2018-09-29 基于ProtoBuf的服务器与客服端的交互

基于ProtoBuf的服务器与客服端的交互
1,Protocol Buffer 简称 ProtoBuf,是用于结构化数据串行化的灵活、高效、自动的方法,又如 XML。
简单来说,它就是一种二进制格式,是google发起的,目前广泛应用在各种开发语言中。具体的介绍可以参见:https://code.google.com/p/protobuf/ 。我们之所以选择protobuf,是基于它的高效,数据冗余少,编程简单等特性。关于C#的protobuf实现,网上有好几个版本,公认比较好的是Protobuf-net。

有些实验中ProtoBuf比xml序列化小5倍,比二进制也近小一倍,有人说ProtoBuf比xml可以小到20倍,根据数据的复杂度这是有可能的。ProtoBuf的数据格式做为数据报文有着绝对优势,当然也有个弊端,它是2进制报文,没有xml格式这样的可读性,要想看懂报文内容只能用ProtoBuf反序列化了。

安装:打开工具下的NuGet程序包管理器下的程序包管理器控制台如图所示:


2018-09-29 基于ProtoBuf的服务器与客服端的交互_第1张图片
图片1.png


在包管理器里输入
PM > Install-Package protobuf-net即可。

服务器端代码如下:
定义Perctent类

using ProtoBuf;

namespace Client
{
    [ProtoContract]
    public class Percent
    {
        [ProtoMember(1)]
        public string name;
        [ProtoMember(2)]
        public int age;
        [ProtoMember(3)]
        public int sex;
    }
}

server类封装成单例

 class GameServer
    {
        private static GameServer _instance;
        public static GameServer Instance
        {
            get
            {
                if (_instance==null)
                {
                    _instance = new GameServer();
                }
                return _instance;
            }
           
        }
        Dictionary clients = new Dictionary();
        string ip = "127.0.0.1";
        int port = 8500;
        TcpListener listener;
        public GameServer()
        {
            IPAddress address = IPAddress.Parse(ip);

            listener = new TcpListener(address, port);
            listener.Start(); //开始侦听
            Console.WriteLine("服务器开始侦听");
         void AcceptTcp(IAsyncResult ar)
        {
            try
            {
                TcpClient client = listener.EndAcceptTcpClient(ar);
                ScocketClient socket = new ScocketClient(client);
                string key = client.Client.RemoteEndPoint.ToString();
                clients.Add(key, socket);
                //再次异步接受客服端链接
                listener.BeginAcceptTcpClient(AcceptTcp, null);
            }
            catch (Exception e)
            {
                Console.WriteLine(e.ToString());
            }      
        }
        public  void BroadCast(string msg)
        {
            foreach (var item in clients)
            {
                    item.Value.Send(msg);
            }
        }
        public void BroadCast(byte[] buffer)
        {
            foreach (var item in clients)
            {
                item.Value.Send(buffer);
            }
        }
        public  void DidConnect(string clientkey)
        {
            clients.Remove(clientkey);
            Console.WriteLine(clientkey + "断开连接");
        }
    }

写出ProtobufHelper类来实现传递Protobuf的序列化和反序列化 ,T为泛型。

 class ProtobufHelper
    {
        //序列化
       public  static byte[] Serialize(T t)
        {
            using (MemoryStream stream = new MemoryStream())
            {
                Serializer.Serialize(stream, t);
                return stream.ToArray();
            }
        }
        //反序列化
        public static  T Deserialize(byte[] bytes)
        {
            using (MemoryStream ms = new MemoryStream(bytes))
            {
                T p = Serializer.Deserialize(ms);
                return p;
            }
        }
    }

main方法:

static void Main(string [] args)
        {

            GameServer server = GameServer.Instance;
            while (true)
            {
                Console.WriteLine("按ESC退出");
                ConsoleKey key = Console.ReadKey(true).Key;
                if (key==ConsoleKey.Escape)
                {
                    break;
                }
            }
        }

ScocketClient类来实现发送广播和接收消息并解析

 class ScocketClient
    {
        public const int bufferSize = 8192;
        byte[] buffer = new byte[bufferSize];//定义buffer缓冲区

        TcpClient client;
        NetworkStream stream;

        MemoryStream men;//缓存流
        BinaryReader reader;//缓存流的读取器

        public ScocketClient(TcpClient _client)
        {
            client = _client;
            Console.WriteLine("客服端链接成功" + client.Client.RemoteEndPoint);
            stream = client.GetStream();
            men = new MemoryStream();
            reader = new BinaryReader(men);
            stream.BeginRead(buffer, 0, bufferSize, Read, null);
        }
        //子线程读取消息
        void Read(IAsyncResult ar)
        {
            try
            {
                int readCount = stream.EndRead(ar);
                if (readCount == 0) throw new Exception("读取异常");

                OnReceive(buffer, readCount);

                lock (client)
                {
                    Array.Clear(buffer, 0, bufferSize);
                    stream.BeginRead(buffer, 0, bufferSize, Read, null);
                }

            }
            catch (Exception e)
            {
                Console.WriteLine(e.ToString());
                OnDisConnect();
            }
        }

        //逻辑层 ,解包,处理[长度+消息]
        void OnReceive(byte[] bytes, int count)
        {
            men.Seek(0, SeekOrigin.End);//指针指向最后
            men.Write(bytes, 0, count);//消息往后追加
            men.Seek(0, SeekOrigin.Begin);//指针指向开头,开始读消息
            while (ReMainLength() > 4)
                {   //获取消息长度  指针后移4位
                    int length = reader.ReadInt32();
                    if (ReMainLength() >= length)//剩余的字节数是否大于消息长度
                    {
                        byte[] content = reader.ReadBytes(length);
                        OnMessage(content);
                    }
                    else
                    {
                        men.Seek(-4, SeekOrigin.Current);//把指针前移4位,保证消息的完整性[长度+消息]
                        break;
                    }
                }
                byte[] remain = reader.ReadBytes(ReMainLength());//把剩余的半包读取出来
                men.SetLength(0);//清空缓存流
                men.Write(remain, 0, remain.Length);//写入剩余的半包
            }

        //得到一条消息
        void OnMessage(byte[] content)
        {
            //广播给所有的客服端
            GameServer.Instance.BroadCast(content);
        }
       
        //解析二进制格式序列化
        object ReadBinaryformat(byte[] bytes)
        {
            using (MemoryStream ms=new MemoryStream())
            {
                ms.Write(bytes, 0, bytes.Length);
                ms.Flush();
                ms.Position = 0;

                var format = new BinaryFormatter();
                var obj = format.Deserialize(ms);
                return obj;
            }
        }
        //获取剩余字节长度
        int ReMainLength()
        {
            return (int)(men.Length - men.Position);
        }
        public void Write(byte[] content)
        {
            //获取消息和长度
            byte[] length = BitConverter.GetBytes(content.Length);
            //使用内存流做为缓存,拼接遵循[长度+消息]协议的消息
            MemoryStream mem = new MemoryStream();
            mem.Write(length, 0, 4);
            mem.Write(content, 0, content.Length);
            //发送最终消息
            byte[] bytes = mem.ToArray();
            stream.Write(bytes, 0, bytes.Length);
        }
        public void Send(string msg)
        {
            byte[] content = Encoding.UTF8.GetBytes(msg);
            Write(content);
        }
        public void Send(byte[] content)
        {
            Write(content);
        }
        //断开连接
        public void OnDisConnect()
        {
            GameServer.Instance.DidConnect(this.client.Client.RemoteEndPoint.ToString());
            stream.Close();
            client.Close();
        }
    }

客服端代码如下
写出ProtobufHelper类来实现传递Protobuf的序列化和反序列化 ,T为泛型。

代码同上方ProtobufHelper一样

定义Percent类,类中属性需与上方Percent一样

代码同上方上方Percent一样

SocketClient类来实现服务器的链接

class SocketClient
    {
        string ip = "127.0.0.1";
        int port = 8500;
        TcpClient client;
        NetworkStream stream;
        public const int bufferSize = 8192;
        byte[] buffer = new byte[bufferSize];

        MemoryStream men;//缓存流
        BinaryReader reader;//缓存流的读取器
        public SocketClient()
        {
            client = new TcpClient();
            // client.Connect(ip, port);

            client.BeginConnect(ip, port, OnConnect, null);//异步连接服务器
        }
        void OnConnect(IAsyncResult ar)
        {
            
            Console.WriteLine("服务器链接成功" + client.Client.RemoteEndPoint);
            stream = client.GetStream();//获取网络流
            men = new MemoryStream();
            reader = new BinaryReader(men);
            stream.BeginRead(buffer, 0, bufferSize, Read, null);//开启异步读取数据
        }
..........剩余部分与上方代码相同。
}

客服端的Main方法

 static void Main(string[] args)
        {
            SocketClient client = new SocketClient();//新建一个客服端链接
            while (true)
            {
                Console.WriteLine("请输入消息:");
                string msg=  Console.ReadLine();

                Percent p = new Percent();
                p.name = "小明";
                p.age = 20;
                p.sex = 0;

                //byte[] buffer = Binartformat(p);
                byte[] buffer = ProtobufHelper.Serialize(p);
                for (int i = 0; i < 10; i++)
                {
                    client.Send(buffer);
                }
            }

最后运行结果如下:
2018-09-29 基于ProtoBuf的服务器与客服端的交互_第2张图片
图片2.png

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