NetworkChannelHelper.cs 11 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 Jiang Yin. All rights reserved.
  4. // Homepage: https://gameframework.cn/
  5. // Feedback: mailto:ellan@gameframework.cn
  6. //------------------------------------------------------------
  7. using GameFramework;
  8. using GameFramework.Event;
  9. using GameFramework.Network;
  10. using ProtoBuf;
  11. using ProtoBuf.Meta;
  12. using System;
  13. using System.Collections.Generic;
  14. using System.IO;
  15. using System.Reflection;
  16. using UnityGameFramework.Runtime;
  17. namespace MetaClient
  18. {
  19. public class NetworkChannelHelper : INetworkChannelHelper
  20. {
  21. private readonly Dictionary<int, Type> m_ServerToClientPacketTypes = new Dictionary<int, Type>();
  22. private readonly MemoryStream m_CachedStream = new MemoryStream(1024 * 8);
  23. private INetworkChannel m_NetworkChannel = null;
  24. /// <summary>
  25. /// 获取消息包头长度。
  26. /// </summary>
  27. public int PacketHeaderLength
  28. {
  29. get
  30. {
  31. return sizeof(int);
  32. }
  33. }
  34. /// <summary>
  35. /// 初始化网络频道辅助器。
  36. /// </summary>
  37. /// <param name="networkChannel">网络频道。</param>
  38. public void Initialize(INetworkChannel networkChannel)
  39. {
  40. m_NetworkChannel = networkChannel;
  41. // 反射注册包和包处理函数。
  42. Type packetBaseType = typeof(SCPacketBase);
  43. Type packetHandlerBaseType = typeof(PacketHandlerBase);
  44. Assembly assembly = Assembly.GetExecutingAssembly();
  45. Type[] types = assembly.GetTypes();
  46. for (int i = 0; i < types.Length; i++)
  47. {
  48. if (!types[i].IsClass || types[i].IsAbstract)
  49. {
  50. continue;
  51. }
  52. if (types[i].BaseType == packetBaseType)
  53. {
  54. PacketBase packetBase = (PacketBase)Activator.CreateInstance(types[i]);
  55. Type packetType = GetServerToClientPacketType(packetBase.Id);
  56. if (packetType != null)
  57. {
  58. Log.Warning("Already exist packet type '{0}', check '{1}' or '{2}'?.", packetBase.Id.ToString(), packetType.Name, packetBase.GetType().Name);
  59. continue;
  60. }
  61. m_ServerToClientPacketTypes.Add(packetBase.Id, types[i]);
  62. }
  63. else if (types[i].BaseType == packetHandlerBaseType)
  64. {
  65. IPacketHandler packetHandler = (IPacketHandler)Activator.CreateInstance(types[i]);
  66. m_NetworkChannel.RegisterHandler(packetHandler);
  67. }
  68. }
  69. GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected);
  70. GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed);
  71. GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat);
  72. GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError);
  73. GameEntry.Event.Subscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError);
  74. }
  75. /// <summary>
  76. /// 关闭并清理网络频道辅助器。
  77. /// </summary>
  78. public void Shutdown()
  79. {
  80. GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkConnectedEventArgs.EventId, OnNetworkConnected);
  81. GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkClosedEventArgs.EventId, OnNetworkClosed);
  82. GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs.EventId, OnNetworkMissHeartBeat);
  83. GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkErrorEventArgs.EventId, OnNetworkError);
  84. GameEntry.Event.Unsubscribe(UnityGameFramework.Runtime.NetworkCustomErrorEventArgs.EventId, OnNetworkCustomError);
  85. m_NetworkChannel = null;
  86. }
  87. /// <summary>
  88. /// 准备进行连接。
  89. /// </summary>
  90. public void PrepareForConnecting()
  91. {
  92. m_NetworkChannel.Socket.ReceiveBufferSize = 1024 * 64;
  93. m_NetworkChannel.Socket.SendBufferSize = 1024 * 64;
  94. }
  95. /// <summary>
  96. /// 发送心跳消息包。
  97. /// </summary>
  98. /// <returns>是否发送心跳消息包成功。</returns>
  99. public bool SendHeartBeat()
  100. {
  101. m_NetworkChannel.Send(ReferencePool.Acquire<CSHeartBeat>());
  102. return true;
  103. }
  104. /// <summary>
  105. /// 序列化消息包。
  106. /// </summary>
  107. /// <typeparam name="T">消息包类型。</typeparam>
  108. /// <param name="packet">要序列化的消息包。</param>
  109. /// <param name="destination">要序列化的目标流。</param>
  110. /// <returns>是否序列化成功。</returns>
  111. public bool Serialize<T>(T packet, Stream destination) where T : Packet
  112. {
  113. PacketBase packetImpl = packet as PacketBase;
  114. if (packetImpl == null)
  115. {
  116. Log.Warning("Packet is invalid.");
  117. return false;
  118. }
  119. if (packetImpl.PacketType != PacketType.ClientToServer)
  120. {
  121. Log.Warning("Send packet invalid.");
  122. return false;
  123. }
  124. m_CachedStream.SetLength(m_CachedStream.Capacity); // 此行防止 Array.Copy 的数据无法写入
  125. m_CachedStream.Position = 0L;
  126. CSPacketHeader packetHeader = ReferencePool.Acquire<CSPacketHeader>();
  127. Serializer.Serialize(m_CachedStream, packetHeader);
  128. ReferencePool.Release(packetHeader);
  129. Serializer.SerializeWithLengthPrefix(m_CachedStream, packet, PrefixStyle.Fixed32);
  130. ReferencePool.Release((IReference)packet);
  131. m_CachedStream.WriteTo(destination);
  132. return true;
  133. }
  134. /// <summary>
  135. /// 反序列化消息包头。
  136. /// </summary>
  137. /// <param name="source">要反序列化的来源流。</param>
  138. /// <param name="customErrorData">用户自定义错误数据。</param>
  139. /// <returns>反序列化后的消息包头。</returns>
  140. public IPacketHeader DeserializePacketHeader(Stream source, out object customErrorData)
  141. {
  142. // 注意:此函数并不在主线程调用!
  143. customErrorData = null;
  144. return (IPacketHeader)RuntimeTypeModel.Default.Deserialize(source, ReferencePool.Acquire<SCPacketHeader>(), typeof(SCPacketHeader));
  145. }
  146. /// <summary>
  147. /// 反序列化消息包。
  148. /// </summary>
  149. /// <param name="packetHeader">消息包头。</param>
  150. /// <param name="source">要反序列化的来源流。</param>
  151. /// <param name="customErrorData">用户自定义错误数据。</param>
  152. /// <returns>反序列化后的消息包。</returns>
  153. public Packet DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData)
  154. {
  155. // 注意:此函数并不在主线程调用!
  156. customErrorData = null;
  157. SCPacketHeader scPacketHeader = packetHeader as SCPacketHeader;
  158. if (scPacketHeader == null)
  159. {
  160. Log.Warning("Packet header is invalid.");
  161. return null;
  162. }
  163. Packet packet = null;
  164. if (scPacketHeader.IsValid)
  165. {
  166. Type packetType = GetServerToClientPacketType(scPacketHeader.Id);
  167. if (packetType != null)
  168. {
  169. packet = (Packet)RuntimeTypeModel.Default.DeserializeWithLengthPrefix(source, ReferencePool.Acquire(packetType), packetType, PrefixStyle.Fixed32, 0);
  170. }
  171. else
  172. {
  173. Log.Warning("Can not deserialize packet for packet id '{0}'.", scPacketHeader.Id.ToString());
  174. }
  175. }
  176. else
  177. {
  178. Log.Warning("Packet header is invalid.");
  179. }
  180. ReferencePool.Release(scPacketHeader);
  181. return packet;
  182. }
  183. private Type GetServerToClientPacketType(int id)
  184. {
  185. Type type = null;
  186. if (m_ServerToClientPacketTypes.TryGetValue(id, out type))
  187. {
  188. return type;
  189. }
  190. return null;
  191. }
  192. private void OnNetworkConnected(object sender, GameEventArgs e)
  193. {
  194. UnityGameFramework.Runtime.NetworkConnectedEventArgs ne = (UnityGameFramework.Runtime.NetworkConnectedEventArgs)e;
  195. if (ne.NetworkChannel != m_NetworkChannel)
  196. {
  197. return;
  198. }
  199. 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());
  200. }
  201. private void OnNetworkClosed(object sender, GameEventArgs e)
  202. {
  203. UnityGameFramework.Runtime.NetworkClosedEventArgs ne = (UnityGameFramework.Runtime.NetworkClosedEventArgs)e;
  204. if (ne.NetworkChannel != m_NetworkChannel)
  205. {
  206. return;
  207. }
  208. Log.Info("Network channel '{0}' closed.", ne.NetworkChannel.Name);
  209. }
  210. private void OnNetworkMissHeartBeat(object sender, GameEventArgs e)
  211. {
  212. UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs ne = (UnityGameFramework.Runtime.NetworkMissHeartBeatEventArgs)e;
  213. if (ne.NetworkChannel != m_NetworkChannel)
  214. {
  215. return;
  216. }
  217. Log.Info("Network channel '{0}' miss heart beat '{1}' times.", ne.NetworkChannel.Name, ne.MissCount.ToString());
  218. if (ne.MissCount < 2)
  219. {
  220. return;
  221. }
  222. ne.NetworkChannel.Close();
  223. }
  224. private void OnNetworkError(object sender, GameEventArgs e)
  225. {
  226. UnityGameFramework.Runtime.NetworkErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkErrorEventArgs)e;
  227. if (ne.NetworkChannel != m_NetworkChannel)
  228. {
  229. return;
  230. }
  231. Log.Info("Network channel '{0}' error, error code is '{1}', error message is '{2}'.", ne.NetworkChannel.Name, ne.ErrorCode.ToString(), ne.ErrorMessage);
  232. ne.NetworkChannel.Close();
  233. }
  234. private void OnNetworkCustomError(object sender, GameEventArgs e)
  235. {
  236. UnityGameFramework.Runtime.NetworkCustomErrorEventArgs ne = (UnityGameFramework.Runtime.NetworkCustomErrorEventArgs)e;
  237. if (ne.NetworkChannel != m_NetworkChannel)
  238. {
  239. return;
  240. }
  241. }
  242. }
  243. }