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c#基于事件模型的UDP通讯框架(适用于网络包编解码)

之前写过一篇关于c#udp分包发送的文章

这篇文章里面介绍的方法是一种实现,可是存在一个缺点就是一个对象序列化后会增大非常多。不利于在网络中的传输。

我们在网络中的传输是须要尽可能的减小传送的数据包的大小。于是我參考了网上一些资料和一些开源的项目(http://www.fishlee.net/)这个上面的那个开源的飞鸽传输的框架。

事实上也就是把要传送的数据依照某种规定放在一个byte数组中,然后接收到后依照对应的格式把数据解析出来,为了减小数据还使用了GZipStream的压缩,之前出的问题就是在解压缩时,只是如今已经攻克了。

首先我们要定义一种能表示我们传送数据的包的格式

public class PacketNetWorkMsg : IComparable<PacketNetWorkMsg>
    {
        /// <summary>
		/// 封包版本号
		/// </summary>
		public int Version { get; set; }

		/// <summary>
		/// 要发送的数据包
		/// </summary>
		public byte[] Data { get; set; }

        /// <summary>
        /// 数据包所含数据长度
        /// </summary>
        public int DataLength { get; set; }

        /// <summary>
        /// 分包后最后一个剩余长度
        /// </summary>
        public int Remainder { get; set; }
		/// <summary>
		/// 远程地址
		/// </summary>
		public IPEndPoint RemoteIP { get; set; }

		/// <summary>
		/// 发送次数
		/// </summary>
		public int SendTimes { get; set; }

		/// <summary>
		/// 包编号
		/// </summary>
		public long PackageNo { get; set; }

		/// <summary>
		/// 分包索引
		/// </summary>
		public int PackageIndex { get; set; }

		/// <summary>
		/// 分包总数
		/// </summary>
		public int PackageCount { get; set; }

		/// <summary>
		/// 获得或设置是否须要返回已收到标志
		/// </summary>
        public bool IsRequireReceiveCheck { get; set; }

        public PacketNetWorkMsg()
		{
			Version = 1;
            CreationTime = DateTime.Now;
		}
        public PacketNetWorkMsg(long packageNo, int Count, int index, byte[] data, int dataLength, int remainder, IPEndPoint desip, bool IsRequireReceive)
        {
            this.PackageNo = packageNo;
            this.PackageCount = Count;
            this.PackageIndex = index;
            this.Data = http://www.mamicode.com/data;>这个类是我们在网络中须要传输的详细最小的包

然后另一个就是我们用来表示我们传输的数据的格式类Msg类。一个Msg类可能被分为多个PacketNetWorkMsg 来传送。分包的方法是为了突破udp方式数据传输的限制(64k),,可以使用udp传输大数据。非常多人就在问,为什么不用TCP,尽管TCP是非常好的方式。可是我也不想说出个所以然来,我就喜欢这么干。

public class Msg
    {
        
        /// <summary>
        /// 是否已经被处理.在挂钩过程中,假设为true,则底层代码不会再对信息进行处理
        /// </summary>
        public bool Handled { get; set; }

        /// <summary>
        /// 获得或设置当前的消息编号
        /// </summary>
        /// <value></value>
        /// <remarks></remarks>
        public long PackageNo { get; set; }

        /// <summary>
        /// 获得或设置当前的消息所属的主机名
        /// </summary>
        public string HostName { get; set; }

        /// <summary>
        /// 获得或设置当前的消息所属的username
        /// </summary>
        public string UserName { get; set; }

        /// <summary>
        /// 获得或设置当前的命令代码
        /// </summary>
        //命令的名称
        public Commands Command { get; set; }

        /// <summary>
        /// 获得或设置当前的消息的类型 文本消息。或者二进制消息
        /// </summary>
        public Consts Type { get; set; }

        /// <summary>
        /// 获得或设置当前的命令消息文本
        /// </summary>
        public string NormalMsg { get; set; }

        /// <summary>
        /// 消息文本字节
        /// </summary>
        public byte[] NormalMsgBytes { get; set; }

        /// <summary>
        /// 扩展消息文本字节
        /// </summary>
        public byte[] ExtendMessageBytes { get; set; }

        /// <summary>
        /// 获得或设置当前命令的扩展文本
        /// </summary>
        public string ExtendMessage { get; set; }

        /// <summary>
        /// 远程地址
        /// </summary>
        public IPEndPoint RemoteAddr { get; set; }

        /// <summary>
        /// 主机地址
        /// </summary>
        public IPEndPoint HostAddr { get; set; }
        /// <summary>
        /// 获得或设置是否须要返回已收到标志
        /// </summary>
        public bool IsRequireReceive { get; set; }

      
        public Msg(IPEndPoint Addr)
		{
			RemoteAddr = Addr;
			Handled = false;
            Type = Consts.MESSAGE_TEXT;
		}
        public Msg(IPEndPoint hostIP,IPEndPoint remoteIP,Commands cmd)
        {
            HostAddr = hostIP;
            RemoteAddr = remoteIP;
            Command = cmd;
            Handled = false;
            Type = Consts.MESSAGE_TEXT;
        }
		public Msg(IPEndPoint addr, string hostName, string userName,Commands command, string message, string extendMessage)
		{
			RemoteAddr = addr;
			Handled = false;
			HostName = hostName;
			UserName = userName;
			Command = command;
			NormalMsg = message;
			ExtendMessage = extendMessage;
            Type = Consts.MESSAGE_TEXT;
		}


		/// <summary>
		/// 直接创建一个新的Message对象
		/// </summary>
		/// <param name="host">主机对象</param>
		/// <param name="addr">远程地址</param>
		/// <param name="hostName">主机名</param>
		/// <param name="userName">username</param>
		/// <param name="command">命令</param>
		/// <param name="options">选项</param>
		/// <param name="message">信息</param>
		/// <param name="extendMessage">扩展信息</param>
		/// <returns></returns>
		public static Msg Create(Host host, IPEndPoint addr, string hostName, string userName, Commands command, string message, string extendMessage)
		{
			return new Msg(addr,hostName, userName, command,message, extendMessage);
		}
    }

眼下这两个类就是我们基本的数据结构了。

然后接下来是我们基本的类,分包和组包的一个类了

/// <summary>
    /// 消息封包类
    /// </summary>
    public class MessagePacker
    {
        Timer _timer;
        public MessagePacker()
		{
			_timer = new Timer(_ => CheckForOutdateMessage(), null, new TimeSpan(0, 5, 0), new TimeSpan(0, 0, 5, 0));
		}
        /*
		 * 消息包注意:
		 * 1.第一位始终是2(ASCII码50)
		 * 2.第二位到第九位是一个long类型的整数,代表消息编号
		 * 3.第十位到第十三位是一个int类型的整数,代表消息内容总长度
		 * 4.第十四位到第十七位是一个int类型的整数。代表分包的总数
		 * 5.第十八位到第二十一位是一个int类型的整数。代表当前的分包编号
		 * 6.第二十二位表示是否须要返回一个确认标识(1/0)
		 * 7.第二十三到第三十一位是保留的(Reserved)
		 * 8.第三十二字节以后是数据包
		 * */

        /// <summary>
        /// 消息版本
        /// </summary>
        public static byte VersionHeader { get { return 50; } }
        /// <summary>
        /// 返回当前消息封包的头字节数
        /// </summary>
        public static int PackageHeaderLength { get { return 32; } }

        /// <summary>
        /// 获得消息包的字节流
        /// </summary>
        /// <param name="message">要打包的消息对象</param>
        /// <returns></returns>
        public static PacketNetWorkMsg[] BuildNetworkMessage(Msg message)
        {
            if (message.ExtendMessageBytes != null)
            {
                return BuildNetworkMessage(
                message.RemoteAddr,
                message.PackageNo,
                message.Command,
                message.UserName,
                message.HostName,
                message.Type,
                message.NormalMsgBytes,
                message.ExtendMessageBytes,
                message.IsRequireReceive
                );
            }
            else
            {
                return BuildNetworkMessage(
                message.RemoteAddr,
                message.PackageNo,
                message.Command,
                message.UserName,
                message.HostName,
                message.Type,
                System.Text.Encoding.Unicode.GetBytes(message.NormalMsg),
                System.Text.Encoding.Unicode.GetBytes(message.ExtendMessage),
                message.IsRequireReceive
                );
            }
        }

        /// <summary>
        /// 获得消息包的字节流
        /// </summary>
        /// <param name="remoteIp">远程主机地址</param>
        /// <param name="packageNo">包编号</param>
        /// <param name="command">命令</param>
        /// <param name="options">參数</param>
        /// <param name="userName">username</param>
        /// <param name="hostName">主机名</param>
        /// <param name="content">正文消息</param>
        /// <param name="extendContents">扩展消息</param>
        /// <returns></returns>
        public static PacketNetWorkMsg[] BuildNetworkMessage(IPEndPoint remoteIp, long packageNo, Commands command, string userName, string hostName,Consts type ,byte[] content, byte[] extendContents, bool RequireReceiveCheck)
        {

            //每次发送所能容下的数据量
            int maxBytesPerPackage = (int)Consts.MAX_UDP_PACKAGE_LENGTH - PackageHeaderLength;
            //压缩数据流
            var ms = new MemoryStream();
            //var dest = new MemoryStream();
            //var zip = new GZipStream(dest, CompressionMode.Compress);
            var bw = new BinaryWriter(ms, System.Text.Encoding.Unicode);
            //写入头部数据
            bw.Write(packageNo);			//包编号
            bw.Write(userName);				//username
            bw.Write(hostName);				//主机名
            bw.Write((long)command);        //命令
            bw.Write((long)type);           //数据类型
            bw.Write(content == null ?

0 : content.Length);//数据长度 //写入消息数据 if (content != null) bw.Write(content); bw.Write(extendContents == null ? 0 : extendContents.Length);//补充数据长度 if (extendContents != null) bw.Write(extendContents); ms.Flush(); ms.Seek(0, System.IO.SeekOrigin.Begin); byte[] ibuf = ms.ToArray(); var dest = new System.IO.MemoryStream(); GZipStream zipStream = new GZipStream(dest, CompressionMode.Compress, true); byte[] buff = new byte[1024]; int offset; ms.Seek(0, SeekOrigin.Begin); while ((offset = ms.Read(buff, 0, buff.Length)) > 0) { zipStream.Write(buff, 0, offset);//先把数据用二进制写入内存,然后在把它用zip压缩,获取压缩过后的二进制流dest } zipStream.Close(); bw.Close(); ms.Close(); dest.Seek(0, SeekOrigin.Begin); //打包数据总量 int dataLength = (int)dest.Length; int packageCount = (int)Math.Ceiling(dataLength * 1.0 / maxBytesPerPackage); PacketNetWorkMsg[] pnma = new PacketNetWorkMsg[packageCount]; for (int i = 0; i < packageCount; i++) { int count = i == packageCount - 1 ? dataLength - maxBytesPerPackage * (packageCount - 1) : maxBytesPerPackage; byte[] buf = new byte[count + PackageHeaderLength]; buf[0] = VersionHeader;//版本 第1位 BitConverter.GetBytes(packageNo).CopyTo(buf, 1);//消息编号 第2到9位 long类型的整数 BitConverter.GetBytes(dataLength).CopyTo(buf, 9);//消息内容长度 第10到13位 int类型的整数 BitConverter.GetBytes(packageCount).CopyTo(buf, 13);//分包总数 第14位到第17位 int类型的整数 BitConverter.GetBytes(i).CopyTo(buf, 17);//分包编号 第18位到第21位 int类型的整数 buf[21] = RequireReceiveCheck ? (byte)1 : (byte)0;//是否回确认包 第22位 //第23到第31位是保留的(Reserved) dest.Read(buf, 32, buf.Length - 32);//第32字节以后是,详细的数据包 pnma[i] = new PacketNetWorkMsg() { Data = http://www.mamicode.com/buf,"buffer"></param> /// <returns></returns> public static bool Test(byte[] buffer) { return buffer != null && buffer.Length > PackageHeaderLength && buffer[0] == VersionHeader; } /// <summary> /// 缓存接收到的片段 /// </summary> static Dictionary<long, PacketNetWorkMsg[]> packageCache = new Dictionary<long, PacketNetWorkMsg[]>(); /// <summary> /// 分析网络数据包并进行转换为信息对象 /// </summary> /// <param name="packs">接收到的封包对象</param> /// <returns></returns> /// <remarks> /// 对于分包消息,假设收到的仅仅是片段而且尚未接收全然。则不会进行解析 /// </remarks> public static Msg ParseToMessage(params PacketNetWorkMsg[] packs) { if (packs.Length == 0 || (packs[0].PackageCount > 1 && packs.Length != packs[0].PackageCount)) return null; var ms = DecompressMessagePacks(packs); if (ms == null) { //事件 return null; } //构造读取流 System.IO.BinaryReader br = new System.IO.BinaryReader(ms, System.Text.Encoding.Unicode); //開始读出数据 Msg m = new Msg(packs[0].RemoteIP); m.PackageNo = br.ReadInt64();//包编号 m.UserName = br.ReadString();//username m.HostName = br.ReadString();//主机名 m.Command = (Commands)br.ReadInt64(); //命令 m.Type = (Consts)br.ReadInt64();//数据类型 int length = br.ReadInt32(); //数据长度 m.NormalMsgBytes = new byte[length]; br.Read(m.NormalMsgBytes, 0, length);//读取内容 length = br.ReadInt32(); //附加数据长度 m.ExtendMessageBytes = new byte[length]; br.Read(m.ExtendMessageBytes, 0, length);//读取附加数据 if (m.Type == Consts.MESSAGE_TEXT) { m.NormalMsg = System.Text.Encoding.Unicode.GetString(m.NormalMsgBytes, 0, length); //正文 m.ExtendMessage = System.Text.Encoding.Unicode.GetString(m.ExtendMessageBytes, 0, length); //扩展消息 m.ExtendMessageBytes = null; m.NormalMsgBytes = null; } return m; } /// <summary> /// 组合全部的网络数据包并运行解压缩 /// </summary> /// <param name="packs"></param> /// <returns></returns> static MemoryStream DecompressMessagePacks(params PacketNetWorkMsg[] packs) { try { //尝试解压缩,先排序 Array.Sort(packs); var msout = new MemoryStream(); using (var ms = new System.IO.MemoryStream()) { //合并写入 //Array.ForEach(packs, s => ms.Write(s.Data, 32, s.Data.Length-32)); Array.ForEach(packs, s => ms.Write(s.Data, 0, s.Data.Length)); ms.Seek(0, SeekOrigin.Begin); //解压缩 using (var gz = new GZipStream(ms, CompressionMode.Decompress)) { var buffer = new byte[0x400]; var count = 0; while ((count = gz.Read(buffer, 0, buffer.Length)) > 0) { msout.Write(buffer, 0, count); } } } msout.Seek(0, SeekOrigin.Begin); return msout; } catch (Exception) { return null; } } /// <summary> /// 尝试将收到的网络包解析为实体 /// </summary> /// <param name="pack">收到的网络包</param> /// <returns></returns> /// <remarks>假设收到的包是分片包。且其全部子包尚未接受全然。则会返回空值</remarks> public static Msg TryToTranslateMessage(PacketNetWorkMsg pack) { if (pack == null || pack.PackageIndex > pack.PackageCount - 1) return null; else if (pack.PackageCount == 1) return ParseToMessage(pack); else { lock (packageCache) { if (packageCache.ContainsKey(pack.PackageNo)) { PacketNetWorkMsg[] array = packageCache[pack.PackageNo]; array[pack.PackageIndex] = pack; //检測是否完整 if (Array.FindIndex(array, s => s == null) == -1) { packageCache.Remove(pack.PackageNo); return ParseToMessage(array); } else { return null; } } else { PacketNetWorkMsg[] array = new PacketNetWorkMsg[pack.PackageCount]; array[pack.PackageIndex] = pack; packageCache.Add(pack.PackageNo, array); return null; } } } } /// <summary> /// 将网络信息解析为封包 /// </summary> /// <param name="buffer"></param> /// <returns></returns> public static PacketNetWorkMsg Parse(byte[] buffer, IPEndPoint clientAddress) { if (!Test(buffer)) return null; PacketNetWorkMsg p = new PacketNetWorkMsg() { RemoteIP = clientAddress, SendTimes = 0 }; p.PackageNo = BitConverter.ToInt64(buffer, 1);//包编号 p.DataLength = (int)BitConverter.ToInt64(buffer, 9); //内容长度 p.PackageCount = BitConverter.ToInt32(buffer, 13);//分包总数 p.PackageIndex = BitConverter.ToInt32(buffer, 17);//索引 p.IsRequireReceiveCheck = buffer[21] == 1;//是否须要回包 p.Data = http://www.mamicode.com/new byte[buffer.Length - PackageHeaderLength];"e">事件包括的參数</param> protected static void OnDecompressFailed(PackageEventArgs e) { if (DecompressFailed != null) DecompressFailed(typeof(MessagePacker),e); } #endregion }


通过BuildNetworkMessage方法能够把一个Msg对象分为1个或多个packet。然后的话就能够通过曾经所用的方法把分好的包挨个发送了。

收到数据包后用TryToTranslateMessage方法把数据包组装成为一个Msg

接下来是一个 UDP底层通信的类

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using Netframe.Model;
using System.Net;
using System.Threading;
using Netframe.Tool;
using Netframe.Event;

namespace Netframe.Core
{
    /// <summary>
    /// 基本通信类  UDP,可以进行基本数据发送,UdpPacketMsg的发送,数据收到时触发事件
    /// </summary>
    public class UDPThread
    {
        #region 私有变量

        /// <summary>
        /// 配置信息
        /// </summary>
        Config _config;

        /// <summary>
        /// UDP客户端
        /// </summary>
        UdpClient client;

        /// <summary>
        /// 用于轮询是否发送成功的记录
        /// </summary>
        List<PacketNetWorkMsg> SendList;

        #endregion

        #region 属性

        /// <summary>
        /// 是否已经初始化了
        /// </summary>
        public bool IsInitialized { get; private set; }

        /// <summary>
        /// 是否建立连接
        /// </summary>
        public bool IsConnect { get; private set; }
        /// <summary>
        /// 检查发送队列间隔
        /// </summary>
        public int CheckQueueTimeInterval { get; set; }

        /// <summary>
        /// 没有收到确认包时,最大又一次发送的数目,超过此数目会丢弃并触发PackageSendFailture 事件。
        /// </summary>
        public int MaxResendTimes { get; set; }

        #endregion

        #region 构造函数

        /// <summary>
        /// 构造一个新的消息对象。并绑定到指定的端口和IP上。
        /// </summary>
        /// <param name="ip">绑定的IP</param>
        /// <param name="port">绑定的端口</param>
        public UDPThread(int port)
        {
            IsInitialized = false;
            IPAddress LocalIPAddress = null;
            //获得本机当前的ip
            try
            {
                IPAddress[] address = Dns.GetHostAddresses(Dns.GetHostName());
                foreach (IPAddress addr in address)
                {
                    if (addr.AddressFamily.ToString().Equals("InterNetwork"))
                    {
                        LocalIPAddress = addr;
                        break;
                    }
                }
            }
            catch (Exception)
            {
                OnLocalIpError(new EventArgs());
                //获取本机ip异常
                return;
            }
            try
            {
                client = new UdpClient(new IPEndPoint(LocalIPAddress, port));
                IsConnect = false;
            }
            catch (Exception)
            {
                OnNetworkError(new EventArgs());
                return;
            }
            SendList = new List<PacketNetWorkMsg>();
            client.EnableBroadcast = true;

            CheckQueueTimeInterval = 2000;
            MaxResendTimes = 5;
            new Thread(new ThreadStart(CheckUnConfirmedQueue)) { IsBackground = true }.Start();


            IsInitialized = true;

            //開始监听
            client.BeginReceive(ReceiveDataAsync, null);
            //ReceiveData();
        }

        public UDPThread(Config config)
        {
            IsInitialized = false;
            try
			{
                client = new UdpClient(new IPEndPoint(config.BindedIP, config.Port));
			}
            catch (Exception)
            {
                OnNetworkError(new EventArgs());
                return;
            }
            SendList = new List<PacketNetWorkMsg>();
            client.EnableBroadcast = true;
            this._config = config;
            CheckQueueTimeInterval = 2000;
            MaxResendTimes = 5;
            new Thread(new ThreadStart(CheckUnConfirmedQueue)) { IsBackground = true }.Start();


            IsInitialized = true;

            //開始监听
            client.BeginReceive(ReceiveDataAsync, null);
        }
        /// <summary>
        /// 构造函数与远程主机连接
        /// </summary>
        /// <param name="ipaddress">绑定ip</param>
        /// <param name="port">端口</param>
        public UDPThread(string ip, int port)
        {
            IsInitialized = false;
            IPAddress ipaddress = IPAddress.Parse(ip);//构造远程连接的參数
            try
            {
                client = new UdpClient();
                client.Connect(new IPEndPoint(ipaddress, port));//与远程server建立连接ps:仅仅是形式上,udp本身无连接的
                IsConnect = true;
            }
            catch (Exception)
            {
                OnNetworkError(new EventArgs());
                return;
            }
            SendList = new List<PacketNetWorkMsg>();
            client.EnableBroadcast = true;

            CheckQueueTimeInterval = 2000;
            MaxResendTimes = 5;
            new Thread(new ThreadStart(CheckUnConfirmedQueue)) { IsBackground = true }.Start();


            IsInitialized = true;

            //開始监听
            client.BeginReceive(ReceiveDataAsync, null);
            //ReceiveData();
        }
        #endregion

        #region 私有方法
        /// <summary>
        /// 接收数据的方法
        /// </summary>
        /// <param name="ar"></param>
        void ReceiveDataAsync(IAsyncResult ar)
        {
            IPEndPoint ipend = null;
            byte[] buffer = null;
            try
            {
                buffer = client.EndReceive(ar, ref ipend);
            }
            catch (Exception)
            {
                return;
            }
            finally
            {
                if (IsInitialized && client != null) 
                    client.BeginReceive(ReceiveDataAsync, null);
            }

            if (buffer == null || buffer.Length == 0) return;
            //触发已收到事件
            OnPackageReceived(new PackageEventArgs() { RemoteIP = ipend, Data = http://www.mamicode.com/buffer });"param"></param>
        private void ReceiveCallback(IAsyncResult param)
        {
            if (param.IsCompleted)
            {
                IPEndPoint retip = null;
                byte[] buffer = null;
                try
                {
                    buffer = client.EndReceive(param, ref retip);//接收数据,当Client端连接主机的时候,test就变成Cilent端的IP了
                }
                catch (Exception ex)
                {
                    //异常处理操作
                }
                finally
                {
                    AsyncReceiveData();
                }
                if (buffer == null || buffer.Length == 0) return;
                OnPackageReceived(new PackageEventArgs() { RemoteIP = retip, Data = http://www.mamicode.com/buffer });"address">远程主机地址</param>
        /// <param name="port">远程主机端口</param>
        /// <param name="data">数据流</param>
        /// <param name="packageNo">数据包编号</param>
        /// <param name="packageIndex">分包索引</param>
        private void Send(IPAddress address, int port, byte[] data, long packageNo, int packageIndex)
        {
            Send(false, new IPEndPoint(address, port), data, packageNo, packageIndex);
        }
        /// <summary>
        /// 发送数据,并推断是否对数据作回应检查。

将会在每隔 <see cref="CheckQueueTimeInterval"/> 的间隔后又一次发送。直到收到对方的回应。

/// 注意:网络层不会解析回应。请调用 <see cref="PopSendItemFromList"/> 方法来告知已收到数据包。

/// </summary> /// <param name="receiveConfirm">消息是否会回发确认包</param> /// <param name="address">远程主机地址</param> /// <param name="port">远程主机端口</param> /// <param name="data">数据流</param> /// <param name="packageNo">数据包编号</param> /// <param name="packageIndex">分包索引</param> private void Send(bool receiveConfirm, IPAddress address, int port, byte[] data, long packageNo, int packageIndex) { Send(receiveConfirm, new IPEndPoint(address, port), data, packageNo, packageIndex); } /// <summary> /// 发送数据,并对数据作回应检查。当 <see cref="receiveConfirm"/> 为 true 时,将会在每隔 <see cref="CheckQueueTimeInterval"></see> 的间隔后又一次发送,直到收到对方的回应。 /// 注意:网络层不会解析回应,请调用 <see cref="PopSendItemFromList"></see> 方法来告知已收到数据包。 /// </summary> /// <param name="receiveConfirm">消息是否会回发确认包</param> /// <param name="address">远程主机地址</param> /// <param name="data">数据流</param> /// <param name="packageNo">数据包编号</param> /// <param name="packageIndex">分包索引</param> private void Send(bool receiveConfirm, IPEndPoint address, byte[] data, long packageNo, int packageIndex) { if (IsInitialized) { client.Send(data, data.Length, address); if (receiveConfirm) PushSendItemToList(new PacketNetWorkMsg() { Data = http://www.mamicode.com/data, RemoteIP = address, SendTimes = 0, PackageIndex = packageIndex, PackageNo = packageNo });"message"></param> public void SendMsg(Msg message) { if (IsInitialized) { ICollection<PacketNetWorkMsg> udpPackets = MessagePacker.BuildNetworkMessage(message); foreach (PacketNetWorkMsg packedMessage in udpPackets) { //使用同步发送 SendPacket(packedMessage); } } } /// <summary> /// 将已经打包的消息发送出去 /// </summary> /// <param name="packet"></param> public void SendPacket(PacketNetWorkMsg packet) { if (IsInitialized) { //使用同步的方法发送数据 if (!IsConnect) client.Send(packet.Data, packet.Data.Length, packet.RemoteIP); else client.Send(packet.Data, packet.Data.Length); if (packet.IsRequireReceiveCheck) PushSendItemToList(packet); } } /// <summary> /// 异步分包发送数组的方法 /// </summary> /// <param name="message"></param> public void AsyncSendMsg(Msg message) { if (IsInitialized) { ICollection<PacketNetWorkMsg> udpPackets = MessagePacker.BuildNetworkMessage(message); foreach (PacketNetWorkMsg packedMessage in udpPackets) { //使用异步的方法发送数据 AsyncSendPacket(packedMessage); } } } /// <summary> /// 发送完毕后的回调方法 /// </summary> /// <param name="param"></param> private void SendCallback(IAsyncResult param) { if (param.IsCompleted) { try { client.EndSend(param);//这句话必须得写。BeginSend()和EndSend()是成对出现的 } catch (Exception) { PackageEventArgs e = new PackageEventArgs(); OnPackageSendFailure(e);//触发发送失败事件 } } } /// <summary> /// 异步将将已经打包的消息发送出去,不进行发送检查 /// </summary> /// <param name="packet"></param> public void AsyncSendPacket(PacketNetWorkMsg packet) { //使用异步的方法发送数据 if (IsInitialized) { if (!IsConnect) this.client.BeginSend(packet.Data, packet.Data.Length, packet.RemoteIP, new AsyncCallback(SendCallback), null); else this.client.BeginSend(packet.Data, packet.Data.Length, new AsyncCallback(SendCallback), null); if (packet.IsRequireReceiveCheck) PushSendItemToList(packet);//将该消息压入列表 } } #endregion System.Threading.SendOrPostCallback cucqCallpack; System.Threading.SendOrPostCallback resendCallback; /// <summary> /// 自由线程,检測未发送的数据并发出 /// </summary> void CheckUnConfirmedQueue() { //异步调用托付 if (cucqCallpack == null) cucqCallpack = (s) => OnPackageSendFailure(s as PackageEventArgs); if (resendCallback == null) resendCallback = (s) => OnPackageResend(s as PackageEventArgs); do { if (SendList.Count > 0) { PacketNetWorkMsg[] array = null; lock (SendList) { array = SendList.ToArray(); } //挨个又一次发送并计数 Array.ForEach(array, s => { s.SendTimes++; if (s.SendTimes >= MaxResendTimes) { //发送失败啊 PackageEventArgs e = new PackageEventArgs(); if (SeiClient.NeedPostMessage) { SeiClient.SendSynchronizeMessage(cucqCallpack, e); } else { OnPackageSendFailure(e);//触发发送失败事件 } SendList.Remove(s); } else { //又一次发送 AsyncSendPacket(s); PackageEventArgs e = new PackageEventArgs() { PacketMsg = s }; if (SeiClient.NeedPostMessage) { SeiClient.SendASynchronizeMessage(resendCallback, e); } else { OnPackageResend(e);//触发又一次发送事件 } } }); } Thread.Sleep(CheckQueueTimeInterval); } while (IsInitialized); } static object lockObj = new object(); /// <summary> /// 将数据信息压入列表 /// </summary> /// <param name="item"></param> public void PushSendItemToList(PacketNetWorkMsg item) { SendList.Add(item); } /// <summary> /// 将数据包从列表中移除 /// 网络层不会解析 /// </summary> /// <param name="packageNo">数据包编号</param> /// <param name="packageIndex">数据包分包索引</param> public void PopSendItemFromList(long packageNo, int packageIndex) { lock (lockObj) { Array.ForEach(SendList.Where(s => s.PackageNo == packageNo && s.PackageIndex == packageIndex).ToArray(), s => SendList.Remove(s)); } } #region 事件 /// <summary> /// 网络出现异常,无法获取本地ip地址 /// </summary> public event EventHandler IPError; protected void OnLocalIpError(EventArgs e) { if (IPError != null) IPError(this, e); } /// <summary> /// 网络出现异常(如端口无法绑定等,此时无法继续工作) /// </summary> public event EventHandler NetworkError; protected void OnNetworkError(EventArgs e) { if (NetworkError != null) NetworkError(this, e); } /// <summary> /// 当数据包收到时触发 /// </summary> public event EventHandler<PackageEventArgs> PackageReceived; /// <summary> /// 当数据包收到事件触发时。被调用 /// </summary> /// <param name="e">包括事件的參数</param> protected virtual void OnPackageReceived(PackageEventArgs e) { if (PackageReceived != null) PackageReceived(this, e); } /// <summary> /// 数据包发送失败 /// </summary> public event EventHandler<PackageEventArgs> PackageSendFailure; /// <summary> /// 当数据发送失败时调用 /// </summary> /// <param name="e">包括事件的參数</param> protected virtual void OnPackageSendFailure(PackageEventArgs e) { if (PackageSendFailure != null) PackageSendFailure(this, e); } /// <summary> /// 数据包未接收到确认,又一次发送 /// </summary> public event EventHandler<PackageEventArgs> PackageResend; /// <summary> /// 触发又一次发送事件 /// </summary> /// <param name="e">包括事件的參数</param> protected virtual void OnPackageResend(PackageEventArgs e) { if (PackageResend != null) PackageResend(this, e); } #endregion #region IDisposable 成员 /// <summary> /// 关闭客户端并释放资源 /// </summary> public void Dispose() { Close(); } #endregion } }


再然后来一个 UDP上层的类,用来把收到的包组装合并成为一个msg

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using Netframe.Event;
using Netframe.Model;
using Netframe.Tool;
using System.Threading;

namespace Netframe.Core
{
    /// <summary>
    /// 对底层收到数据的解析
    /// </summary>
    public class MsgTranslator
    {
        #region 属性
        /// <summary>
        /// 用来发送和接收消息的对象
        /// </summary>
        public UDPThread Client { get; set; }

        Config _config;

        //用来检測反复收到的消息包
        Queue<long> ReceivedQueue;

        #endregion

        public MsgTranslator(UDPThread udpClient,Config config)
        {
            this.Client = udpClient;
            this._config = config;
            ReceivedQueue = new Queue<long>();
            Client.PackageReceived += PackageReceived;
        }

        /// <summary>
        /// 发送信息实体
        /// </summary>
        /// <param name="msg"></param>
        public void Send(Msg msg)
        {   
            //消息正在发送事件
            OnMessageSending(new MessageEventArgs(msg));
            Client.AsyncSendMsg(msg);
            //消息已发送事件
            OnMessageSended(new MessageEventArgs(msg));
        }


        static object lockObj = new object();
        /// <summary>
        /// 消息包接收到时的事件
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void PackageReceived(object sender, PackageEventArgs e)
        {
            if (!e.IsHandled)
            {
                e.IsHandled = true;
                Msg m = ResolveToMessage(e.Data, e.RemoteIP);
                if (m == null) return;
                if (m.Command == Commands.RecvConfirm)
                {
                    long pno = m.NormalMsg.TryParseToInt(0);
                    int pindex = m.ExtendMessage.TryParseToInt(0);
                    if (pno != 0)
                        this.Client.PopSendItemFromList(pno, pindex);
                    return;
                }
                //检查近期收到的消息队列里面是否已经包括了这个消息包,假设是。则丢弃
                if (!ReceivedQueue.Contains(m.PackageNo))
                {
                    ReceivedQueue.Enqueue(m.PackageNo);
                    if (ReceivedQueue.Count > 100) ReceivedQueue.Dequeue();

                    OnMessageReceived(new MessageEventArgs(m));
                }
                else
                    OnMessageDroped(new MessageEventArgs(m));
            }
        }

        public Msg ResolveToMessage(byte[] buffer, IPEndPoint remoteEndPoint)
        {
            if (buffer == null || buffer.Length < 0) return null;
            Msg m = null;
            if (MessagePacker.Test(buffer))
            {
                PacketNetWorkMsg pack = MessagePacker.Parse(buffer, remoteEndPoint);
                if (pack == null) return null;
                if (DetermineConfirm(pack))
                {
                    //发送确认标志
                    Msg cm = Helper.CreateRecivedCheck(remoteEndPoint, pack.PackageNo, pack.PackageIndex, _config);
                    Client.SendMsg(cm);
                }
                m = MessagePacker.TryToTranslateMessage(pack);
            }
            return m;
        }
        /// <summary>
        /// 检測是否须要发送回复包来确认收到
        /// </summary>
        /// <param name="message"></param>
        /// <returns></returns>
        static bool DetermineConfirm(PacketNetWorkMsg packet)
        {
            return packet.IsRequireReceiveCheck;
        }
        static bool DetermineConfirm(Msg message)
        {
            return message.IsRequireReceive;
        }
        #region 事件

        /// <summary>
        /// 接收到消息包(UDP)
        /// </summary>
        public event EventHandler<MessageEventArgs> MessageReceived;
        SendOrPostCallback messageReceivedCallBack;
        /// <summary>
        /// 引发接收到消息包事件
        /// </summary>
        /// <param name="e"></param>
        protected virtual void OnMessageReceived(MessageEventArgs e)
        {
            if (MessageReceived == null) return;
            if (!SeiClient.NeedPostMessage)
            {
                MessageReceived(this, e);
            }
            else
            {
                if (messageReceivedCallBack == null) 
                    messageReceivedCallBack = s => MessageReceived(this, s as MessageEventArgs);

                SeiClient.SendSynchronizeMessage(messageReceivedCallBack, e);
            }
        }

        /// <summary>
        /// 消息将要发送事件
        /// </summary>
        public event EventHandler<MessageEventArgs> MessageSending;
        SendOrPostCallback messageSendingCallBack;
        /// <summary>
        /// 引发消息将要发送事件
        /// </summary>
        /// <param name="e"></param>
        protected virtual void OnMessageSending(MessageEventArgs e)
        {
            if (MessageSending == null) return;

            if (!SeiClient.NeedPostMessage)
            {
                MessageSending(this, e);
            }
            else
            {
                if (messageSendingCallBack == null) 
                    messageSendingCallBack = s => MessageSending(this, s as MessageEventArgs);
                SeiClient.SendSynchronizeMessage(messageSendingCallBack, e);
            }
        }


        /// <summary>
        /// 消息已经发送事件
        /// </summary>
        public event EventHandler<MessageEventArgs> MessageSended;
        SendOrPostCallback messageSendedCall;
        /// <summary>
        /// 引发消息已经发送事件
        /// </summary>
        /// <param name="e"></param>
        protected virtual void OnMessageSended(MessageEventArgs e)
        {
            if (MessageSended == null) return;

            if (!SeiClient.NeedPostMessage)
            {
                MessageSended(this, e);
            }
            else
            {
                if (messageSendedCall == null) 
                    messageSendedCall = s => MessageSended(this, s as MessageEventArgs);
                SeiClient.SendSynchronizeMessage(messageSendedCall, e);
            }
        }

        /// <summary>
        /// 反复收包然后丢包事件
        /// </summary>
        public event EventHandler<MessageEventArgs> MessageDroped;
        /// <summary>
        /// 引发丢弃Msg事件
        /// </summary>
        /// <param name="e"></param>
        protected virtual void OnMessageDroped(MessageEventArgs e)
        {
            if (MessageDroped == null) return;

            MessageDroped(this, e);
        }

        #endregion

    }
}






c#基于事件模型的UDP通讯框架(适用于网络包编解码)