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 _serverToClientPacketTypes = new Dictionary(); private readonly MemoryStream _cachedStream = new MemoryStream(1024 * 8); private INetworkChannel _networkChannel = null; /// /// 获取消息包头长度。 /// 4。 /// public int PacketHeaderLength => sizeof(int); /// /// 初始化网络频道辅助器。 /// /// 网络频道。 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(NetworkEvent.NetworkConnectedEvent, OnNetworkConnected); GameEvent.AddEventListener(NetworkEvent.NetworkClosedEvent, OnNetworkClosed); GameEvent.AddEventListener(NetworkEvent.NetworkMissHeartBeatEvent, OnNetworkMissHeartBeat); GameEvent.AddEventListener(NetworkEvent.NetworkErrorEvent, OnNetworkError); GameEvent.AddEventListener(NetworkEvent.NetworkCustomErrorEvent, OnNetworkCustomError); } /// /// 关闭并清理网络频道辅助器。 /// public void Shutdown() { GameEvent.RemoveEventListener(NetworkEvent.NetworkConnectedEvent, OnNetworkConnected); GameEvent.RemoveEventListener(NetworkEvent.NetworkClosedEvent, OnNetworkClosed); GameEvent.RemoveEventListener(NetworkEvent.NetworkMissHeartBeatEvent, OnNetworkMissHeartBeat); GameEvent.RemoveEventListener(NetworkEvent.NetworkErrorEvent, OnNetworkError); GameEvent.RemoveEventListener(NetworkEvent.NetworkCustomErrorEvent, OnNetworkCustomError); _networkChannel = null; } /// /// 准备进行连接。 /// public void PrepareForConnecting() { _networkChannel.Socket.ReceiveBufferSize = 1024 * 64; _networkChannel.Socket.SendBufferSize = 1024 * 64; } /// /// 发送心跳消息包。 /// /// 是否发送心跳消息包成功。 public bool SendHeartBeat() { _networkChannel.Send(MemoryPool.Acquire()); return true; } /// /// 序列化消息包。 /// /// 消息包类型。 /// 要序列化的消息包。 /// 要序列化的目标流。 /// 是否序列化成功。 public bool Serialize(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(); Serializer.Serialize(_cachedStream, packetHeader); MemoryPool.Release(packetHeader); Serializer.SerializeWithLengthPrefix(_cachedStream, packet, PrefixStyle.Fixed32); MemoryPool.Release((IMemory)packet); _cachedStream.WriteTo(destination); return true; } /// /// 反序列化消息包头。 /// /// 要反序列化的来源流。 /// 用户自定义错误数据。 /// 反序列化后的消息包头。 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(), typeof(PacketHeader)); } /// /// 反序列化消息包。 /// /// 消息包头。 /// 要反序列化的来源流。 /// 用户自定义错误数据。 /// 反序列化后的消息包。 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.Fatal("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.Fatal("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() { } } }