using System; using System.Collections; using System.Collections.Generic; using MemoryPack; using NetCore.Protocol; using NetCore.Protocol.MemoryPack; using Protocol.Protocol.MemoryPack.MemoryMessage; using UnityEngine; public class ClientMemoryWrap : IProtocol { public object Deserialize(byte[] data) { MemoryResponse serialize = MemoryPackSerializer.Deserialize(data); return serialize; } public byte[] Serialize(object serializeObject) { MemoryRequest serialize = serializeObject as MemoryRequest; byte[] data = MemoryPackSerializer.Serialize(serialize); byte[] sendType = BitConverter.GetBytes((int)ServerType.GameServer); byte[] sendData = new byte[data.Length + sendType.Length]; Array.Copy(sendType, 0, sendData, 0, sendType.Length); Array.Copy(data, 0, sendData, 4, data.Length); return sendData; } }