Unity3d 游戏与C#服务器 异步Socket 交互 (一)

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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 = Encoding.ASCII.GetBytes(data);        try        {            handler.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), handler);        }        catch (Exception ex)        {            Console.WriteLine(ex.ToString());        }            }    public static void SendCallback(IAsyncResult result)    {        try        {            Socket handler = (Socket)result.AsyncState;            int bytesSend = handler.EndSend(result);            Console.WriteLine("Sent {0} bytes to client.", bytesSend);            handler.Shutdown(SocketShutdown.Both);            handler.Close();        }        catch (System.Exception ex)        {            Console.WriteLine(ex.ToString());        }    }    public class StateObject    {        public Socket m_CurSocket = null;        public const int m_BufferSize = 1024;        public byte[] m_Buffer = new byte[m_BufferSize];        public StringBuilder m_StringBuilder = new StringBuilder();    }}

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;    //entry point of main method.    public static void Main()    {        Thread thread = new Thread(new ThreadStart(StartListen));        thread.Start();        while (true)        {            Thread.Sleep(1);        }    }    static void StartListen()    {        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");            serverSocket.BeginAccept(new AsyncCallback(Accept), serverSocket);        }        catch (System.Exception ex)        {            Console.WriteLine("Exception" + ex);        }    }    public static void Accept(IAsyncResult result)    {        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);        serverSocket.BeginAccept(Accept, serverSocket);    }    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 = Encoding.ASCII.GetBytes(data);        try        {            handler.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), handler);        }        catch (Exception ex)        {            Console.WriteLine(ex.ToString());        }            }    public static void SendCallback(IAsyncResult result)    {        try        {            Socket handler = (Socket)result.AsyncState;            int bytesSend = handler.EndSend(result);            Console.WriteLine("Sent {0} bytes to client.", bytesSend);            handler.Shutdown(SocketShutdown.Both);            handler.Close();        }        catch (System.Exception ex)        {            Console.WriteLine(ex.ToString());        }    }    public class StateObject    {        public Socket m_CurSocket = null;        public const int m_BufferSize = 1024;        public byte[] m_Buffer = new byte[m_BufferSize];        public StringBuilder m_StringBuilder = new StringBuilder();    }}


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