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- //------------------------------------------------------------
- // 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<int, Type> m_ServerToClientPacketTypes = new Dictionary<int, Type>();
- private readonly MemoryStream m_CachedStream = new MemoryStream(1024 * 8);
- private INetworkChannel m_NetworkChannel = null;
- /// <summary>
- /// 获取消息包头长度。
- /// </summary>
- public int PacketHeaderLength
- {
- get
- {
- return 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)
- {
- 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);
- }
- /// <summary>
- /// 关闭并清理网络频道辅助器。
- /// </summary>
- 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;
- }
- /// <summary>
- /// 准备进行连接。
- /// </summary>
- public void PrepareForConnecting()
- {
- m_NetworkChannel.Socket.ReceiveBufferSize = 1024 * 64;
- m_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()
- {
- m_NetworkChannel.Send(ReferencePool.Acquire<CSHeartBeat>());
- 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;
- }
- 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<CSPacketHeader>();
- 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;
- }
- /// <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, ReferencePool.Acquire<SCPacketHeader>(), typeof(SCPacketHeader));
- }
- /// <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;
- 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;
- }
- }
- }
- }
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