geometry-tower-defense-base/src-ref/Network/NetworkChannelHelper.cs

281 lines
11 KiB
C#

//------------------------------------------------------------
// 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 GeometryTD
{
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;
}
}
}
}