protobuf-net无法反序列化我的课程 [英] protobuf-net fails deserializing my class

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问题描述

我想序列化一个'Player'类,并通过我的网络流将其发送给客户端.

I want to serialize a 'Player' class and send it over my network stream to a client.

玩家职业

    [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)

MyVector3 (due to the fact that protobuf does not support serialization of Vector3)

[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);
    }
}

序列化和反序列化功能

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!)

Test Function (which in fact does not work!)

    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();
    }
}

现在会发生什么:

启动 DeserializeTest 时,protobuf尝试从 networkStream 中反序列化数据,整个函数类型为冻结"并开始循环.当我(在客户端中)序列化数据并将其发送到服务器(此代码)进行反序列化时,一切都像超级按钮一样工作.

When the DeserializeTest is launched, and protobuf tries to deserialize the data from the networkStream the whole function kind of "Freezes" and starts to loop. When I'm only serializing the data (in the client) and send it to the server (this code) where its deserialized, everything works like a charm.

推荐答案

网络流直到关闭才结束,默认情况下, protobuf(由Google定义)消耗到流.它正在等待更多数据,或您的流最终终止.如果您要发送多条消息,或者只是想保持流打开,则将 Serialize Deserialize 替换为 SerializeWithLengthPrefix DeserializeWithLengthPrefix .这将添加额外的信息,以使其在不关闭流的情况下获得单个消息.重要的是,管道的两端都知道他们正在使用此变体.

A network stream does not end until it is closed, and by default protobuf (as defined by Google) consumes to the end of the stream. It is waiting for more data, or for your stream to conclusively end. If you are sending multiple messages, or just want to keep the stream open, then replace Serialize and Deserialize with SerializeWithLengthPrefix and DeserializeWithLengthPrefix. This will add extra information to let it get an individual message without closing the stream. It is important that both ends of the pipe know that they are using this variant.

完整示例(此示例使用的是核心.NET,但现在应该翻译不成问题):

Full example (this is using core .NET, but should translate without issue now):

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;
    }
}

这给出了:

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...

这篇关于protobuf-net无法反序列化我的课程的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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