//------------------------------------------------------------ // Game Framework // Copyright © 2013-2021 Jiang Yin. All rights reserved. // Homepage: https://gameframework.cn/ // Feedback: mailto:ellan@gameframework.cn //------------------------------------------------------------ using GameFramework; using GameFramework.Event; using GameFramework.Network; using ProtoBuf; using ProtoBuf.Meta; using System; using System.Collections.Generic; using System.IO; using System.Reflection; using UnityGameFramework.Runtime; namespace MetaClient { public class NetworkChannelHelper : INetworkChannelHelper { private readonly Dictionary m_ServerToClientPacketTypes = new Dictionary(); private readonly MemoryStream m_CachedStream = new MemoryStream(1024 * 8); private INetworkChannel m_NetworkChannel = null; /// /// 获取消息包头长度。 /// public int PacketHeaderLength { get { return sizeof(int); } } /// /// 初始化网络频道辅助器。 /// /// 网络频道。 public void Initialize(INetworkChannel networkChannel) { m_NetworkChannel = networkChannel; // 反射注册包和包处理函数。 Type packetBaseType = typeof(SCPacketBase); Type packetHandlerBaseType = typeof(PacketHandlerBase); 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; } m_ServerToClientPacketTypes.Add(packetBase.Id, types[i]); } else if (types[i].BaseType == packetHandlerBaseType) { IPacketHandler packetHandler = (IPacketHandler)Activator.CreateInstance(types[i]); m_NetworkChannel.RegisterHandler(packetHandler); } } GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected); GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed); GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat); GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError); GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError); } /// /// 关闭并清理网络频道辅助器。 /// public void Shutdown() { GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected); GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed); GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat); GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError); GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError); m_NetworkChannel = null; } /// /// 准备进行连接。 /// public void PrepareForConnecting() { m_NetworkChannel.Socket.ReceiveBufferSize = 1024 * 64; m_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() { m_NetworkChannel.Send(ReferencePool.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; } if (packetImpl.PacketType != PacketType.ClientToServer) { Log.Warning("Send packet invalid."); return false; } m_CachedStream.SetLength(m_CachedStream.Capacity); // 此行防止 Array.Copy 的数据无法写入 m_CachedStream.Position = 0L; CSPacketHeader packetHeader = ReferencePool.Acquire(); Serializer.Serialize(m_CachedStream, packetHeader); ReferencePool.Release(packetHeader); Serializer.SerializeWithLengthPrefix(m_CachedStream, packet, PrefixStyle.Fixed32); ReferencePool.Release((IReference)packet); m_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, ReferencePool.Acquire(), typeof(SCPacketHeader)); } /// /// 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; SCPacketHeader scPacketHeader = packetHeader as SCPacketHeader; 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, ReferencePool.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."); } ReferencePool.Release(scPacketHeader); return packet; } private Type GetServerToClientPacketType(int id) { Type type = null; if (m_ServerToClientPacketTypes.TryGetValue(id, out type)) { return type; } return null; } private void OnNetworkConnected(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Info("Network channel '{0}' connected, local address '{1}', remote address '{2}'.", ne.NetworkChannel.Name, ne.NetworkChannel.Socket.LocalEndPoint.ToString(), ne.NetworkChannel.Socket.RemoteEndPoint.ToString()); } private void OnNetworkClosed(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Info("Network channel '{0}' closed.", ne.NetworkChannel.Name); } private void OnNetworkMissHeartBeat(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs ne = (UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Info("Network channel '{0}' miss heart beat '{1}' times.", ne.NetworkChannel.Name, ne.MissCount.ToString()); if (ne.MissCount < 2) { return; } ne.NetworkChannel.Close(); } private void OnNetworkError(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkErrorEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } Log.Info("Network channel '{0}' error, error code is '{1}', error message is '{2}'.", ne.NetworkChannel.Name, ne.ErrorCode.ToString(), ne.ErrorMessage); ne.NetworkChannel.Close(); } private void OnNetworkCustomError(object sender, GameEventArgs e) { UnityGameFramework.Runtime.NetworkCustomErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkCustomErrorEventArgs)e; if (ne.NetworkChannel != m_NetworkChannel) { return; } } } }