协议(消息)生成
目录
协议(消息)生成主要做什么?
知识点二 制作功能前的准备工作
编辑编辑 制作消息生成功能
实现效果
总结
上一篇中配置的XML文件可见:
https://mpbeta.csdn.net/mp_blog/creation/editor/147647176
协议(消息)生成主要做什么?
//协议生成 主要是使用配置文件中读取出来的信息
//动态的生成对应语言的代码文件
//每次添加消息或者数据结构类时,我们不需要再手写代码了
//我们不仅可以生成C#脚本文件,还可以根据需求生成别的语言的文件
#endregion
知识点二 制作功能前的准备工作
//协议生成是不会在发布后使用的功能,主要是在开发时使用
//所以我们在Unity当中可以把它作为一个编辑器功能来做
//因此我们可以专门新建一个Editor文件夹 (专门放编辑器相关内容,不会发布)
//在其中放置配置文件、自动生成相关脚本文件
Unity编辑器功能代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Xml;public class ProtocolTool
{private static string PROTO_PATH = Application.dataPath + "/Editor/protocolTool/protocolInfo.xml";private static GeneratreCSharp generatreCSharp = new GeneratreCSharp();[MenuItem("ProtocolTool/生成C#脚本")]private static void GenerateCSharp(){//1.读取xml相关信息//XmlNodeList list = GetNodes("enum");//2.根据这些信息,去拼接字符串,生成对应的脚本generatreCSharp.GeneratreEnum(GetNodes("enum"));//刷新编辑器页面 让我们可以看到生成的内容 不需要手动刷新了//生成数据结构类generatreCSharp.GeneratreData(GetNodes("data"));//生成消息类generatreCSharp.GeneratreMsg(GetNodes("message"));AssetDatabase.Refresh();}[MenuItem("ProtocolTool/生成C++脚本")]private static void GenerateCpp(){Debug.Log("生成C++脚本");}[MenuItem("ProtocolTool/生成Java脚本")]private static void GenerateJava(){Debug.Log("生成Java脚本");}private static XmlNodeList GetNodes(string nodeName){XmlDocument xml = new XmlDocument();xml.Load(PROTO_PATH);XmlNode root= xml.SelectSingleNode("messages");return root.SelectNodes(nodeName);}
}


制作消息生成功能
根据配置好的XML文件来制作消息生成工具,分别实现生成枚举类型,数据结构类型(其中包括GetBytesNum,Writing,Reading函数),消息类型脚本
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Xml;
using UnityEngine;public class GeneratreCSharp
{//协议保存路径private string SAVE_PATH = Application.dataPath + "/Scripts/Protocol/";//生成枚举脚本的逻辑public void GeneratreEnum(XmlNodeList nodes){string namespaceStr = "";string enumNameStr = "";string fieldStr = "";foreach (XmlNode enumNodes in nodes){//获取命名空间配置信息namespaceStr = enumNodes.Attributes["namespace"].Value;//获取枚举名配置信息enumNameStr = enumNodes.Attributes["name"].Value;//获取所有字段节点 然后进行字符串拼接XmlNodeList enumFields = enumNodes.SelectNodes("field");//一个新的枚举 需要清空一次上一次拼接的字段字符串fieldStr = "";foreach (XmlNode enumField in enumFields){fieldStr += "\t\t" + enumField.Attributes["name"].Value;if (enumField.InnerText != "")fieldStr +="="+ enumField.InnerText;fieldStr += ",\r\n";}//对所有可变的内容进行拼接string enumStr = $"namespace {namespaceStr}\r\n" +"{\r\n" +$"\tpublic enum {enumNameStr}\r\n" +"\t{\r\n" +$"{fieldStr}" +"\t}\r\n" +"}";//保存文件的路径string path = SAVE_PATH + namespaceStr + "/Enum/";//如果不存在这个文件夹 则创建if (!Directory.Exists(path))Directory.CreateDirectory(path);//字符串保存 存储为枚举脚本文件File.WriteAllText(path + enumNameStr + ".cs", enumStr);}Debug.Log("枚举生成结束");}//生成数据结构类的逻辑public void GeneratreData(XmlNodeList nodes){string namespaceStr = "";string classNameStr = "";string fieldStr = "";string GetBytesNumStr = "";string WritingStr = "";string ReadingStr = "";foreach (XmlNode dataNode in nodes){//命名空间namespaceStr = dataNode.Attributes["namespace"].Value;//类名classNameStr = dataNode.Attributes["name"].Value;//读取所有字段节点XmlNodeList fields = dataNode.SelectNodes("field");//通过这个方法进行成员变量声明的拼接 返回拼接结果fieldStr = GetFieldStr(fields);//通过这个方法对GetBytesNum函数中字符串内容进行拼接 返回结果GetBytesNumStr = GetGetBytesNumStr(fields);//通过这个方法对Writing函数中字符串内容进行拼接 返回结果WritingStr = GetWritingStr(fields);//通过这个方法对Reading函数中字符串内容进行拼接 返回结果ReadingStr = GetReadingStr(fields);string dataStr = "using System;\r\n"+"using System.Collections.Generic;\r\n" +"using System.Text;\r\n"+$"namespace {namespaceStr}\r\n" +"{\r\n" +$"\tpublic class {classNameStr} : BaseData\r\n" +"\t{\r\n" +$"{fieldStr}" +"\t\tpublic override int GetBytesNum()\r\n" +"\t\t{\r\n" +"\t\t\tint num=0;\r\n" +$"{GetBytesNumStr}" +"\t\t\treturn num;\r\n"+"\t\t}\r\n"+"\t\tpublic override byte[] Writing()\r\n"+"\t\t{\r\n"+"\t\t\tint index =0;\r\n"+"\t\t\tbyte [] bytes =new byte[GetBytesNum()];\r\n"+$"{WritingStr}"+"\t\t\treturn bytes;\r\n"+"\t\t}\r\n"+"\t\tpublic override int Reading(byte[] bytes, int beginIndex = 0)\r\n" +"\t\t{\r\n" +"\t\t\tint index =beginIndex ;\r\n" +$"{ReadingStr}" +"\t\t\treturn index - beginIndex;\r\n" +"\t\t}\r\n" +"\t}\r\n" +"}";//保存文件的路径string path = SAVE_PATH + namespaceStr + "/Data/";//如果不存在这个文件夹 则创建if (!Directory.Exists(path))Directory.CreateDirectory(path);//字符串保存 存储为枚举脚本文件File.WriteAllText(path + classNameStr + ".cs", dataStr);}Debug.Log("数据结构类生成结束");}private string GetFieldStr(XmlNodeList fields){string fieldStr = "";foreach (XmlNode field in fields){//变量类型string type = field.Attributes["type"].Value;//变量名string fieldName = field.Attributes["name"].Value;if(type=="list"){string T = field.Attributes["T"].Value;fieldStr += "\t\tpublic List<" + T + ">";}else if(type =="array"){string data = field.Attributes["data"].Value;fieldStr += "\t\tpublic " + data + "[]";}else if(type=="dic"){string Tkey = field.Attributes["Tkey"].Value;string Tvalue = field.Attributes["Tvalue"].Value;fieldStr += "\t\tpublic Dictionary<" + Tkey + "," + Tvalue + ">";}else if(type=="enum"){string data = field.Attributes["data"].Value;fieldStr += "\tpublic " + data + " ";}else{fieldStr += "\t\tpublic " + type + " ";}fieldStr += fieldName + ";\r\n";}return fieldStr;}private string GetGetBytesNumStr(XmlNodeList fields){string bytesNumStr = "";string type = "";string name = "";foreach (XmlNode field in fields){type = field.Attributes["type"].Value;name = field.Attributes["name"].Value;if (type == "list"){string T = field.Attributes["T"].Value;bytesNumStr += "\t\t\tnum +=2;\r\n";//+2是为了节约字节数 用一个short去存储信息bytesNumStr += "\t\t\tfor(int i = 0;i< " + name + ".Count;i++)\r\n";//这里使用name+"[i]"的目的是获取list当中的元素传入使用bytesNumStr += "\t\t\t\tnum +=" + GetValueBytesNum(T, name + "[i]") + ";\r\n";}else if (type == "array"){string data = field.Attributes["data"].Value;bytesNumStr += "\t\t\tnum +=2;\r\n";//+2是为了节约字节数 用一个short去存储信息bytesNumStr += "\t\t\tfor(int i = 0;i<" + name + ".Length;i++)\r\n";//这里使用name+"[i]"的目的是获取list当中的元素传入使用bytesNumStr += "\t\t\t\tnum +=" + GetValueBytesNum(data, name + "[i]") + ";\r\n";}else if (type == "dic"){string Tkey = field.Attributes["Tkey"].Value;string Tvalude = field.Attributes["Tvalue"].Value;bytesNumStr += "\t\t\tnum +=2;\r\n";//+2是为了节约字节数 用一个short去存储信息bytesNumStr += "\t\t\tforeach(" + Tkey + " key in " + name + ".Keys)\r\n";bytesNumStr += "\t\t\t{\r\n";bytesNumStr += "\t\t\t\tnum +=" + GetValueBytesNum(Tkey, "key") + ";\r\n";bytesNumStr += "\t\t\t\tnum +=" + GetValueBytesNum(Tvalude, name + "[key]") + ";\r\n";bytesNumStr += "\t\t\t}\r\n";}elsebytesNumStr += "\t\t\tnum +=" + GetValueBytesNum(type, name)+";\r\n";}return bytesNumStr;}private string GetValueBytesNum(string type,string name){switch (type){case "int":case "float":case "enum":return "4";case "long":return "8";case "byte":case "bool":return "1";case "short":return "2";case "string":return "4+Encoding.UTF8.GetByteCount(" + name + ")";default:return name + ".GetBytesNum()";}}private string GetWritingStr(XmlNodeList fields){string writingStr = "";string type = "";string name = "";foreach (XmlNode field in fields){type = field.Attributes["type"].Value;name = field.Attributes["name"].Value;if(type=="list"){string T = field.Attributes["T"].Value;writingStr += "\t\t\tWriteShort(bytes, (short)" + name + ".Count, ref index);\r\n";writingStr += "\t\t\tfor (int i=0; i < " + name + ".Count;++i)\r\n";writingStr += "\t\t\t\t" + GetWritingValueStr(T, name + "[i]") + "\r\n";}else if(type=="array"){string data = field.Attributes["data"].Value;writingStr += "\t\t\tWriteShort(bytes, (short)" + name + ".Length, ref index);\r\n";writingStr += "\t\t\tfor (int i=0; i < " + name + ".Length;++i)\r\n";writingStr += "\t\t\t\t" + GetWritingValueStr(data, name + "[i]") + "\r\n";}else if(type=="dic"){string Tkey = field.Attributes["Tkey"].Value;string Tvalue = field.Attributes["Tvalue"].Value;writingStr += "\t\t\tWriteShort(bytes, (short)" + name + ".Count, ref index);\r\n";writingStr += "\t\t\tforeach(" + Tkey + " key in " + name + ".Keys)\r\n";writingStr += "\t\t\t{\r\n";writingStr += "\t\t\t\t" + GetWritingValueStr(Tkey, "key") + "\r\n";writingStr += "\t\t\t\t" + GetWritingValueStr(Tvalue, name + "[key]") + "\r\n";writingStr += "\t\t\t}\r\n";}else{writingStr += "\t\t\t" + GetWritingValueStr(type, name) + "\r\n";}}return writingStr;}private string GetWritingValueStr(string type,string name){switch (type){case "byte":return "WriteByte(bytes ," + name + ", ref index);";case "int":return "WriteInt(bytes ," + name + ", ref index);";case "bool":return "WriteBool(bytes ," + name + ", ref index);";case "short":return "WriteShort(bytes ," + name + ", ref index);";case "long":return "WriteLong(bytes ," + name + ", ref index);";case "float":return "WriteFloat(bytes ," + name + ", ref index);";case "string":return "WriteString(bytes ," + name + ", ref index);";case "enum":return "WriteInt(bytes ,Convert.ToInt32(" + name + "), ref index);";default:return "WriteData(bytes ," + name + ", ref index);";}}private string GetReadingStr(XmlNodeList fields){string readingStr = "";string type = "";string name = "";foreach (XmlNode field in fields){type = field.Attributes["type"].Value;name = field.Attributes["name"].Value;if (type == "list"){string T = field.Attributes["T"].Value;readingStr += "\t\t\t" + name + " =new List<" + T + ">();\r\n";readingStr += "\t\t\tshort " + name + "Count =ReadShort(bytes, ref index);\r\n";readingStr += "\t\t\tfor (int i = 0; i < " + name + "Count; ++i)\r\n";readingStr += "\t\t\t\t" + name + ".Add(" + GetReadingValueStr(T) + ");\r\n";}else if (type == "array"){string data = field.Attributes["data"].Value;readingStr += "\t\t\tshort " + name + "Length =ReadShort(bytes, ref index);\r\n";readingStr += "\t\t\t" + name + " = new " + data + "[" + name + "Length];\r\n";readingStr += "\t\t\tfor (int i = 0; i < " + name + "Length; ++i)\r\n";readingStr += "\t\t\t\t" + name + "[i]" +" = "+ GetReadingValueStr(data) + ";\r\n";}else if (type == "dic"){string Tkey = field.Attributes["Tkey"].Value;string Tvalue = field.Attributes["Tvalue"].Value;readingStr += "\t\t\t" + name + " = new Dictionary<" + Tkey + ", " + Tvalue + ">();\r\n";readingStr += "\t\t\tshort " + name + "Count =ReadShort(bytes, ref index);\r\n";readingStr += "\t\t\tfor (int i = 0; i < " + name + "Count; ++i)\r\n";readingStr += "\t\t\t\t" + name + ".Add(" + GetReadingValueStr(Tkey) + ", " +GetReadingValueStr(Tvalue) + ");\r\n";}else if(type=="enum"){string data = field.Attributes["data"].Value;readingStr += "\t\t\t" + name + " = (" + data + ")ReadInt(bytes, ref index);\r\n";}elsereadingStr += "\t\t\t" + name + " = " + GetReadingValueStr(type) + ";\r\n";}return readingStr;}private string GetReadingValueStr(string type){switch (type){case "byte":return "ReadByte(bytes, ref index)";case "int":return "ReadInt(bytes, ref index)";case "short":return "ReadShort(bytes, ref index)";case "long":return "ReadLong(bytes, ref index)";case "float":return "ReadFloat(bytes, ref index)";case "bool":return "ReadBool(bytes, ref index)";case "string":return "ReadString(bytes, ref index)";default:return "ReadData<" + type + ">(bytes, ref index)";}}public void GeneratreMsg(XmlNodeList nodes){string idStr = "";string namespaceStr = "";string classNameStr = "";string fieldStr = "";string GetBytesNumStr = "";string WritingStr = "";string ReadingStr = "";foreach (XmlNode dataNode in nodes){//消息IDidStr = dataNode.Attributes["id"].Value;//命名空间namespaceStr = dataNode.Attributes["namespace"].Value;//类名classNameStr = dataNode.Attributes["name"].Value;//读取所有字段节点XmlNodeList fields = dataNode.SelectNodes("field");//通过这个方法进行成员变量声明的拼接 返回拼接结果fieldStr = GetFieldStr(fields);//通过这个方法对GetBytesNum函数中字符串内容进行拼接 返回结果GetBytesNumStr = GetGetBytesNumStr(fields);//通过这个方法对Writing函数中字符串内容进行拼接 返回结果WritingStr = GetWritingStr(fields);//通过这个方法对Reading函数中字符串内容进行拼接 返回结果ReadingStr = GetReadingStr(fields);string dataStr = "using System;\r\n" +"using System.Collections.Generic;\r\n" +"using System.Text;\r\n" +$"namespace {namespaceStr}\r\n" +"{\r\n" +$"\tpublic class {classNameStr} : BaseMsg\r\n" +"\t{\r\n" +$"{fieldStr}" +"\t\tpublic override int GetBytesNum()\r\n" +"\t\t{\r\n" +"\t\t\tint num=8;\r\n" +//这个8代表的是 消息ID的4个字节和消息长度的4个字节$"{GetBytesNumStr}" +"\t\t\treturn num;\r\n" +"\t\t}\r\n" +"\t\tpublic override byte[] Writing()\r\n" +"\t\t{\r\n" +"\t\t\tint index =0;\r\n" +"\t\t\tbyte [] bytes =new byte[GetBytesNum()];\r\n" +"\t\t\tWriteInt(bytes, GetID(), ref index);\r\n" +"\t\t\tWriteInt(bytes, bytes.Length - 8, ref index);\r\n" +$"{WritingStr}" +"\t\t\treturn bytes;\r\n" +"\t\t}\r\n" +"\t\tpublic override int Reading(byte[] bytes, int beginIndex = 0)\r\n" +"\t\t{\r\n" +"\t\t\tint index =beginIndex ;\r\n" +$"{ReadingStr}" +"\t\t\treturn index - beginIndex;\r\n" +"\t\t}\r\n" +"\t\tpublic override int GetID()\r\n" +"\t\t{\r\n" +"\t\t\treturn " + idStr + ";\r\n"+"\t\t}\r\n" +"\t}\r\n" +"}";//保存文件的路径string path = SAVE_PATH + namespaceStr + "/Msg/";//如果不存在这个文件夹 则创建if (!Directory.Exists(path))Directory.CreateDirectory(path);//字符串保存 存储为枚举脚本文件File.WriteAllText(path + classNameStr + ".cs", dataStr);}Debug.Log("数据结构类生成结束");}
}
实现效果
点击生成C#脚本,就会在Unity编辑器中生成一个Protocol文件夹,里边有我们想要的消息脚本
以GamePlayer命名空间为例展示生成后的代码
这是Data文件夹脚本
using System;
using System.Collections.Generic;
using System.Text;
namespace GamePlayer
{public class PlayerData : BaseData{public int id;public float atk;public bool sex;public long lev;public int[]arrays;public List<int>list;public Dictionary<int,string>dic;public override int GetBytesNum(){int num=0;num +=4;num +=4;num +=1;num +=8;num +=2;for(int i = 0;i<arrays.Length;i++)num +=4;num +=2;for(int i = 0;i< list.Count;i++)num +=4;num +=2;foreach(int key in dic.Keys){num +=4;num +=4+Encoding.UTF8.GetByteCount(dic[key]);}return num;}public override byte[] Writing(){int index =0;byte [] bytes =new byte[GetBytesNum()];WriteInt(bytes ,id, ref index);WriteFloat(bytes ,atk, ref index);WriteBool(bytes ,sex, ref index);WriteLong(bytes ,lev, ref index);WriteShort(bytes, (short)arrays.Length, ref index);for (int i=0; i < arrays.Length;++i)WriteInt(bytes ,arrays[i], ref index);WriteShort(bytes, (short)list.Count, ref index);for (int i=0; i < list.Count;++i)WriteInt(bytes ,list[i], ref index);WriteShort(bytes, (short)dic.Count, ref index);foreach(int key in dic.Keys){WriteInt(bytes ,key, ref index);WriteString(bytes ,dic[key], ref index);}return bytes;}public override int Reading(byte[] bytes, int beginIndex = 0){int index =beginIndex ;id = ReadInt(bytes, ref index);atk = ReadFloat(bytes, ref index);sex = ReadBool(bytes, ref index);lev = ReadLong(bytes, ref index);short arraysLength =ReadShort(bytes, ref index);arrays = new int[arraysLength];for (int i = 0; i < arraysLength; ++i)arrays[i] = ReadInt(bytes, ref index);list =new List<int>();short listCount =ReadShort(bytes, ref index);for (int i = 0; i < listCount; ++i)list.Add(ReadInt(bytes, ref index));dic = new Dictionary<int, string>();short dicCount =ReadShort(bytes, ref index);for (int i = 0; i < dicCount; ++i)dic.Add(ReadInt(bytes, ref index), ReadString(bytes, ref index));return index - beginIndex;}}
}
这是Enum文件夹中脚本
namespace GamePlayer
{public enum E_PLAYER_TYPE{MAIN=1,OTHER,}
}
这是Msg文件夹中脚本
using System;
using System.Collections.Generic;
using System.Text;
namespace GamePlayer
{public class PlayerMsg : BaseMsg{public int playerID;public PlayerData data;public override int GetBytesNum(){int num=8;num +=4;num +=data.GetBytesNum();return num;}public override byte[] Writing(){int index =0;byte [] bytes =new byte[GetBytesNum()];WriteInt(bytes, GetID(), ref index);WriteInt(bytes, bytes.Length - 8, ref index);WriteInt(bytes ,playerID, ref index);WriteData(bytes ,data, ref index);return bytes;}public override int Reading(byte[] bytes, int beginIndex = 0){int index =beginIndex ;playerID = ReadInt(bytes, ref index);data = ReadData<PlayerData>(bytes, ref index);return index - beginIndex;}public override int GetID(){return 1001;}}
}
总结
// 根据配置生成脚本的文件的主要思路就是
// 按规则拼接字符串
// 只要有数据和规则,我们就可以动态的创建脚本文件