using System; using XGame.Framework.Json; using XGame.Framework.Network.Protobuf; namespace XGame.Framework.Network { /// /// Json实现,等服务器能用字节流了再更换实现 /// 用json反序列化的消息不用存储,用完直接丢弃 /// internal class JsonSerializer : ISerializer, IDisposable { private readonly CodedOutputStream _codedOutput = new CodedOutputStream(); private readonly CodedInputStream _codedInput = new CodedInputStream(); private IMsgGenerator _generator; public JsonSerializer(IMsgGenerator generator) { _generator = generator; } void ISerializer.Write(IMessage msg, out byte[] bytes, out int offset, out int size) { bytes = SessionBufferPool.Acquire(); offset = NetDefine.HEAD_LENGTH_REQUEST; _codedOutput.Buffer = bytes; _codedOutput.Reset(offset); try { var json = XJson.ToJson(msg); Log.Debug($"[Net] JsonSerializer write:{json}"); _codedOutput.WriteString(json, false); //json消息,不写长度 size = (int)_codedOutput.Position - offset; } catch (Exception ex) { Log.Exception($"[Net] message write exception.", ex); size = 0; } } void ISerializer.Read(byte[] bytes, int offset, int size, int protoId, out IMessage msg) { try { var msgType = _generator.IdToType(protoId); _codedInput.Reset(bytes, offset, size); var json = _codedInput.ReadString(size - offset); //json消息,使用外部传入的长度 msg = XJson.ToObject(json, msgType) as IMessage; } catch (Exception ex) { Log.Exception($"[Net] message read exception.", ex); msg = null; } } void IDisposable.Dispose() { _generator = null; } } }