写个Unity 简单使用Protobuffer进行网络传输的Demo
作者:互联网
博主用的protobuf3.10.0的版本
下载资源文件
先去GitHub去下载两个东西
链接:https://github.com/protocolbuffers/protobuf/releases/tag/v3.10.0
第一个:protobuf的C#包
第二个:protobuf的转化工具
下载得到的两个资源 ->解压
导入资源文件
1、把这个文件导入到客户端和服务端(也可以生成Dll再导入,看个人习惯)
Unity导入后如下图
2、写protobuf文件 (在刚刚下载的Win-bin目录下创建GameData.proto)
protobuf内容如下:
syntax="proto3";
message GameData{
string PlayerName =1;
float Power =2;
int32 Money = 3;
repeated bool unlock = 4;
data levelData = 5;
message data{
int32 process = 1;
}
}
3、protobuf生成C#代码
创建个bat批处理文件
批处理代码:(本来想处理成,一个文件夹存放proto文件,一个文件夹处理c#脚本,奈何水平有限,搞不懂批处理要怎么写)
@echo off
for %%i in (*.proto) do (
protoc --csharp_out=./ %%i
)
pause
双击bat,生成C#脚本
把脚本导入客户端和服务端
4、编写服务端代码:
(创建窗体类,点击启动服务器 ->代码实际Ip地址根据自己IP地址走)
using System;
using System.Text;
using System.Windows.Forms;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using Google.Protobuf;
namespace Server
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private Socket ServerSocket;
private Socket ClientSocket;
private void button1_Click(object sender, EventArgs e)
{
IPAddress ipadss = IPAddress.Parse("192.168.149.1");
EndPoint endPoint = new IPEndPoint(ipadss, 6666);
ServerSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
ServerSocket.Bind(endPoint);
ServerSocket.Listen(10);
Thread tread = new Thread(Accept);
tread.Start();
button1.Visible = false;
}
private void Accept()
{
ClientSocket = ServerSocket.Accept();
string success = "你已链接到服务端";
byte[] bytes = Encoding.UTF8.GetBytes(success);
GameData data = new GameData();
data.PlayerName = "Name";
data.Money = 100;
data.Power = 10;
data.Unlock.Add(true);
data.Unlock.Add(true);
data.Unlock.Add(true);
data.Unlock.Add(false);
data.LevelData = new GameData.Types.data { Process = 1 };
bytes = data.ToByteArray();
ClientSocket.Send(bytes);
Thread tread2 = new Thread(GetData);
tread2.Start();
}
private void GetData()
{
byte[] bytes = new byte[1024];
ClientSocket.Receive(bytes);
string str = Encoding.UTF8.GetString(bytes);
}
}
}
5、客户端代码
using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using UnityEngine;
public class PBDataHelper : MonoBehaviour
{
private Socket ClientSocket;
void Start()
{
IPAddress ipadss = IPAddress.Parse("192.168.149.1");
EndPoint endPoint = new IPEndPoint(ipadss, 6666);
ClientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
ClientSocket.Connect(endPoint);
Thread tread2 = new Thread(GetDatas);
tread2.Start();
}
private void GetDatas()
{
byte[] bytes = new byte[1024];
int _length = ClientSocket.Receive(bytes);
Debug.Log(_length);
byte[] newBytes = new byte[_length];
Buffer.BlockCopy(bytes, 0, newBytes, 0, _length);
GameData dataInfo = GameData.Parser.ParseFrom(newBytes);
Debug.Log(dataInfo);
Debug.Log(dataInfo.PlayerName);
Debug.Log(dataInfo.Money);
}
}
6、测试结果
1、先启动服务器:
2、启动Unity获取通信结果
标签:Demo,Protobuffer,bytes,System,Unity,new,using,data,ClientSocket 来源: https://blog.csdn.net/LM514104/article/details/118251775