游戏开发这个领域相对比较神秘一些,会用一些技巧性的编程技术,当然也不难。
今天我们就来实现游戏开发领域中的读档与存档功能,并剖析其中的技术点:
1、首先我们要知道结构体0数组元素的用途。建议看这篇博客:
https://blog.csdn.net/Think88666/article/details/89302555
2、new和malloc的本质区别,博客:
https://blog.csdn.net/Think88666/article/details/89684582
3、具体实现方法
其实就是将玩家对象序列化成二进制,然后发送到存档服务器保存起来。当然实现方法有很多种,但重要的是稳定与高效
以下是我手动实现序列化玩家对象的代码:
//一次存档数据结构
struct SerializeBinary
{
DWORD nVersion; //版本 用处详见 https://blog.csdn.net/Think88666/article/details/90523017
DWORD nDataSize; //data的大小
SerializeBinary():nVersion(0),nDataSize(0){}
DWORD size() { return sizeof(SerializeBinary) + nDataSize; }
char data[0]; //玩家对象的所有数据
};
//数据块 保存玩家每一个属性的值
struct BinaryBlock
{
DWORD nType; //块的类型
DWORD nDataSize; //块大小
BinaryBlock() :nType(0), nDataSize(0) {}
DWORD size() { return sizeof(BinaryBlock) + nDataSize; }
char data[0]; //块的实际内容
};
实现思路是我们把每个玩家属性转化成BinaryBlock结构体,再通过内存拷贝存入到SerializeBinary.data中去,并通过SerializeBinary.nDatasize记录所有的BinaryBlock的大小,而每个BinaryBlock又有自己的大小nDataSize,这样我们便可以轻松的通过解析SerializeBinary得到我们想要的数据
完整代码如下:
有一些坑要说一下:
1、指针加1,参考博客
https://blog.csdn.net/Think88666/article/details/90437703
大家可以在此基础之上进行一些优化。
#include "stdafx.h"
#include <vector>
#include <iostream>
using namespace std;
typedef unsigned int DWORD;
//存档数据块集合
#pragma pack(1)
struct SerializeBinary
{
DWORD nVersion; //版本
DWORD nDataSize; //data的大小
SerializeBinary():nVersion(0),nDataSize(0){}
DWORD size() { return sizeof(SerializeBinary) + nDataSize; }
char data[0];
};
//数据块
struct BinaryBlock
{
DWORD nType; //块的类型
DWORD nDataSize; //块大小
BinaryBlock() :nType(0), nDataSize(0) {}
DWORD size() { return sizeof(BinaryBlock) + nDataSize; }
char data[0]; //块的实际内容
};
//装备
struct Equip
{
DWORD nID;
DWORD nNumber;
Equip() :nID(0), nNumber(0) {}
};
#pragma pack()
class CPlayer
{
//为了简写,所有属性都公开
public:
vector<Equip> m_goods; //玩家背包物品列表
DWORD m_equip[5]; //身上五个位置对应的装备 id
DWORD m_pet; //宠物索引
CPlayer()
{
memset(m_equip, 0, sizeof(m_equip));
m_pet = 0;
}
~CPlayer() {}
//存档函数
char *Save()
{
//一般缓冲区的大小是20kb左右 可以自行进行溢出检测,这里是后话,一般20kb足够了!
char *buff = new char[1024 * 20];
memset(buff, 0, sizeof(buff));
//placement new 手动构造
SerializeBinary* pbinary = new (buff)SerializeBinary;
pbinary->nVersion = 10000; //版本控制
BinaryBlock *pblock = reinterpret_cast<BinaryBlock*>(pbinary->data);
//依次序列化所有的内容
vector<unsigned char> _bytes;
int nSize = 0;
int nTotalSize = 0;
//玩家背包物品列表
if (m_goods.size() > 0)
{
nSize = m_goods.size() * sizeof(Equip);
memcpy(pblock->data, &m_goods[0], nSize);
pblock->nType = 111; //物品列表
pblock->nDataSize = nSize;
nTotalSize += pblock->size();
}
//装备
pblock = reinterpret_cast<BinaryBlock*>(pbinary->data+nTotalSize); //pblock += pblock->size();
nSize = sizeof(m_equip);
memcpy(pblock->data, m_equip, nSize);
pblock->nType = 222; //装备
pblock->nDataSize = nSize;
nTotalSize += pblock->size();
//宠物
pblock = reinterpret_cast<BinaryBlock*>(pbinary->data+nTotalSize); //pblock += pblock->size();
nSize = sizeof(m_pet);
memcpy(pblock->data, &m_pet, nSize);
pblock->nType = 333; //宠物
pblock->nDataSize = nSize;
nTotalSize += pblock->size();
pbinary->nDataSize = nTotalSize;
//现在只需要把pbinary存起来即可
return buff;
}
//加载存档
void Load(char *buff)
{
SerializeBinary * pbinary = reinterpret_cast<SerializeBinary*>(buff);
int nTotalSize = 0;
while (pbinary->nDataSize - nTotalSize > 0)
{
//数据不为空
BinaryBlock *pblock = reinterpret_cast<BinaryBlock*>(pbinary->data+nTotalSize);
switch (pblock->nType)
{
case 111: //物品
m_goods.resize(pblock->nDataSize / sizeof(Equip));
memcpy(&m_goods[0], pblock->data, pblock->nDataSize);
break;
case 222: //装备
memcpy(m_equip, pblock->data, pblock->nDataSize);
break;
case 333: //宠物
memcpy(&m_pet, pblock->data, pblock->nDataSize);
break;
default: //error
break;
}
nTotalSize += pblock->size();
}
}
};
int main()
{
CPlayer player;
player.m_goods.push_back(Equip());
//装备
player.m_equip[0] = 123;
//宠物id
player.m_pet = 123456;
char *data = player.Save();
CPlayer player2;
player2.Load(data);
cout << "goods:"<<player2.m_goods.size() << endl;
cout << "pet:" << player2.m_pet << endl;
for (int i = 0; i < 5; ++i)
{
cout << "equip:" << player2.m_equip[i] << endl;
}
delete data;
return 0;
}