTypes = new Dictionary<int, Type>();
private readonly MemoryStream _cachedStream = new MemoryStream(1024 * 8);
private INetworkChannel _networkChannel = null;
/// <summary>
/// 获取消息包头长度。
/// <remarks>4。</remarks>
/// </summary>
public int PacketHeaderLength => sizeof(int);
/// <summary>
/// 初始化网络频道辅助器。
/// </summary>
/// <param name="networkChannel">网络频道。</param>
public void Initialize(INetworkChannel networkChannel)
{
_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);
GameEvent.AddEventListener<INetworkChannel, NetworkErrorCode, SocketError, string>(NetworkEvent.NetworkErrorEvent, OnNetworkError);
GameEvent.AddEventListener<INetworkChannel, object>(NetworkEvent.NetworkCustomErrorEvent, OnNetworkCustomError);
}
/// <summary>
/// 关闭并清理网络频道辅助器。
/// </summary>
public void Shutdown()
{
GameEvent.RemoveEventListener<INetworkChannel, object>(NetworkEvent.NetworkConnectedEvent, OnNetworkConnected);
GameEvent.RemoveEventListener<INetworkChannel>(NetworkEvent.NetworkClosedEvent, OnNetworkClosed);
GameEvent.RemoveEventListener<INetworkChannel, int>(NetworkEvent.NetworkMissHeartBeatEvent, OnNetworkMissHeartBeat);
GameEvent.RemoveEventListener<INetworkChannel, NetworkErrorCode, SocketError, string>(NetworkEvent.NetworkErrorEvent, OnNetworkError);
GameEvent.RemoveEventListener<INetworkChannel, object>(NetworkEvent.NetworkCustomErrorEvent, OnNetworkCustomError);
_networkChannel = null;
}
/// <summary>
/// 准备进行连接。
/// </summary>
public void PrepareForConnecting()
{
_networkChannel.Socket.ReceiveBufferSize = 1024 * 64;
_networkChannel.Socket.SendBufferSize = 1024 * 64;
}
/// <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>());
return true;
}
/// <summary>
/// 序列化消息包。
/// </summary>
/// <typeparam name="T">消息包类型。</typeparam>
/// <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
{
PacketBase packetImpl = packet as PacketBase;
if (packetImpl == null)
{
Log.Warning("Packet is invalid.");
return false;
}
_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);
_cachedStream.WriteTo(destination);
return true;
}
/// <summary>
/// 反序列化消息包头。
/// </summary>
/// <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头。</returns>
public IPacketHeader DeserializePacketHeader(Stream source, out object customErrorData)
{
// 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));
}
/// <summary>
/// 反序列化消息包。
/// </summary>
/// <param name="packetHeader">消息包头。</param>
/// <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)
{
// 注意:此函数并不在主线程调用!
customErrorData = null;
PacketHeader scPacketHeader = packetHeader as PacketHeader;
if (scPacketHeader == null)
{
Log.Warning("Packet header is invalid.");
return null;
}
Packet packet = 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);
}
else
{
Log.Warning("Can not deserialize packet for packet id '{0}'.", scPacketHeader.Id.ToString());
}
}
else
{
Log.Warning("Packet header is invalid.");
}
MemoryPool.Release(scPacketHeader);
return packet;
}
private Type GetServerToClientPacketType(int id)
{
if (_serverToClientPacketTypes.TryGetValue(id, out var type))
{
return type;
}
return null;
}
private void OnNetworkConnected(INetworkChannel channel, object userdata)
{
if (channel != _networkChannel)
{
return;
}
Log.Info("Network channel '{0}' connected, local address '{1}', remote address '{2}'.",
channel.Name, channel.Socket.LocalEndPoint.ToString(),
channel.Socket.RemoteEndPoint.ToString());
}
private void OnNetworkClosed(INetworkChannel channel)
{
if (channel != _networkChannel)
{
return;
}
Log.Info("Network channel '{0}' closed.", channel.Name);
}
private void OnNetworkMissHeartBeat(INetworkChannel channel, int missCount)
{
if (channel != _networkChannel)
{
return;
}
Log.Info("Network channel '{0}' miss heart beat '{1}' times.", channel.Name, missCount.ToString());
if (missCount < 2)
{
return;
}
channel.Close();
}
private void OnNetworkError(INetworkChannel channel, NetworkErrorCode networkErrorCode, SocketError socketError, string errorMessage)
{
if (channel != _networkChannel)
{
return;
}
Log.Info("Network channel '{0}' error, error code is '{1}', error message is '{2}'.", channel.Name, networkErrorCode.ToString(), errorMessage);
channel.Close();
}
private void OnNetworkCustomError(INetworkChannel channel, object userData)
{
if (channel != _networkChannel)
{
return;
}
}
public void Clear()
{
}
}
}

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fileFormatVersion: 2
guid: bf86ce2ddfb5429abecfb06257c86acd
timeCreated: 1682045961

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using TEngine;
namespace GameLogic
{
/// <summary>
/// 网络消息包基类。
/// </summary>
public abstract class PacketBase : Packet
{
/// <summary>
/// 网络消息包Id。
/// </summary>
public int ProtoId;
/// <summary>
/// 网络消息包包体。
/// </summary>
public byte[] ProtoBody;
public void Close()
{
}
}
}

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fileFormatVersion: 2
guid: acea4283f57644b6b4452354d23f2803
timeCreated: 1682045887

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using TEngine;
namespace GameLogic
{
/// <summary>
/// 网络消息包头。
/// </summary>
public class PacketHeader : IPacketHeader, IMemory
{
/// <summary>
/// 网络消息包Id。
/// </summary>
public short Id
{
get;
set;
}
/// <summary>
/// 网络消息包长度。
/// </summary>
public int PacketLength
{
get;
set;
}
/// <summary>
/// 网络消息包是否合法。
/// </summary>
public bool IsValid
{
get
{
return PacketLength >= 0;
}
}
/// <summary>
/// 清除网络消息包头。
/// </summary>
public void Clear()
{
PacketLength = 0;
}
}
}

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fileFormatVersion: 2
guid: 30edc133b73141598b5351d4afc2ad93
timeCreated: 1682046771

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namespace GameLogic
{
/// <summary>
/// 网络消息包。
/// </summary>
public partial class ProtoPacket : PacketBase
{
public override int Id => 1;
public override void Clear()
{
Close();
}
}
}

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fileFormatVersion: 2
guid: da70995486db4799baba570b1767ab86
timeCreated: 1682045865

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// using System;
// using System.ComponentModel;
// using System.IO;
// using ProtoBuf;
// using ProtoBuf.Meta;
//
// /// <summary>
// /// ProtoBuf工具
// /// </summary>
// public class ProtobufUtils
// {
// /// <summary>
// /// 消息压入内存流。
// /// </summary>
// /// <param name="message"></param>
// /// <param name="stream"></param>
// public static void ToStream(object message, MemoryStream stream)
// {
// ((IMessage)message).WriteTo(stream);
// }
//
// /// <summary>
// /// 比特流解析。
// /// </summary>
// /// <param name="type"></param>
// /// <param name="bytes"></param>
// /// <param name="index"></param>
// /// <param name="count"></param>
// /// <returns></returns>
// public static object FromBytes(Type type, byte[] bytes, int index, int count)
// {
// object message = Activator.CreateInstance(type);
// ((IMessage)message).MergeFrom(bytes, index, count);
// ISupportInitialize iSupportInitialize = message as ISupportInitialize;
// if (iSupportInitialize == null)
// {
// return message;
// }
//
// iSupportInitialize.EndInit();
// return message;
// }
//
// /// <summary>
// /// 比特流解析。
// /// </summary>
// /// <param name="instance"></param>
// /// <param name="bytes"></param>
// /// <param name="index"></param>
// /// <param name="count"></param>
// /// <returns></returns>
// public static object FromBytes(object instance, byte[] bytes, int index, int count)
// {
// object message = instance;
// ((IMessage)message).MergeFrom(bytes, index, count);
// ISupportInitialize iSupportInitialize = message as ISupportInitialize;
// if (iSupportInitialize == null)
// {
// return message;
// }
//
// iSupportInitialize.EndInit();
// return message;
// }
//
// /// <summary>
// /// 从内存流取出。
// /// </summary>
// /// <param name="type"></param>
// /// <param name="stream"></param>
// /// <returns></returns>
// public static object FromStream(Type type, MemoryStream stream)
// {
// object message = Activator.CreateInstance(type);
// ((IMessage)message).MergeFrom(stream.GetBuffer(), (int)stream.Position, (int)stream.Length);
// ISupportInitialize iSupportInitialize = message as ISupportInitialize;
// if (iSupportInitialize == null)
// {
// return message;
// }
//
// iSupportInitialize.EndInit();
// return message;
// }
//
// /// <summary>
// /// 从内存流取出。
// /// </summary>
// /// <param name="message"></param>
// /// <param name="stream"></param>
// /// <returns></returns>
// public static object FromStream(object message, MemoryStream stream)
// {
// // TODO 这个message最好从池中获取减少gc
// ((IMessage)message).MergeFrom(stream.GetBuffer(), (int)stream.Position, (int)stream.Length);
// ISupportInitialize iSupportInitialize = message as ISupportInitialize;
// if (iSupportInitialize == null)
// {
// return message;
// }
//
// iSupportInitialize.EndInit();
// return message;
// }
//
// /// <summary>
// /// 序列化protobuf
// /// </summary>
// /// <param name="message"></param>
// /// <returns></returns>
// public static byte[] Serialize(object message)
// {
// return ((IMessage)message).ToByteArray();
// }
//
// /// <summary>
// /// 反序列化protobuf
// /// </summary>
// /// <typeparam name="T"></typeparam>
// /// <param name="dataBytes"></param>
// /// <returns></returns>
// public static T Deserialize<T>(byte[] dataBytes) where T : IMessage, new()
// {
// T msg = new T();
// msg = (T)msg.Descriptor.Parser.ParseFrom(dataBytes);
// return msg;
// }
//
// public static int GetHighOrder(int cmdMerge)
// {
// return cmdMerge >> 16;
// }
//
// public static int GetLowOrder(int cmdMerge)
// {
// return cmdMerge & 65535;
// }
// }

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fileFormatVersion: 2
guid: 972ca4545003463d8710de956f0fde66
timeCreated: 1682047511

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/// <param name="msgDelegate">要注册的网络消息包处理函数。</param> /// <param name="msgDelegate">要注册的网络消息包处理函数。</param>
void RemoveMsgHandler(int msgId, CsMsgDelegate msgDelegate); void RemoveMsgHandler(int msgId, CsMsgDelegate msgDelegate);
/// <summary>
/// 连接到远程主机。
/// </summary>
/// <param name="ipAddress">远程主机的 IP 地址。</param>
/// <param name="port">远程主机的端口号。</param>
void Connect(string ipAddress, int port);
/// <summary> /// <summary>
/// 连接到远程主机。 /// 连接到远程主机。
/// </summary> /// </summary>

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listHandle.Remove(msgDelegate); listHandle.Remove(msgDelegate);
} }
} }
/// <summary>
/// 连接到远程主机。
/// </summary>
/// <param name="ipAddress">远程主机的 IP 地址。</param>
/// <param name="port">远程主机的端口号。</param>
public void Connect(string ipAddress, int port)
{
IPAddress address = IPAddress.Parse(ipAddress);
Connect(address, port, null);
}
/// <summary> /// <summary>
/// 连接到远程主机。 /// 连接到远程主机。