Main.lua – 建立连接
一般情况下,LuaGame脚本中也有一段启动Socket连接的代码,不想删掉可以直接修改端口号和ip地址,
要么删了写在main脚本中,要么改Game中的socket 一定!!! 一定!!!
--注册网络连接脚本--
require "Logic/Network"
--主入口函数。从这里开始lua逻辑
function Main()
--网络连接
print("网络连接");
local networkMgr = LuaHelper.GetNetManager();
local AppConst = LuaFramework.AppConst;
AppConst.SocketPort = 1234;
AppConst.SocketAddress = "127.0.0.1";
networkMgr:SendConnect();
end
收发消息的协议(LuaFramework自带这个协议脚本,可以自己更改定义协议,相对应的拆包方式也要更改一下)
拆包协议的位置:
框架自带的SocketClient脚本(C#脚本)
--协议
Protocal = {
Connect = '101'; --连接服务器
Exception = '102'; --异常掉线
Disconnect = '103'; --正常断线
Message = '104'; --接收消息
}
Network.lua – 接收、发送消息
Network = {};
--接收Socket消息--
function Network.OnSocket(key, data)
if key == 101 then
LuaFramework.Util.Log('服务器已连接');
Send()
elseif key == 104 then
LuaFramework.Util.Log('收到服务器消息');
local str = data:ReadString();
LuaFramework.Util.Log('服务器发来的消息是 : '..str);
else
LuaFramework.Util.Log('错误代码 : '..key);
end
end
--发送Socket消息--
function Send()
--组装数据
local buffer = LuaFramework.ByteBuffer.New();
buffer:WriteShort(Protocal.Message);
buffer:WriteString("测试链接服务器");
--发送
local LuaHelper = LuaFramework.LuaHelper;
local networkMgr = LuaHelper.GetNetManager();
networkMgr:SendMessage(buffer);
LuaFramework.Util.Log("消息发送成功");
end
服务器代码(收到消息立马回执相同消息,测试使用)
using System;
using System.Net;
using System.Net.Sockets;
namespace LuaFrameworkServer
{
class Program
{
static void Main(string[] args)
{
Socket listenfd = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPAddress ipAdr = IPAddress.Parse("127.0.0.1");
IPEndPoint ipEp = new IPEndPoint(ipAdr, 10004);
Console.WriteLine("正在绑定端口号");
listenfd.Bind(ipEp);
Console.WriteLine("端口号绑定完成,开启监听");
listenfd.Listen(0);
Console.WriteLine("监听开启完毕");
Console.WriteLine("服务器启动成功");
while (true)
{
try
{
Socket connfd = listenfd.Accept();
Console.WriteLine("服务器Accept");
byte[] readBuffer = new byte[512];
int count = connfd.Receive(readBuffer);
Console.WriteLine("服务器接收完毕!!");
string showStr = "";
for (int i = 0; i < count; i++)
{
int b = (int)readBuffer[i];
showStr += b.ToString() + " ";
}
Console.WriteLine("服务器接收字节流:" + showStr);
//解析消息
//1.前两个字节为消息长度
//2.后两个字节为协议
//3.后面的字节为消息内容
Int16 messageLen = BitConverter.ToInt16(readBuffer, 0);
Int16 protocal = BitConverter.ToInt16(readBuffer, 2);
Int16 strLen = BitConverter.ToInt16(readBuffer, 4);
string str = System.Text.Encoding.UTF8.GetString(readBuffer, 6, strLen);
Console.WriteLine("【服务器接收】长度:" + messageLen);
Console.WriteLine("【服务器接收】协议号:" + protocal);
Console.WriteLine("【服务器接收的消息内容】字符串:" + str);
//返回消息
byte[] writeBuffer = new byte[count];
Array.Copy(readBuffer, writeBuffer, count);
connfd.Send(writeBuffer);
Console.WriteLine("消息发送完毕");
}
catch (Exception e)
{
//打印错误原因
Console.WriteLine(e.ToString());
}
}
}
}
}
如果想实现服务器向Lua客户端发送自定义消息,就需要模仿LuaFramework框架的粘包协议,当然也可以自己吧客户端以及服务器的协议重新定义 代码如下:
/// <summary>
/// 写数据 模仿LuaFramework框架的粘包协议
/// </summary>
public static byte[] WtiteMessage(int protocal,string msg)
{
MemoryStream stream= new MemoryStream();
BinaryWriter bw = new BinaryWriter(stream);
bw.Write((ushort)protocal);
byte[] bytes = Encoding.UTF8.GetBytes(msg);
bw.Write((ushort)bytes.Length);
bw.Write(bytes);
bw.Flush();
byte[] message = stream.ToArray();
MemoryStream ms = new MemoryStream();
BinaryWriter writer = new BinaryWriter(ms);
ushort msglen = (ushort)message.Length;
writer.Write(msglen);
writer.Write(message);
writer.Flush();
byte[] payload = ms.ToArray();
//返回粘好的数据包,可以直接调用Socket.send()方法发送
return payload;
}