ClientMemoryWrap.cs 925 B

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using MemoryPack;
  5. using NetCore.Protocol;
  6. using NetCore.Protocol.MemoryPack;
  7. using Protocol.Protocol.MemoryPack.MemoryMessage;
  8. using UnityEngine;
  9. public class ClientMemoryWrap : IProtocol
  10. {
  11. public object Deserialize(byte[] data)
  12. {
  13. MemoryResponse serialize = MemoryPackSerializer.Deserialize<MemoryResponse>(data);
  14. return serialize;
  15. }
  16. public byte[] Serialize(object serializeObject)
  17. {
  18. MemoryRequest serialize = serializeObject as MemoryRequest;
  19. byte[] data = MemoryPackSerializer.Serialize(serialize);
  20. byte[] sendType = BitConverter.GetBytes((int)ServerType.GameServer);
  21. byte[] sendData = new byte[data.Length + sendType.Length];
  22. Array.Copy(sendType, 0, sendData, 0, sendType.Length);
  23. Array.Copy(data, 0, sendData, 4, data.Length);
  24. return sendData;
  25. }
  26. }