TestProtoBuffer.cs
//#define USE_PROTOBUF_NET
using UnityEngine;
using System.Collections;
using LuaInterface;
using System;
using System.IO;
#if USE_PROTOBUF_NET
using ProtoBuf;
[ProtoContract]
class Person
{
[ProtoMember(1, IsRequired = true)]
public int id { get; set; }
[ProtoMember(2, IsRequired = true)]
public string name { get; set; }
[ProtoMember(3, IsRequired = false)]
public string email { get; set; }
}
#endif
public class TestProtoBuffer : LuaClient
{
private string script = @"
local person_pb = require 'Protol.person_pb'
function Decoder()
local msg = person_pb.Person()
msg:ParseFromString(TestProtol.data)
print('person_pb decoder: '..tostring(msg))
end
function Encoder()
local msg = person_pb.Person()
msg.id = 1024
msg.name = 'foo'
msg.email = 'bar'
local pb_data = msg:SerializeToString()
TestProtol.data = pb_data
end
";
private string tips = "";
//实际应用如Socket.Send(LuaStringBuffer buffer)函数发送协议, 在lua中调用Socket.Send(pb_data)
//读取协议 Socket.PeekMsgPacket() {return MsgPacket}; lua 中,取协议字节流 MsgPack.data 为 LuaStringBuffer类型
//msg = Socket.PeekMsgPacket()
//pb_data = msg.data
new void Awake()
{
#if UNITY_5
Application.logMessageReceived += ShowTips;
#else
Application.RegisterLogCallback(ShowTips);
#endif
base.Awake();
}
protected override LuaFileUtils InitLoader()
{
return new LuaResLoader();
}
protected override void Bind()
{
base.Bind();
luaState.BeginModule(null);
TestProtolWrap.Register(luaState);
luaState.EndModule();
}
//屏蔽,例子不需要运行
protected override void CallMain() { }
protected override void OnLoadFinished()
{
base.OnLoadFinished();
luaState.DoString(script, "TestProtoBuffer.cs");
#if !USE_PROTOBUF_NET
LuaFunction func = luaState.GetFunction("Encoder");
func.Call();
func.Dispose();
func = luaState.GetFunction("Decoder");
func.Call();
func.Dispose();
func = null;
#else
Person data = new Person();
data.id = 2048;
data.name = "foo";
data.email = "bar";
MemoryStream stream = new MemoryStream();
Serializer.Serialize<Person>(stream, data);
byte[] buffer = stream.ToArray();
TestProtol.data = new LuaByteBuffer(buffer);
LuaFunction func = luaState.GetFunction("Decoder");
func.Call();
func.Dispose();
func = null;
func = luaState.GetFunction("Encoder");
func.Call();
func.Dispose();
func = null;
stream = new MemoryStream(TestProtol.data.buffer);
data = Serializer.Deserialize<Person>(stream);
Debugger.Log("Decoder from lua fixed64 is: {0}", data.id);
#endif
}
void ShowTips(string msg, string stackTrace, LogType type)
{
tips = tips + msg + "\r\n";
}
void OnGUI()
{
GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height / 2 - 100, 400, 300), tips);
}
new void OnApplicationQuit()
{
base.Destroy();
#if UNITY_5
Application.logMessageReceived -= ShowTips;
#else
Application.RegisterLogCallback(null);
#endif
}
}
TestProtol.cs
using System;
using LuaInterface;
public static class TestProtol
{
[LuaByteBufferAttribute]
public static byte[] data;
}
TestProtolWrap.cs
//this source code was auto-generated by tolua#, do not modify it
using System;
using LuaInterface;
public class TestProtolWrap
{
public static void Register(LuaState L)
{
L.BeginStaticLibs("TestProtol");
L.RegVar("data", get_data, set_data);
L.EndStaticLibs();
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int get_data(IntPtr L)
{
try
{
LuaDLL.tolua_pushlstring(L, TestProtol.data, TestProtol.data.Length);
return 1;
}
catch(Exception e)
{
return LuaDLL.toluaL_exception(L, e);
}
}
[MonoPInvokeCallbackAttribute(typeof(LuaCSFunction))]
static int set_data(IntPtr L)
{
try
{
byte[] arg0 = ToLua.CheckByteBuffer(L, 2);
TestProtol.data = arg0;
return 0;
}
catch(Exception e)
{
return LuaDLL.toluaL_exception(L, e);
}
}
}
person.proto
message Person {
required int32 id = 1;
required string name = 2;
optional string email = 3;
extensions 10 to max;
}
message Phone {
extend Person { repeated Phone phones = 10;}
enum PHONE_TYPE{
MOBILE = 1;
HOME = 2;
}
optional string num = 1;
optional PHONE_TYPE type = 2;
}
🔚