我其實在這裏回答我自己的問題。Unity3D XML(-RPC)和C#
我必須是世界上唯一一個試圖這樣做的人,但考慮到它讓我花了大約一週的時間來解決這個問題 - 我想如果有另一個人想要使用XML(-RPC )在團結 - 我會救他們一個星期的麻煩。
我想要做的是與我們的遊戲服務器之一討論諸如排行榜之類的東西。這個服務器「會談」XML-RPC,我很快就發現在Unity中這並不容易。
我其實在這裏回答我自己的問題。Unity3D XML(-RPC)和C#
我必須是世界上唯一一個試圖這樣做的人,但考慮到它讓我花了大約一週的時間來解決這個問題 - 我想如果有另一個人想要使用XML(-RPC )在團結 - 我會救他們一個星期的麻煩。
我想要做的是與我們的遊戲服務器之一討論諸如排行榜之類的東西。這個服務器「會談」XML-RPC,我很快就發現在Unity中這並不容易。
構建XML發送到我們的服務器
我無法找到統一的標準功能做到不添加非常大量的開銷。所以我建立了以下過程。
public string buildXMLRPCRequest(Hashtable FieldArray,string MethodName)
{
string ReturnString = "";
ReturnString += "<?xml version=\"1.0\" encoding=\"iso-8859-1\"?>" +
"\n" + "<simpleRPC version=\"0.9\">" +
"\n" + "<methodCall>" +
"\n" + "<methodName>" + MethodName + "</methodName>" +
"\n" + "<vector type=\"struct\">";
ReturnString += buildNode(FieldArray);
ReturnString += "\n</vector>" +
"\n</methodCall>" +
"\n</simpleRPC>";
return ReturnString;
}
public string buildNode(Hashtable FieldArray)
{
string ReturnList = "";
foreach (DictionaryEntry Item in FieldArray) {
string TypeName = "int";
string NodeType = "scalar";
Type myType = Item.Value.GetType();
string fieldValue = "";
if (myType == typeof(string)) {
TypeName = "string";
fieldValue = Item.Value.ToString();
}
if (myType == typeof(Hashtable)) {
fieldValue = buildNode(Item.Value as Hashtable);
NodeType = "vector";
TypeName = "struct";
}
if (myType == typeof(int)) {
fieldValue = Item.Value.ToString();
TypeName = "int";
}
var ThisNode = "\n<" + NodeType + " type=\"" + TypeName + "\" id=\"" + Item.Key + "\">" + fieldValue + "</" + NodeType + ">";
ReturnList += ThisNode;
}
return ReturnList;
}
buildXMLRPCRequest用於構建XML。你可以用你想要編碼的字段給它一個HashTable,它可能包含類型的對象:int,string或Hashtable。它將返回一個精美的(簡單)XML-RPC字符串,該字符串已準備好進入我們的服務器。
發送
發送XML到我們的服務器,您需要發出設置爲text/xml MIME類型POST請求。在Unity中沒有標準的C#方法可以使用,但使用這種方法可以使buildXMLRPCRequest邏輯的輸出完美地工作。它的作用:
在Unity
發送我用這個代碼:
private void UnityPostXML( int Staging,
string WebServer,
string MethodName,
Hashtable FieldArray)
{
string WebServiceURL = "http://LIVESERVER/";
if (Staging == 1) {
WebServiceURL = "http://TESTSERVER";
}
// Encode the text to a UTF8 byte arrray
string XMLRequest = buildXMLRPCRequest(FieldArray,MethodName);
System.Text.Encoding enc = System.Text.Encoding.UTF8;
byte[] myByteArray = enc.GetBytes(XMLRequest);
// Get the Unity WWWForm object (a post version)
var form = new WWWForm();
var url = WebServiceURL;
// Add a custom header to the request.
// Change the content type to xml and set the character set
var headers = form.headers;
headers["Content-Type"]="text/xml;charset=UTF-8";
// Post a request to an URL with our rawXMLData and custom headers
var www = new WWW(WebServiceURL, myByteArray, headers);
// Start a co-routine which will wait until our servers comes back
StartCoroutine(WaitForRequest(www));
}
IEnumerator WaitForRequest(WWW www)
{
yield return www;
// check for errors
if (www.error == null)
{
Debug.Log("WWW Ok!: " + www.text);
} else {
Debug.Log("WWW Error: "+ www.error);
}
}
沒有統一
發送我發現,在C#開發庫(我用的MonoDevelop的標準版)要簡單得多然後使用Unity處理所有事情,這樣C#中的Equivelant發送邏輯就會在下面,如果wnat也這樣做的話。從XML
private string NormalXMLCall(int Staging,
string WebServer,
string MethodName,
Hashtable Fields)
{
// Figure out who to call
string WebServiceURL = "http://LIVSERVER";
if (Staging == 1) {
WebServiceURL = "http://TESTSERVER";
}
WebServiceURL += WebServer;
// Build the request
XmlRpcParser parser = new XmlRpcParser();
string XMLRequest = parser.buildXMLRPCRequest(Fields,MethodName);
// Fire it off
HttpWebRequest httpRequest =(HttpWebRequest)WebRequest.Create(WebServiceURL);
httpRequest.Method = "POST";
//Defining the type of the posted data as XML
httpRequest.ContentType = "text/xml";
// string data = xmlDoc.InnerXml;
byte[] bytedata = Encoding.UTF8.GetBytes(XMLRequest);
// Get the request stream.
Stream requestStream = httpRequest.GetRequestStream();
// Write the data to the request stream.
requestStream.Write(bytedata, 0, bytedata.Length);
requestStream.Close();
//Get Response
HttpWebResponse httpResponse = (HttpWebResponse)httpRequest.GetResponse();
// Get the stream associated with the response.
Stream receiveStream = httpResponse.GetResponseStream();
// Pipes the stream to a higher level stream reader with the required encoding format.
StreamReader readStream = new StreamReader (receiveStream, Encoding.UTF8);
string ReceivedData = readStream.ReadToEnd();
httpResponse.Close();
readStream.Close();
return ReceivedData;
}
}
提取數據我寫了一個簡單的解析器。應該爲下面的findNode函數的構造函數提供原始XML數據和您想要查找的子節點對象。如果該節點可以在XML字符串的最高級別上找到,它將返回該節點的值(作爲字符串),如果找不到該節點,則返回null。此解析器特定於「Simple XML-RPC」,需要一些工作來解碼編碼字符,但應該很容易添加。
public string findNode(string Xml,string SearchForTag) {
int NestCounter = 0;
bool FoundTag = false;
int FoundTagLevel = 0;
string ReturnValue = null;
// Break it down by "<"
string [] TagArray = Xml.Split('<');
for (int i=0;i<TagArray.Length;i++) {
if (i>175 && i<180) {
int Hello=1;
}
string ThisLine = "<" + TagArray[i];
if (ThisLine.Length <= 1) continue;
if ((ThisLine.Length >= 2) && (ThisLine.Substring(0,2) == "<?")) continue;
if ((ThisLine.Length >= 3) && (ThisLine.Substring(0,3) == "<--")) continue;
// It can be a vector or a scalar - vectors are full of scalars so we'll
ThisLine = ThisLine.Replace(" "," ");
ThisLine = ThisLine.Replace("</","</");
string [] FieldArray = ThisLine.Split(' ');
bool AddLineToResult = FoundTag;
// Nest counter is the level we are operating on. We only check the first
// Level. When a vector is found we increase the NestCount and we won't
// search for the ID
if (NestCounter <= 1) { // Initial array we are looking on level 1
for (int a=0;a<FieldArray.Length;a++) {
string ThisTag = FieldArray[a];
string [] TagValue = ThisTag.Split("=\"".ToCharArray(),5);
// Every TagValue is xx=yy pair... we want "ID=\"xxx\"
if (TagValue.Length >= 3) {
string TagName = TagValue[2];
if (TagName == SearchForTag) {
FoundTag = true;
FoundTagLevel = NestCounter;
// This could be a vector or Scalar so find the ">" in this string
// and start adding from there
int TerminatePos = ThisLine.IndexOf(">");
if ((TerminatePos >= 0) && (TerminatePos < ThisLine.Length)) {
ReturnValue = ThisLine.Substring(TerminatePos+1);
}
break;
}
}
}
}
if (FieldArray.Length > 0) {
string ThisField = FieldArray[0].ToLower();
/*
* If we are in the loop where we have found the tag,
* we haven't changed level and this is the end of a scalar it must
* mean that the tag was a scalar so we can safely leave now.
*/
if ((FoundTag) && (FoundTagLevel == NestCounter) && (ThisField == "</scalar>")) {
break;
// return ReturnValue;
}
// If we end or leave a vector we change the NestCounter
if (ThisField.IndexOf("<vector") >= 0) {
NestCounter++;
}
else if (ThisField.IndexOf("</vector>") >= 0) {
NestCounter--;
}
}
// If we have found our tag and the nest counte goes below the level
// we where looking at - it's time to leave
if (FoundTag) {
if (NestCounter <= FoundTagLevel) {
break;
//return ReturnValue;
}
}
if (AddLineToResult) {
ReturnValue += ThisLine;
}
}
// You may wanna do some url decoding here....
return ReturnValue;
}
+1非常詳細,而且非常好做,我相信我會需要這個在未來 – Spooks
+1和書籤,留下深刻印象:-) – Kay