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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)