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在tolua基础上,为了方便使用proto3,这里集成了lua-protobuf库!
十分感谢两位开源库的大大,tolua的蒙大和lua-protobuf的Xavier!在两位的github上有q群的联系方式,欢迎加群交流!
有什么问题也可以在我blog下留言!
本文基于win7x64,unity2017.4,tolua当前最新版本,tolua_runtime当前最新版本,lua-protobuf当前最新版本编写
一丶编译tolua库
资源下载:
tolua_runtime
https://github.com/topameng/tolua_runtime
NDK 版本:android-ndk-r10e 默认安装到 D:/android-ndk-r10e
https://dl.google.com/android/repository/android-ndk-r10e-windows-x86_64.zip
配置好的Msys2下载
https://pan.baidu.com/s/1c2JzvDQ
lua-protobuf
https://github.com/starwing/lua-protobuf
正文:
1.将lua-protobuf工程中的pb.c和pb.h拷贝到tolua_runtime根目录,覆盖pb.c
编译各平台dll
https://www.jianshu.com/p/5a35602adef8?utm_campaign=maleskine&utm_content=note&utm_medium=seo_notes&utm_source=recommendation
2.编译后tolua_runtime下的Plugins文件夹拷贝至tolua文件夹下同名覆盖
问题:
1.NDK路径问题
在tolua_runtime中
build_arm.sh
build_arm64.sh
build_x86.sh
link_arm64.bat
中ndk路径需要和你电脑上ndk的目录一致!
2.群友的总结
(感谢 lua-protobuf交流群 - 潜水的小懒猫 么么哒!)
a.在mac上替换tolua.bundle文件时,需要重启unity,不然无法读取pb
b.在编译mac时,会提示i386架构被弃用,需删掉,将不再支持iPhone5以下机型
(如果执行build_osx.sh时提示不在支持32位,请打开macnojit 在build Setting移除i386的支持即可)
c.在发布ios时,要删除tolua目录下的pb.c文件,不然编译不通过
d.如果执行.sh提示权限不足 可以在终端执行:chmod 777 tolua根目录 然后再次执行.sh脚本即可
3.编译工具的一些说明
Msys2下载后,在其根目录有mingw32_shell.bat和mingw64_shell.bat用来分别开启32位和64位 Msys
32位用于执行tolua_runtime中的build_arm.sh、build_win32.sh、build_x86.sh
64位用于执行tolua_runtime中的build_arm64.sh、build_win64.sh
build_ios.sh、build_osx.sh需要在mac 下执行
build_ubuntu.sh需要在linux下执行(不使用linux开发,不要要编译)
4…sh怎么执行?
在各终端(PC用Msys,mac和linux都是自带)进入.sh脚本所在目录 ./xxx.sh
5.各种.sh执行中的Error
一定要注意,有错误就要修改,要不打出的dll不保证好用!Error的种类有很多,可以参见出错时的日志,大部分都是配置的问题,要是C库有问题,及时联系对应库的作者,验证是否为bug!
二丶tolua接入(编写测试Demo)
资源下载:
tolua
https://github.com/topameng/tolua
正文:
1.将lua-protobuf中的protoc.lua、luaunit.lua和serpent.lua拷贝至tolua工程Assets\ToLua\Lua(tolua自带lua)文件夹下或者Assets\Lua(自己的业务lua)下
2.unity打开tolua工程,在LuaDLL.cs public static extern int luaopen_pb(IntPtr L);这行下添加- // lua-protobuf >>>>>>>
- [DllImport(LUADLL, CallingConvention = CallingConvention.Cdecl)]
- public static extern int luaopen_pb_io(IntPtr L);
- [DllImport(LUADLL, CallingConvention = CallingConvention.Cdecl)]
- public static extern int luaopen_pb_conv(IntPtr L);
- [DllImport(LUADLL, CallingConvention = CallingConvention.Cdecl)]
- public static extern int luaopen_pb_buffer(IntPtr L);
- [DllImport(LUADLL, CallingConvention = CallingConvention.Cdecl)]
- public static extern int luaopen_pb_slice(IntPtr L);
- // lua-protobuf <<<<<<
复制代码 3.在Assets\ToLua\Examples\TestLuaProtobuf新建测试目录,在该目录下新建测试场景TestLuaProtobuf,新建测试脚本TestLuaProtobuf.cs挂于MainCamera下
TestLuaProtobuf.cs脚本如下- using UnityEngine;
- using System.Collections;
- using System.Collections.Generic;
- using System.IO;
- using LuaInterface;
- using System;
- public class TestLuaProtobuf : MonoBehaviour {
- //lua-protobuf 测试用lua脚本
- string script =
- @"
- local pb = require 'pb'
- local protoc = require 'protoc'
- -- load schema from text
- assert(protoc:load[[
- message Phone {
- optional string name = 1;
- optional int64 phonenumber = 2;
- }
- message Person
- {
- optional string name = 1;
- optional int32 age = 2;
- optional string address = 3;
- repeated Phone contacts = 4;
- } ]])
- -- lua table data
- local data = {
- name = 'ilse',
- age = 18,
- contacts = {
- { name = 'alice', phonenumber = 12312341234 },
- { name = 'bob', phonenumber = 45645674567 }
- }
- }
- -- encode lua table data into binary format in lua string and return
- local bytes = assert(pb.encode('Person', data))
- print(pb.tohex(bytes))
- -- and decode the binary data back into lua table
- local data2 = assert(pb.decode('Person', bytes))
- print(require 'serpent'.block(data2))
- ";
- int bundleCount = int.MaxValue;
- string tips = null;
- LuaState luaState = null;
- bool testAB = false;//是否打包AB加载
- void Start()
- {
- #if UNITY_5 || UNITY_2017 || UNITY_2018
- Application.logMessageReceived += ShowTips;
- #else
- Application.RegisterLogCallback(ShowTips);
- #endif
- if (!testAB)
- {
- OnBundleLoad();
- return;
- }
- LuaFileUtils file = new LuaFileUtils();
- file.beZip = true;
- #if UNITY_ANDROID && UNITY_EDITOR
- if (IntPtr.Size == 8)
- {
- throw new Exception("can't run this in unity5.x process for 64 bits, switch to pc platform, or run it in android mobile");
- }
- #endif
- StartCoroutine(LoadBundles());
- }
- void OnBundleLoad()
- {
- luaState = new LuaState();
- luaState.Start();
- OpenLuaProtobuf();
- luaState.DoString(script);
- luaState.Dispose();
- luaState = null;
- }
- /// <summary>
- /// 这里tolua在OpenLibs的时候并不一定会注册,这里注册一下
- /// </summary>
- void OpenLuaProtobuf()
- {
- luaState.LuaGetField(LuaIndexes.LUA_REGISTRYINDEX, "_LOADED");
- luaState.OpenLibs(LuaDLL.luaopen_pb);
- luaState.LuaSetField(-2, "pb");
- luaState.OpenLibs(LuaDLL.luaopen_pb_io);
- luaState.LuaSetField(-2, "pb.io");
- luaState.OpenLibs(LuaDLL.luaopen_pb_conv);
- luaState.LuaSetField(-2, "pb.conv");
- luaState.OpenLibs(LuaDLL.luaopen_pb_buffer);
- luaState.LuaSetField(-2, "pb.buffer");
- luaState.OpenLibs(LuaDLL.luaopen_pb_slice);
- luaState.LuaSetField(-2, "pb.slice");
- }
- void ShowTips(string msg, string stackTrace, LogType type)
- {
- tips += msg;
- tips += "\r\n";
- }
- void OnGUI()
- {
- GUI.Label(new Rect(Screen.width / 2 - 200, Screen.height / 2 - 150, 400, 300), tips);
- }
- void OnApplicationQuit()
- {
- #if UNITY_5 || UNITY_2017 || UNITY_2018
- Application.logMessageReceived -= ShowTips;
- #else
- Application.RegisterLogCallback(null);
- #endif
- }
- IEnumerator CoLoadBundle(string name, string path)
- {
- using (WWW www = new WWW(path))
- {
- if (www == null)
- {
- Debugger.LogError(name + " bundle not exists");
- yield break;
- }
- yield return www;
- if (www.error != null)
- {
- Debugger.LogError(string.Format("Read {0} failed: {1}", path, www.error));
- yield break;
- }
- --bundleCount;
- LuaFileUtils.Instance.AddSearchBundle(name, www.assetBundle);
- www.Dispose();
- }
- }
- IEnumerator LoadFinished()
- {
- while (bundleCount > 0)
- {
- yield return null;
- }
- OnBundleLoad();
- }
- public IEnumerator LoadBundles()
- {
- string streamingPath = Application.streamingAssetsPath.Replace('\\', '/');
- #if UNITY_5 || UNITY_2017 || UNITY_2018
- #if UNITY_ANDROID && !UNITY_EDITOR
- string main = streamingPath + "/" + LuaConst.osDir + "/" + LuaConst.osDir;
- #else
- string main = "file:///" + streamingPath + "/" + LuaConst.osDir + "/" + LuaConst.osDir;
- #endif
- WWW www = new WWW(main);
- yield return www;
- AssetBundleManifest manifest = (AssetBundleManifest)www.assetBundle.LoadAsset("AssetBundleManifest");
- List<string> list = new List<string>(manifest.GetAllAssetBundles());
- #else
- //此处应该配表获取
- List<string> list = new List<string>() { "lua.unity3d", "lua_cjson.unity3d", "lua_system.unity3d", "lua_unityengine.unity3d", "lua_protobuf.unity3d", "lua_misc.unity3d", "lua_socket.unity3d", "lua_system_reflection.unity3d" };
- #endif
- bundleCount = list.Count;
- for (int i = 0; i < list.Count; i++)
- {
- string str = list[i];
- #if UNITY_ANDROID && !UNITY_EDITOR
- string path = streamingPath + "/" + LuaConst.osDir + "/" + str;
- #else
- string path = "file:///" + streamingPath + "/" + LuaConst.osDir + "/" + str;
- #endif
- string name = Path.GetFileNameWithoutExtension(str);
- StartCoroutine(CoLoadBundle(name, path));
- }
- yield return StartCoroutine(LoadFinished());
- }
- }
复制代码 4.各平台测试
pc上
TestLuaProtobuf.cs 脚本中testAB = false,直接运行测试场景TestLuaProtobuf即可,正常输出
移动端
TestLuaProtobuf.cs 脚本中testAB = true
unity切换至对应平台,例如切换至Android,执行untiy菜单栏 Lua/Build bundle files no jit,等待打包执行完毕,分别在Assets\StreamingAssets下生成对应平台lua AB包,Android、iOS
添加测试场景,build 安装包即可!
安卓正常结果
问题:
1.关于集成时tolua使用lua-lua-protobuf时的注册问题,两位大佬的issues对答
https://github.com/topameng/tolua/issues/168 |
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