/// <summary> /// 傳送一個 Dictionary 給 Server ,目前 Dictionary.Value 不支援不能序列化的物件,例如 Dictionary 。不能使用多層 Dictionary /// </summary> /// <param name="code">此封包的索引碼,在伺服器中用此作為索引</param> /// <param name="dic">傳給伺服器的封包</param> private void deliver(byte code, Dictionary <byte, object> dic) { //普通的傳送 CanSend = false; //宣告一個傳送暫存 byte[] tx; //將傳入的 code , dic , 傳換為我定義的封包 IPacket packet = new IPacket(code, new Dictionary <byte, object>(dic)) { }; try { //將此封包,序列化並加入暫存區 tx = Math.Serialize.ToByteArray(packet); tx = Math.Serialize.Compress(tx); Network.BeginSend(tx, tx.Length); } catch (Exception exc) { LogProxy.WriteError(exc.Message); } }
public NetworkBase(NetworkProtocol protocol) { // CompositeResolver is singleton helper for use custom resolver. // Ofcourse you can also make custom resolver. MessagePack.Resolvers.CompositeResolver.RegisterAndSetAsDefault( // use generated resolver first, and combine many other generated/custom resolvers MessagePack.Resolvers.GeneratedResolver.Instance, MessagePack.Resolvers.BuiltinResolver.Instance, MessagePack.Resolvers.AttributeFormatterResolver.Instance, MessagePack.Resolvers.PrimitiveObjectResolver.Instance ); switch (protocol) { case NetworkProtocol.WebSocket: Network = new WebSocketLis(); break; case NetworkProtocol.UDP: Network = new Udp(); break; case NetworkProtocol.TCP: Network = new Tcp(); break; case NetworkProtocol.RUDP: Network = new RUdp(); break; } Network.CompleteConnect += () => { OnStatusChanged(StatusCode.Connect); }; Network.CompleteDisConnect += () => { OnStatusChanged(StatusCode.Disconnect); }; Network.CompleteSend += () => { CanSend = true; }; Network.CompleteReadFromServerStream += result => { byte[] receiveBytes = result; if (!receiveBytes.Length.Equals(1)) { receiveBytes = Math.Serialize.Decompress(receiveBytes); IPacket packet = null; //解包成我定義的封包 try { packet = (IPacket)Math.Serialize.ToObject(receiveBytes); } catch (Exception e) { Console.WriteLine(e); throw; } if (packet != null) //將資料存入全域暫存區 { SocketReceiver.AddToCurrectLine(packet); } } else { //Debug.Log("小包到達"); //回傳一小包代表該 Client 還活者 Network.BeginSend(new byte[] { 0 }, 1); } }; }
public NetworkBase(NetworkProtocol protocol) { switch (protocol) { case NetworkProtocol.WebSocket: Network = new WebSocketLis(); break; case NetworkProtocol.UDP: Network = new Udp(); break; case NetworkProtocol.TCP: Network = new Tcp(); break; case NetworkProtocol.RUDP: Network = new RUdp(); break; } Network.CompleteConnect += () => { OnStatusChanged(StatusCode.Connect); }; Network.CompleteDisConnect += () => { OnStatusChanged(StatusCode.Disconnect); }; Network.CompleteSend += () => { CanSend = true; }; Network.CompleteReadFromServerStream += result => { byte[] receiveBytes = result; if (!receiveBytes.Length.Equals(1)) { receiveBytes = Math.Serialize.Decompress(receiveBytes); IPacket packet = null; //解包成我定義的封包 try { packet = (IPacket)Math.Serialize.ToObject(receiveBytes); } catch (Exception e) { Console.WriteLine(e); throw; } if (packet != null) //將資料存入全域暫存區 { SocketReceiver.AddToCurrectLine(packet); } } else { //Debug.Log("小包到達"); //回傳一小包代表該 Client 還活者 Network.BeginSend(new byte[] { 0 }, 1); } }; }