protobuf-net反序列化我的类失败

本文关键字:失败 我的 反序列化 protobuf-net | 更新日期: 2023-09-27 18:20:48

我想序列化一个"Player"类,并通过网络流将其发送到客户端。

玩家等级

    [ProtoMember(1)]
    public int flag;
    [ProtoMember(2)]
    public Int16 id;
    [ProtoMember(3)]
    public MyVector3 CharPos;
    [ProtoMember(7)]
    public bool spawned;

MyVector3(由于protobuf不支持Vector3的序列化)

[ProtoContract]
public class MyVector3
{
    [ProtoMember(4)]
    public float X { get; set; }
    [ProtoMember(5)]
    public float Y { get; set; }
    [ProtoMember(6)]
    public float Z { get; set; }
    public MyVector3()
    {
        this.X = 0.0f;
        this.Y = 0.0f;
        this.Z = 0.0f;
    }
    public MyVector3(float x, float y, float z)
    {
        this.X = x;
        this.Y = y;
        this.Z = z;
    }
    public static implicit operator Vector3(MyVector3 v)
    {
        return new Vector3(v.X, v.Y, v.Z);
    }
    public static implicit operator MyVector3(Vector3 v)
    {
        return new MyVector3(v.X, v.Y, v.Z);
    }
}

序列化和反序列化函数

public byte[] serialize(Object obj)
    {
        if (obj == null)
        {
            return null;
        }
        MemoryStream ms = new MemoryStream();
        Serializer.SerializeWithLengthPrefix(ms,obj,PrefixStyle.Base128);
        return ms.ToArray();
    }
    public Player deserialize(NetworkStream inc)
    {
        Player obj = Serializer.DeserializeWithLengthPrefix<Player>(inc,PrefixStyle.Base128);
        return obj;
    }

测试功能(实际上不起作用!)

    static void Main(string[] args)
    {
        TcpListener serverSocket = new TcpListener(8888);
        TcpClient clientSocket = default(TcpClient);
        Serialize ser = new Serialize();
        Player temp = new Player();
        serverSocket.Start();
        while (true)
        {
            clientSocket = serverSocket.AcceptTcpClient();
            using (NetworkStream networkStream = clientSocket.GetStream())
            {
                DeserializeTest(ser,networkStream);
                SerializeTest(ser, networkStream);
            }
        }
    }
    static void SerializeTest(Serialize ser,NetworkStream networkStream)
    {
        Player temp = new Player();
        BinaryWriter writer = new BinaryWriter(networkStream);
        writer.Write(ser.serialize(temp));
        networkStream.Flush();
    }
    static void DeserializeTest(Serialize ser, NetworkStream networkStream)
    {
        Player temp = new Player();
        temp = (Player)ser.deserialize(networkStream);
        Console.WriteLine(temp.flag.ToString() + temp.CharPos.ToString());
        networkStream.Flush();
    }
}

现在发生的事情:

DeserializeTest启动,protobuf试图从networkStream反序列化数据时,整个函数就"冻结"了,并开始循环。当我序列化数据(在客户端)并将其发送到服务器(此代码)进行反序列化时,一切都像一个符咒。

protobuf-net反序列化我的类失败

网络流在关闭之前不会结束,默认情况下protobuf(由Google定义)消耗到流的末尾。它正在等待更多的数据,或者等待您的流最终结束。如果您正在发送多条消息,或者只是想保持流打开,请将SerializeDeserialize替换为SerializeWithLengthPrefixDeserializeWithLengthPrefix。这将添加额外的信息,使其在不关闭流的情况下获得单独的消息。重要的是,管道的两端都知道他们正在使用这种变体。


完整的例子(这是使用核心.NET,但现在应该翻译没有问题):

using System;
using System.IO;
using System.Net.Sockets;
using System.Threading;
using ProtoBuf;
[ProtoContract]
public class Player
{
    [ProtoMember(1)] public int flag;
    [ProtoMember(2)] public Int16 id;
    [ProtoMember(3, DataFormat = DataFormat.Group)] public MyVector3 CharPos;
    [ProtoMember(7)] public bool spawned;
}
public struct MyVector3
{
    public readonly float X, Y, Z;
    public MyVector3(float x, float y, float z)
    {
        X = x;
        Y = y;
        Z = z;
    }
    public override string ToString()
    {
        return string.Format("({0},{1},{2})", X, Y, Z);
    }
}
static class Program
{
    static ManualResetEvent evt = new ManualResetEvent(false);
    static void Main(string[] args)
    {
        var player = new Player() {CharPos = new MyVector3(1, 2, 3), flag=123, id=456, spawned=true};
        ThreadPool.QueueUserWorkItem(x =>
        {
            Console.WriteLine("client: waiting for server");
            evt.WaitOne();
            Console.WriteLine("client: opening connection");
            using (var client = new TcpClient("localhost", 15000))
            using (var ns = client.GetStream())
            {
                serialize(ns, player);
                ns.Flush();
                Console.WriteLine("client: wrote player");
                Console.WriteLine("client: waiting for response");
                while (ns.ReadByte() >= 0)
                {
                    Console.WriteLine("client: receiving...");
                }
                Console.WriteLine("client: connection closed by server");
                ns.Close();
            }
        });
        TcpListener serverSocket = new TcpListener(15000);
        TcpClient clientSocket;
        serverSocket.Start();
        Console.WriteLine("server: accepting connections");
        evt.Set();
        while (true)
        {
            Console.WriteLine("server: waiting for client...");
            clientSocket = serverSocket.AcceptTcpClient();
            Console.WriteLine("server: got client");
            using (NetworkStream networkStream = clientSocket.GetStream())
            {
                var fromNetwork = deserialize(networkStream);
                Console.WriteLine("server: got player");
                Console.WriteLine("> flag: {0}", fromNetwork.flag);
                Console.WriteLine("> id: {0}", fromNetwork.id);
                Console.WriteLine("> spawned: {0}", fromNetwork.spawned);
                Console.WriteLine("> pos: {0}", fromNetwork.CharPos);
            }
        }
    }
    public static void serialize(Stream dest, Player player)
    {
        if (player == null) throw new ArgumentNullException();
        Serializer.SerializeWithLengthPrefix(dest, player, PrefixStyle.Base128);
    }
    public static Player deserialize(Stream inc)
    {
        Player obj = Serializer.DeserializeWithLengthPrefix<Player>(inc, PrefixStyle.Base128);
        return obj;
    }
}

这给出:

client: waiting for server
server: accepting connections
server: waiting for client...
client: opening connection
server: got client
client: wrote player
client: waiting for response
server: got player
> flag: 123
> id: 456
> spawned: True
> pos: (1,2,3)
client: connection closed by server
server: waiting for client...