Scut游戏服务器引擎之Unity3d接入
Scut提供Unity3d Sdk包,方便开发人员快速与Scut游戏服务器对接; 先看Unity3d示例如下:
启动Unity3d项目
打开Scutc.svn\SDK\Unity3d\Assets目录下的TestScene.unity项目文件,选中Main Camera,将TestGUI.cs文件拖动到Inspector窗口的Script,如图:
点击运行,如下:
目录层次说明
1) Net层:封装Http与Socket请求操作,以及网络协议的数据解析和请求参数的打包,其中NetWriter里有SetMd5Key为设置网络协议请求参数的Key,用于跟服务校验请求参数的有效性
2) Reflect层:提供高性能的反射功能
3) Security层:加密操作
4) Serialization层:封装对象的序列化操作
5) Game层:游戏业务逻辑层代码实现功能,此目录下的Action和Behaviour目录,根据业务自己实现代码
6) CustomHeadFormater类:自定的结构消息头解析器
7) TestGUI.cs为测试脚本
TestGUI代码
using UnityEngine; public class TestGUI : MonoBehaviour { // Use this for initialization void Start() { //todo 启用自定的结构 Net.Instance.HeadFormater = new CustomHeadFormater(); } // Update is called once per frame void Update() { } void OnGUI() { // Now create any Controls you like, and they will be displayed with the custom Skin if (GUILayout.Button("Click Http")) { NetWriter.SetUrl("http://ph.scutgame.com/service.aspx"); Net.Instance.Send((int)ActionType.RankSelect, null); } // Any Controls created here will use the default Skin and not the custom Skin if (GUILayout.Button("Click Socket")) { NetWriter.SetUrl("ph.scutgame.com:9001"); Net.Instance.Send((int)ActionType.RankSelect, null); } } }
Send方法接口会根据url是否带http字段来判断是否是用http还是socket,
Action和Behaviour目录下实现自己的业务代码
自定头部解析类CustomHeadFormater代码
using System; using GameRanking.Pack; using ZyGames.Framework.Common.Serialization; /// <summary> /// 定制的头部结构解析 /// </summary> public class CustomHeadFormater : IHeadFormater { public bool TryParse(byte[] data, out PackageHead head, out byte[] bodyBytes) { bodyBytes = null; head = null; int pos = 0; if (data == null || data.Length == 0) { return false; } int headSize = GetInt(data, ref pos); byte[] headBytes = new byte[headSize]; Buffer.BlockCopy(data, pos, headBytes, 0, headBytes.Length); pos += headSize; ResponsePack resPack = ProtoBufUtils.Deserialize<ResponsePack>(headBytes); head = new PackageHead(); head.StatusCode = resPack.ErrorCode; head.MsgId = resPack.MsgId; head.Description = resPack.ErrorInfo; head.ActionId = resPack.ActionId; head.StrTime = resPack.St; int bodyLen = data.Length - pos; if (bodyLen > 0) { bodyBytes = new byte[bodyLen]; Buffer.BlockCopy(data, pos, bodyBytes, 0, bodyLen); } else { bodyBytes = new byte[0]; } //UnityEngine.Debug.Log(string.Format("ActionId:{0}, ErrorCode:{1}, len:{2}", resPack.ActionId, resPack.ErrorCode, bodyBytes.Length)); return true; } private int GetInt(byte[] data, ref int pos) { int val = BitConverter.ToInt32(data, pos); pos += sizeof(int); return val; } }
BaseAction代码
/// <summary> /// 自定结构Action代理基类 /// </summary> public abstract class BaseAction : GameAction { protected BaseAction(int actionId) : base(actionId) { } protected override void SetActionHead(NetWriter writer) { MessagePack headPack = new MessagePack() { MsgId = Head.MsgId, ActionId = ActionId, SessionId = Head.SessionId, UserId = Head.UserId }; byte[] data = ProtoBufUtils.Serialize(headPack); writer.SetHeadBuffer(data); writer.SetBodyData(null); } }
Action1001代码
using System; using System.Collections.Generic; using GameRanking.Pack; using ZyGames.Framework.Common.Serialization; public class Action1001 : BaseAction { private Response1001Pack _responseData; public Action1001() : base((int)ActionType.RankSelect) { } protected override void SendParameter(NetWriter writer, object userData) { //自定对象参数格式 Request1001Pack requestPack = new Request1001Pack() { PageIndex = 1, PageSize = 10 }; byte[] data = ProtoBufUtils.Serialize(requestPack); writer.SetBodyData(data); } protected override void DecodePackage(NetReader reader) { if (reader.StatusCode == 0) { //自定对象格式解包 _responseData = ProtoBufUtils.Deserialize<Response1001Pack>(reader.Buffer); } } protected override void Process(object userData) { if (_responseData != null) { UnityEngine.Debug.Log(string.Format("ok, count:{0}", _responseData.PageCount)); } } }
完整例子Sample For Unity3d源码下载