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Unity3d 游戏与C#服务器 异步Socket 交互 (一)

Unity3d中提供了Socket供开发者使用,语法和.net中的一致。

一般来说,对于手游客户端,分为两个线程,一个是GLES渲染,另一个就是Socket线程了。

文章转自(http://blog.csdn.net/huutu)


不论是服务器,还是客户端。其间的数据包的接收与发送,都是通过Socket。

比如客户端要登录,我们就新建一个Socket,Connect到帐号服务器。帐号服务器一直在等待客户端的连接,客户端连接进来之后就准备发送接收数据包了。

文章转自(http://blog.csdn.net/huutu)

这一篇只讲服务端的简单模型。


在.net中封装了Socket。

Socket又分为阻塞式和异步这两种。

阻塞,就是说你要往后面走,就必须过等我执行完成。

异步,是说你要往后走,看到我请绕路。

文章转自(http://blog.csdn.net/huutu)

首先介绍Socket的基本用法:

1、新建Socket

2、激活Socket,置为等待客户端连接状态

3、异步Socket,一定要在一个客户端联入之后立即回到等待状态

    private static int m_SocketCount = 0;

    private static ManualResetEvent m_ManualResetEvent = new ManualResetEvent(false);


IPEndPoint: 是IP地址和端口的整合类型

Socket:创建Socket是根据IP地址和端口号来创建的

Protocoltype.Tcp:指定使用TCP协议。(关于TCP与UDP,简单说就是TCP确保一个数据包一定发送成功,UDP就不管。详情请百度谷歌360搜索等等)

BeginAccept:开始监听客户端的联入。注意这是一个异步函数。这个函数执行后马上就会执行后面的代码,如果后面没有循环的程序,那么程序就会退出!

所以这里用了ManualResetEvent来等待结果。

我们也可以单开线程来达到这个效果,文章后面会贴上两种方式的代码。

IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse("172.16.30.167"), 1223);

        Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        try
        {
            serverSocket.Bind(ipEndPoint);
            serverSocket.Listen(20);
            Console.WriteLine("Server Start");
            while (true)
            {
                m_ManualResetEvent.Reset(); //将线程置于非终止状态,也就是等待当前线程完成;
                serverSocket.BeginAccept(new AsyncCallback(Accept), serverSocket);
                m_ManualResetEvent.WaitOne(); //阻塞主线程,这里的作用是不退出程序;
            }
        }
        catch (System.Exception ex)
        {
            Console.WriteLine("Exception" + ex);
        }

异步Socket方式,每个操作都要求传入一个回调函数。(不然人家执行完了怎么接着往下执行……)

比如上面的BeginAccept 传入了一个回调函数 Accept,并且带了参数serverSocket 。意思就是 BeginAccept执行完毕后会调用Accept并且传入serverSocket。

文章转自(http://blog.csdn.net/huutu)

    public static void Accept(IAsyncResult result)
    {
        m_ManualResetEvent.Set(); //通知主线程继续;

        Socket serverSocket = (Socket)result.AsyncState;


        Console.WriteLine("Accept one Client "+(++m_SocketCount));

        //已经Accept客户端之后就停止Accept;
        Socket receiverSocket = serverSocket.EndAccept(result);

        //开始Receive;
        StateObject state = new StateObject();
        state.m_CurSocket = receiverSocket;
        receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
    }

在有客户端联入之后会执行Accept。

这里注意:

一定要调用ManualResetEvent的Set方法通知主线程继续执行,也就是让Socket继续监听客户端的联入。

文章转自(http://blog.csdn.net/huutu)

当客户端联入之后,就要开始客户端与服务器真正的数据交互啦。调用Socket.BeginReceive 。这也是一个异步操作,同样我们要传入一个回调函数。

public static void ReceiveCallBack(IAsyncResult result)
    {
        String content = String.Empty;
        StateObject state = (StateObject)result.AsyncState;
        Socket receiverSocket = state.m_CurSocket;
        try
        {
            int byteRead = receiverSocket.EndReceive(result);

            if (byteRead > 0)
            {
                //获取数据长度;
                byte[] datalengtharr=new byte[4];
                Buffer.BlockCopy(state.m_Buffer, 0, datalengtharr, 0, 4);
                int datalength = BitConverter.ToInt32(datalengtharr, 0);      
                Console.WriteLine("receive data length = " + datalength.ToString());

                //获取数据主体;
                byte[] dataarr = new byte[byteRead-4];
                Buffer.BlockCopy(state.m_Buffer, 4, dataarr, 0, byteRead - 4);
                state.m_StringBuilder.Append(Encoding.ASCII.GetString(dataarr, 0, byteRead - 4));

                content = state.m_StringBuilder.ToString();

                //判断数据长度,是否接收完全;
                if (!(byteRead - 4 < datalength))
                {
                    Console.WriteLine("Receive " + content.Length + "  " + content);

                    //接收完全后发送数据给客户端;
                    Send(receiverSocket, "success from server");
                }
                else
                {
                    //数据没有接收完,继续接收;
                    receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
                }
            }
        }
        catch (Exception ex)
        {
            Console.WriteLine(ex.ToString());
        }
 
    }

以前没有做过网络游戏的朋友有疑问,在接收数据的时候,怎么知道到底接收完成了没有?

上面的代码中,有一个特殊的数字  4  。

这是我们用来存放数据包大小的一个变量。

数据包=数据大小(4字节)+真实数据

按照上面的结构组建数据包,在接收到数据的时候,我们只要判断接收到的数据大小-4是不是等于数据大小。


好了。下面是例子的源代码:

(一)使用ManualResetEvent协作:

using System;
using System.Net;
using System.Net.Sockets;
using System.IO ;
using System.Text;
using System.Threading;

public class Echoserver
{
    private static int m_SocketCount = 0;

    private static ManualResetEvent m_ManualResetEvent = new ManualResetEvent(false);
    

    //entry point of main method.
    public static void Main()
    {
        IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse("172.16.30.167"), 1223);

        Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        try
        {
            serverSocket.Bind(ipEndPoint);
            serverSocket.Listen(20);
            Console.WriteLine("Server Start");
            while (true)
            {
                m_ManualResetEvent.Reset(); //将线程置于非终止状态,也就是等待当前线程完成;
                serverSocket.BeginAccept(new AsyncCallback(Accept), serverSocket);
                m_ManualResetEvent.WaitOne(); //阻塞主线程,这里的作用是不退出程序;
            }
        }
        catch (System.Exception ex)
        {
            Console.WriteLine("Exception" + ex);
        }
    }


    public static void Accept(IAsyncResult result)
    {
        m_ManualResetEvent.Set(); //通知主线程继续;

        Socket serverSocket = (Socket)result.AsyncState;


        Console.WriteLine("Accept one Client "+(++m_SocketCount));

        //已经Accept客户端之后就停止Accept;
        Socket receiverSocket = serverSocket.EndAccept(result);

        //开始Receive;
        StateObject state = new StateObject();
        state.m_CurSocket = receiverSocket;
        receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
    }

    public static void ReceiveCallBack(IAsyncResult result)
    {
        String content = String.Empty;
        StateObject state = (StateObject)result.AsyncState;
        Socket receiverSocket = state.m_CurSocket;
        try
        {
            int byteRead = receiverSocket.EndReceive(result);

            if (byteRead > 0)
            {
                //获取数据长度;
                byte[] datalengtharr=new byte[4];
                Buffer.BlockCopy(state.m_Buffer, 0, datalengtharr, 0, 4);
                int datalength = BitConverter.ToInt32(datalengtharr, 0);      
                Console.WriteLine("receive data length = " + datalength.ToString());

                //获取数据主体;
                byte[] dataarr = new byte[byteRead-4];
                Buffer.BlockCopy(state.m_Buffer, 4, dataarr, 0, byteRead - 4);
                state.m_StringBuilder.Append(Encoding.ASCII.GetString(dataarr, 0, byteRead - 4));

                content = state.m_StringBuilder.ToString();

                //判断数据长度,是否接收完全;
                if (!(byteRead - 4 < datalength))
                {
                    Console.WriteLine("Receive " + content.Length + "  " + content);

                    //接收完全后发送数据给客户端;
                    Send(receiverSocket, "success from server");
                }
                else
                {
                    //数据没有接收完,继续接收;
                    receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
                }
            }
        }
        catch (Exception ex)
        {
            Console.WriteLine(ex.ToString());
        }
 
    }

    public static void Send(Socket handler, String data)
    {
        byte[] byteData = http://www.mamicode.com/Encoding.ASCII.GetBytes(data);>
文章转自(http://blog.csdn.net/huutu)

(二)使用线程

using System;
using System.Net;
using System.Net.Sockets;
using System.IO ;
using System.Text;
using System.Threading;

public class Echoserver
{
    private static int m_SocketCount = 0;

    private static ManualResetEvent m_ManualResetEvent = new ManualResetEvent(false);
    

    //entry point of main method.
    public static void Main()
    {
        IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse("172.16.30.167"), 1223);

        Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        try
        {
            serverSocket.Bind(ipEndPoint);
            serverSocket.Listen(20);
            Console.WriteLine("Server Start");
            while (true)
            {
                m_ManualResetEvent.Reset(); //将线程置于非终止状态,也就是等待当前线程完成;
                serverSocket.BeginAccept(new AsyncCallback(Accept), serverSocket);
                m_ManualResetEvent.WaitOne(); //阻塞主线程,这里的作用是不退出程序;
            }
        }
        catch (System.Exception ex)
        {
            Console.WriteLine("Exception" + ex);
        }
    }


    public static void Accept(IAsyncResult result)
    {
        m_ManualResetEvent.Set(); //通知主线程继续;

        Socket serverSocket = (Socket)result.AsyncState;


        Console.WriteLine("Accept one Client "+(++m_SocketCount));

        //已经Accept客户端之后就停止Accept;
        Socket receiverSocket = serverSocket.EndAccept(result);

        //开始Receive;
        StateObject state = new StateObject();
        state.m_CurSocket = receiverSocket;
        receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
    }

    public static void ReceiveCallBack(IAsyncResult result)
    {
        String content = String.Empty;
        StateObject state = (StateObject)result.AsyncState;
        Socket receiverSocket = state.m_CurSocket;
        try
        {
            int byteRead = receiverSocket.EndReceive(result);

            if (byteRead > 0)
            {
                //获取数据长度;
                byte[] datalengtharr=new byte[4];
                Buffer.BlockCopy(state.m_Buffer, 0, datalengtharr, 0, 4);
                int datalength = BitConverter.ToInt32(datalengtharr, 0);      
                Console.WriteLine("receive data length = " + datalength.ToString());

                //获取数据主体;
                byte[] dataarr = new byte[byteRead-4];
                Buffer.BlockCopy(state.m_Buffer, 4, dataarr, 0, byteRead - 4);
                state.m_StringBuilder.Append(Encoding.ASCII.GetString(dataarr, 0, byteRead - 4));

                content = state.m_StringBuilder.ToString();

                //判断数据长度,是否接收完全;
                if (!(byteRead - 4 < datalength))
                {
                    Console.WriteLine("Receive " + content.Length + "  " + content);

                    //接收完全后发送数据给客户端;
                    Send(receiverSocket, "success from server");
                }
                else
                {
                    //数据没有接收完,继续接收;
                    receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
                }
            }
        }
        catch (Exception ex)
        {
            Console.WriteLine(ex.ToString());
        }
 
    }

    public static void Send(Socket handler, String data)
    {
        byte[] byteData = http://www.mamicode.com/Encoding.ASCII.GetBytes(data);>

Unity3d 游戏与C#服务器 异步Socket 交互 (一)