整体概述参见:http://dreamyouxi.com:7129/blog/1203

服务器战斗端与客户端采用了类似的架构,共享相同的概念(GameObject、Prefab、GetComponent、BoxCollider 等),因此在资源层面可以做到很好的复用。

序列化分为两步:第一步是将 io 文件反序列化为内存中的 Prefab 对象;第二步是从 Prefab 对象生成各种 class 的数据。

第一步:从 io 文件到内存 Prefab


template<typename Class>
inline  void DeSerializeRigidbody(Prefabs * pre, Class& obj)
{
	bool ok = false;
	do
	{
		PARSE_OBJECT_MEMBER(pre->hasRigidbody, "hasRigidbody");
		PARSE_OBJECT_MEMBER(pre->rigidbody.useGravity, "useGravity");
		PARSE_OBJECT_MEMBER(pre->rigidbody.isKinematic, "isKinematic");
		PARSE_OBJECT_MEMBER(pre->rigidbody.mass, "mass");
		PARSE_OBJECT_MEMBER(pre->rigidbody.drag, "drag");
		PARSE_OBJECT_MEMBER(pre->rigidbody.angularDrag, "angularDrag");
	} while (false);
}

template<typename Class>
inline  void DeSerializeCapsuleColliders(Prefabs * pre, Class& obj2)
{
	for (auto it = obj2.begin(); it != obj2.end(); ++it)
	{
		auto &obj = it->GetJsonObject();
		pre->capsuleColliders.emplace_back(CapsuleCollider::Serialize());
		auto &col = pre->capsuleColliders[pre->capsuleColliders.size() - 1];
		bool ok = false;

		PARSE_OBJECT_MEMBER(col.radius, "radius");
		PARSE_OBJECT_MEMBER(col.height, "height");
		PARSE_OBJECT_MEMBER(col.direction, "direction");
		PARSE_OBJECT_MEMBER(col.isTrigger, "isTrigger");
	}
}

第二步:从 Prefab 生成 GameObject 或 CppBehaviour

/*
* Author:  caoshanshan
* Email:   me@dreamyouxi.com

*/
#pragma  once

#include "battle/BaseAPI.h"
#include "battle_app/BattleMisc.h"

class BallisticSimulater :public CppBehaviour
{
	DEFINE_SUB_CLASS(CLASS_ID_BallisticSimulater, BallisticSimulater, CppBehaviour);
public:
	class Serialize : public Super::Serialize
	{
	public:
		float speed = 0.0f;
		float damage = 0;
		float lifetime = 6.0f;

	public:
		void DeSerialize(CppBehaviourSerializeData & data)
		{
			TryParseObjectMember(data, speed, "speed");
			TryParseObjectMember(data, damage, "damage");
			TryParseObjectMember(data, lifetime, "lifetime");
		}
	};
	Serialize serialize;
	void* GetSerializeField()override { return &serialize; }
	//----------------------------end of 协议部分
	virtual int GetEventCallbackMask()override { return BehaviourEventCallbackMaskUpdate; }
};

这里有几个与 Unity 实现不同的地方:

  1. 服务器内存充裕,可以通过内存换时间,因此目前在启动时会把所有 Prefab 全部加载进来。
  2. 构造 GameObject 时,直接使用 memcpy 而非逐个反序列化,以达到最高速度,示例如下:
		int size = this->cppscripts.size();
		for (int i = 0; i < size; i++)
		{
			auto &buffer = cppscripts[i];
			if (buffer.classid > 0 && buffer.data && buffer.size > 0)
			{
				CppBehaviour::Ptr  cls = CreateInternalCppBehiviourClassObject(buffer.classid);
				if (cls)
				{
					//class which is build-in
				}
				else
				{
					if (Prefabs::CREATE_CPP_CLASS  && Prefabs::SERIALIZE_CPPBEHAVIOUR)
					{
						//调用自定义初始化数据
						cls = Prefabs::CREATE_CPP_CLASS(buffer.classid);
						assert(cls);
						if (!cls)
						{
							//未定义 的class 在序列文件中是不允许的
							assert(false);
							continue;
						}
					}
					else
					{
						//invalid hook
						assert(false);
						continue;
					}
				}
				void *target = cls->GetSerializeField();
				if (target)
				{
					::memcpy(target, buffer.data, buffer.size);
					ret->AddComponentCppBehaviourInternal(cls);
				}
				else
				{
					//there has not any data will be serialized
				}
			}
			else
			{
				LOG_DEBUG("invalid cpp serialize data");
				assert(false);
			}
		}

至此完成对象生成。配套还需要编写一系列工具,用于生成这些序列化文件。