Unity3D中网络流量压缩动态库构建和测试项目 使用zigzag压缩,比protobuf省流量,适用于高频率通讯的状态同步,或者帧同步游戏 使用示例:
Debug.Log("write&read int : -11234\n");
int reta = BitPacking.WriteInt32(a, arr, 0);
Debug.Log(string.Format("write = {0}: {1}\t{2}\t{3}\t{4}\t{5}\n", reta, arr[0], arr[1], arr[2], arr[3], arr[4]));
int retb = BitPacking.ReadInt32(ref b, brr, 0);
Debug.Log(string.Format("read = {0}: {1}\n", retb, b));
Debug.Log("write&read uint : 11234\n");
int retc = BitPacking.WriteUInt32(c, crr, 0);
Debug.Log(string.Format("write = {0}: {1}\t{2}\t{3}\t{4}\t{5}\n", retc, crr[0], crr[1], crr[2], crr[3], crr[4]));
int retd = BitPacking.ReadUInt32(ref d, drr, 0);
Debug.Log(string.Format("read = {0}: {1}\n", retd, d));
if (reta != retb)
{
Debug.LogError("reta != retb");
}
if (a != b)
{
Debug.LogError("a != b");
}
if (retc != retd)
{
Debug.LogError("retc != retd");
}
if (c != d)
{
Debug.LogError("c != d");
}
Debug.Log("TestDone!\n");