Unity based on Google Protobuf serialization and deserialization small case

1. Protocol definition, simple implementation of transmitting the player's 2D coordinates   

syntax = "proto3";
package SocketGameProtocol;

message PlayerInfo
{
	float xPos=1;
	float yPos=2;
}

2. Create a Plugins folder (must be named like this) in the Assets directory of Unity. This file is dedicated to storing extension files.

Create a new folder BaseInfolibrary and drag Google.Protobuf.dll into it

 3. Create a new Test.cs script

 Introducing namespaces in scripts

using SocketGameProtocol;
using Google.Protobuf;
using System;
using System.IO;
    private PlayerInfo info;
    public byte[] Init(Vector2 pos)
    {
        if (info == null)
        {
            info = new PlayerInfo();
        }
        info.XPos = pos.x;
        info.YPos = pos.y;
        byte[] data = Serialize(info);
        return data;
    }
    //序列化
    private byte[] Serialize(PlayerInfo model)
    {
        try {
            using (MemoryStream ms = new MemoryStream()) {
                model.WriteTo(ms);
                return ms.ToArray();
            }
        } catch (Exception ex) {
            Debug.Log ("序列化失败: " + ex.ToString());
            return null;
        }
    }
    //反序列化
    private PlayerInfo DeSerialize(byte[] data)
    {
        return PlayerInfo.Parser.ParseFrom(data);
    }

Follow up

Code improvement: generic serialization template (only used to serialize Message)

    /// <summary>
    /// 序列化protobuf
    /// </summary>
    /// <param name="msg"></param>
    /// <returns></returns>
    public static byte[] SerializeMsg(IMessage msg)
    {
        using (MemoryStream rawOutput = new MemoryStream())
        {
            msg.WriteTo(rawOutput);
            byte[] result = rawOutput.ToArray();
            return result;
        }
    }
    /// <summary>
    /// 反序列化protobuf
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="dataBytes"></param>
    /// <returns></returns>
    public static T DeserializeMsg<T>(byte[] dataBytes) where T : IMessage, new()
    {
        T msg = new T();
        msg= (T)msg.Descriptor.Parser.ParseFrom(dataBytes);
        return msg;
    }

The premise of serialization is still to know the type of the message, the following is the call

 

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Origin blog.csdn.net/ysn11111/article/details/127706192