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概述

Unity C# 网络学习(四)

一.心跳消息

  • 我们需要监测客户端因为网络或用户断开连接
  • 可以使用socket.Poll(1000, SelectMode.SelectRead)为真时断开连接,但是这个方法不稳定
  • 我们可以每过一会向服务器发送消息(心跳消息)来进行判断客户端是否和服务器相互连接

心跳包的定义

public class HeartMsg : MsgBase
{
    public override int GetLength()
    {
        return 8;
    }

    public override byte[] GetBytes()
    {
        var buffer = new byte[GetLength()];
        var index = 0;
        WriteInt(buffer,ProtoID,ref index);
        WriteInt(buffer, GetLength() - 8, ref index);
        return buffer;
    }

    public override void Reading(byte[] buffer, int startIndex = 0)
    {
        base.Reading(buffer, startIndex);
    }

    public override int ProtoID => 1002;
}

服务端的处理

记录上一次收到心跳包的时间

        private long _fontTime = -1;
            else if (state is HeartMsg)
            {
                Console.WriteLine("收到来自:{0}的心跳消息!!!",socket.RemoteEndPoint);
                _fontTime = DateTime.Now.Ticks / TimeSpan.TicksPerSecond;
            }

对时间进行检测,判断是否超时

        private void CheakTimeOut()
        {
            if(_fontTime!=-1&& DateTime.Now.Ticks / TimeSpan.TicksPerSecond - _fontTime >= 5f)
            {
                Program.serverSocket.AddNeedRemoveClientSocket(this);
            }
        }

服务端移除断开连接的客户端

将需要移除的客户端连接放入要移除的列表中,在特定位置进行移除

二.Socket异步API(一)

public class Lesson11 : MonoBehaviour
{
    private byte[] buffer = new byte[1024 * 1024];

    private void Start()
    {
        CountDownAsync(5, () =>
        {
            Debug.Log("执行完成!");
        });

        CountDownAsync(5);
        Debug.Log("ok");
        //Socket异步API
        var socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.IPv4);
        //服务器相关
        socket.BeginAccept(AcceptHandle, socket);
        //客户端相关
        socket.BeginConnect(new IPEndPoint(IPAddress.Parse("127.0.0.1"), 8080), ConnectHandle, socket);
        //双端通用 
        socket.BeginReceive(buffer,0,buffer.Length,SocketFlags.None,ReceiveHandle,socket);
        //发送消息
        socket.BeginSend(new byte[10], 0, 10, SocketFlags.None,SendHandle, socket);
    }
    private void SendHandle(IAsyncResult ar)
    {
        try
        {
            var s = ar.AsyncState as Socket;
            var num = s.EndSend(ar);
        }
        catch (Exception e)
        {
            Debug.Log(e);
        }
    }
    private void ReceiveHandle(IAsyncResult ar)
    {
        try
        {
            var s = ar.AsyncState as Socket;
            var num = s.EndReceive(ar);
            s.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, ReceiveHandle, s);
        }
        catch (Exception e)
        {
            Debug.Log(e);
        }
    }
    private void ConnectHandle(IAsyncResult ar)
    {
        try
        {
            var s = ar.AsyncState as Socket;
            s.EndConnect(ar);
        }
        catch (Exception e)
        {
            Debug.Log(e);
        }
    }
    private void AcceptHandle(IAsyncResult result)
    {
        try
        {
            var s = result.AsyncState as Socket;
            var acceptSocket = s.EndAccept(result);
            s.BeginAccept(AcceptHandle, s);
        }
        catch (Exception e)
        {
            Debug.Log(e);
        }
    }
    private void CountDownAsync(int second,UnityAction action)
    {
        var t = new Thread(() =>
        {
            while (true)
            {
                Debug.Log(second);
                Thread.Sleep(1000);
                second--;
                if(second==0)
                    break;
            }
            action?.Invoke();
        });
        t.Start();
        Debug.Log("开始倒计时");
    }
    private async void CountDownAsync(int second)
    {
        await Task.Run(() =>
        {
            while (true)
            {
                Debug.Log(second);
                Thread.Sleep(1000);
                second--;
                if(second==0)
                    break;
            }
        });
        Debug.Log("倒计时结束");
    }
}

三.Socket异步API(二)

public class Lesson12 : MonoBehaviour
{
    private void Start()
    {
        var socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        //服务端
        var e1 = new SocketAsyncEventArgs();
        e1.Completed += (s, args) =>
        {
            if (args.SocketError == SocketError.Success)
            {
                var acceptSocket = args.AcceptSocket;
                (s as Socket)?.AcceptAsync(args);
            }
            else
            {
                Debug.Log(args.SocketError);
            }
        };
        socket.AcceptAsync(e1);
        //客户端
        var e2 = new SocketAsyncEventArgs();
        e2.Completed += (s, args) =>
        {
            if (args.SocketError == SocketError.Success)
            {
                Debug.Log("连接成功!");
            }
            else
            {
                Debug.Log(args.SocketError);
            }
        };
        socket.ConnectAsync(e2);
        //发送消息
        var e3 = new SocketAsyncEventArgs();
        e3.SetBuffer(new byte[1024], 0, 1024);
        e3.Completed += (s, args) =>
        {
            if (args.SocketError == SocketError.Success)
            {
                Debug.Log("发送成功!");
            }
            else
            {
                Debug.Log(args.SocketError);
            }
        };
        socket.SendAsync(e3);
        //接收消息
        var e4 = new SocketAsyncEventArgs();
        e4.SetBuffer(new byte[1024 * 1024], 0, 1024 * 1024);
        e4.Completed += (s, args) =>
        {
            if (args.SocketError == SocketError.Success)
            {
                //args.BytesTransferred接收的字节数
                var s1 = Encoding.UTF8.GetString(args.Buffer,0,args.BytesTransferred);
                //接收一次后继续接收
                e4.SetBuffer(0,args.Buffer.Length);
                (s as Socket)?.ReceiveAsync(args);
            }
            else
            {
                Debug.Log(args.SocketError);
            }
        };
        socket.ReceiveAsync(e4);
    }
}

最后

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