在最近参与开发的adobe air项目中,前后端的通信协议从XML、JSON再到protobuf,最后选择protobuf原因,主要是前后端维护protobuf协议就行了,同时还可以利用IDE做一些编译检查。目前我能找到的protobuf as3开源库,都存在一些问题:不支持嵌套类,生成代码无法编译等等。于是花了一点时间,参考google protobuf相关说明,编写protobuf-as3以及protoc-as3,用于支持运行时及代码生成,https://github.com/zhongfq/protobuf-as3。
protobuf-as3库只支持proto3格式,proto3列出的数据类型基本都支持。
以下proto文件将生成5个as3类:Token.as、Token$Type.as、TokenBindingResponseCode.as、TokenBindingRequest.as、TokenBindingResponse.as。我们以‘$’作为分隔符以实现protobuf类的嵌套。
syntax = "proto3";
package user.token; message Token {
enum Type {
NONE = ;
QQ = ;
WEIBO = ;
WECHAT = ;
} Type type = ;
string value = ;
} enum TokenBindingResponseCode {
ERROR = ;
OK = ;
EXIST = ;
} message TokenBindingRequest {
Token token = ;
} message TokenBindingResponse {
TokenBindingResponseCode responseCode = ;
Token token = ;
}
var token:Token = new Token();
token.type = Token$Type.QQ;
token.value = "xxxxxx"; var req:TokenBindingRequest = new TokenBindingRequest();
req.token = token;
protobuf数据不包含任何的元数据,所以对于一段数据而言,你是不能够区别这段数据是属于哪一条协议的,因此对于前后端的交互,我引入12字节的头部(length、session、type)。
package network { import flash.utils.ByteArray; internal class Packet {
private var _session:int;
private var _type:int;
private var _data:ByteArray; public function Packet(session:int, type:int, data:ByteArray) {
_session = session;
_type = type;
_data = data;
_data.position = 0;
} public function get session():int {
return _session;
} public function get type():int {
return _type;
} public function get data():ByteArray {
return _data;
}
}
}
package network { import flash.net.Socket;
import flash.utils.ByteArray;
import flash.utils.Endian; internal class PacketBuffer {
//length + session + type
private static const HEADER_LENGTH:int = 12;
private var _length:int = 0;
private var _position:int = 0;
private var _packet:Packet = null; public function PacketBuffer() {
} public function pack(socket:Socket):Packet {
// 消息长度至少为12, length + session + type
if (socket.bytesAvailable <= 0 || (_length == 0 && socket.bytesAvailable < HEADER_LENGTH)) {
return null;
} socket.endian = Endian.BIG_ENDIAN; if (_length == 0) {
_length = socket.readInt(); // valid packet: length + session + type >= 12
if (_length < HEADER_LENGTH) {
socket.close();
return null;
} var session:int = socket.readInt();
var type:int = socket.readInt(); _position = 0;
_packet = new Packet(session, type, new ByteArray());
} if (socket.bytesAvailable > 0 || _length == HEADER_LENGTH) {
var len:int = Math.min(_length - HEADER_LENGTH - _position, socket.bytesAvailable);
socket.readBytes(_packet.data, _position, len);
_position += len; if (_position == _length - HEADER_LENGTH) {
var ret:Packet = _packet; _packet = null;
_position = 0;
_length = 0; return ret;
}
} return null;
}
}
}
syntax = "proto3"; enum CommandCode {
// gateway
GATEWAY = 0x0000; // login
SIGN_IN = 0x0100;
CHECK_ACCOUNT = 0x0101;
SIGN_UP = 0x0102;
QUICK_ENROLL = 0x0103; // user
USER_MODIFIER = 0x0200;
TOKEN_BINDING = 0x0201;
USER_STAT = 0x0202;
USER_AVATAR = 0x0203;
}
CommandCode作为数据包的类型标识,用于上面所说头部中的类型段。
对于发送一个数据包,方式如下:
private function sendPacket(packet:Packet):void {
// length + session + type
_socket.endian = Endian.BIG_ENDIAN;
_socket.writeInt(packet.data.length + 12);
_socket.writeInt(packet.session);
_socket.writeInt(packet.type);
_socket.writeBytes(packet.data);
_socket.flush();
}
对于接收数据包,方式如下:
private function socketDataHandler(event:ProgressEvent):void {
var packet:Packet;
while ((packet = _packetBuffer.pack(_socket)) != null) {
dispatchPacket(packet);
}
}
session变量由服务器维护,服务器每发送一条用户数据,session就+1,前端断线重连时,发送session与服务作对比,如果一样,就是执行断线重连,如果不一样就强制走登录流程。