Scut游戏server引擎Unity3d访问

时间:2022-04-03 03:16:16

Scut提供Unity3d Sdk包。便利的高速发展和Scut游戏server对接; 看Unity3d示为以下的比率:

启动Unity3d项目




打开Scutc.svn\SDK\Unity3d\Assets文件夹下的TestScene.unity项目文件,选中Main
Camera。将TestGUI.cs文件拖动到Inspector窗体的Script,如图:


Scut游戏server引擎Unity3d访问




Scut游戏server引擎Unity3d访问






Scut游戏server引擎Unity3d访问





点击Scut游戏server引擎Unity3d访问执行。例如以下:


Scut游戏server引擎Unity3d访问

 



文件夹层次说明


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參数的打包,当中NetWriter里有SetMd5Key为设置网络协议请求參数的Key,用于跟服务校验请求參数的有效性


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,此文件夹下的Action和Behaviour文件夹,依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为測试脚本

 



TestGUI代码

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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方法接口会依据url是否带http字段来推断是否是用http还是socket,


Action和Behaviour文件夹下实现自己的业务代码

自定头部解析类CustomHeadFormater代码

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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

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/// <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

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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)
    {
    //自定对象參数格式
    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));
        }
    }
}

  

一个完整的样本Sample For Unity3d源代码下载