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Unity3d在线游戏Socket通讯

2015-07-15 21:35 295 查看
网络游戏是一个人的互动娱乐软件应用。因为它是交互式,当然,需要了解对方的通信。这需要通信Socket:我们今天要实现的主角即套接字。Socket的英文原义是“孔”或“插座”。正如其英文原意那样。象一个多孔插座。

一台电脑机器宛如布满各种插座的房间,每一个插座有一个编号,有的插座提供220伏交流电, 有的提供110伏交流电。有的则提供有线电视节目。
客户软件将插头插到不同编号的插座,就能够得到不同的服务。以下我们来看看下图,游戏中玩家移动是怎样通讯:



以下是Unity3d游戏通讯Socket实现: BaseGameSocket.cs

//@原创:dongfu.luo
using System;
using System.Collections.Generic;
using System.Net.Sockets;
public abstract class BaseGameSocket
{
//用来接收服务端发过来的缓冲Buff
private byte[] _data_buffer;

//缓冲二进制数组从哪里開始读
private int _data_offset;

//缓冲二进制数组读多少个byte
private int _data_size;

//游戏serverIP地址
private string _ip;
private bool _is_read_head;

//游戏server端口
private int _port;

//要服务端发送的数据命令列表
private List<PacketOut> _send_list = new List<PacketOut>();
private Socket _sock;
private const int MAX_SEND_QUEUE = 0x3e8;

//清空数据,通常是在断开重联时候调用
private void Clear()
{
this._ip = null;
this._port = 0;
this._sock = null;
List<PacketOut> list = this._send_list;
lock (list)
{
this._send_list.Clear();
}
this._is_read_head = false;
this._data_buffer = null;
this._data_offset = 0;
this._data_size = 0;
}

//关闭client的Socket
public void Close()
{
try
{
Socket socket = this._sock;
this.Clear();
if ((socket != null) && socket.Connected)
{
socket.Shutdown(SocketShutdown.Both);
socket.Close();
}
}
catch (Exception exception)
{
UEDebug.LogError("Connect: " + exception.ToString());
this.Error(Lang.GetString("k3432"));
}
}

//连接游戏服务端
public void Connect(string ip, int port)
{
try
{
this.Close();
this._ip = ip;
this._port = port;
this._sock = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
this._sock.NoDelay = true;
this._sock.BeginConnect(this._ip, this._port, new AsyncCallback(this.OnConnect), this._sock);
}
catch (Exception exception)
{
UEDebug.LogError("Connect: " + exception.ToString());
this.Error(Lang.GetString("k3432"));
}
}

//假设Socket没有关闭继续等server信息,假设有信息则開始读
private void ContinueRead()
{
try
{
if (this.IsConnected)
{
this._sock.BeginReceive(this._data_buffer, this._data_offset, this._data_size - this._data_offset, SocketFlags.None, new AsyncCallback(this.OnRead), null);
}
}
catch (Exception exception)
{
UEDebug.LogError(exception.ToString());
this.Error(Lang.GetString("k3432"));
}
}

//从发送队列从不断向游戏server发送命令
private void ContinueSend()
{
PacketOut state = null;
List<PacketOut> list = this._send_list;
lock (list)
{
if (this._send_list.Count == 0)
{
return;
}
state = this._send_list[0];
if (state.start)
{
return;
}
state.start = true;
}
Socket sock = state.sock;
if (sock.Connected)
{
sock.BeginSend(state.buff, 0, state.buff.Length, SocketFlags.None, new AsyncCallback(this.OnSend), state);
}
}
//发送失败或错误,则关闭Socket通常是网络断了server关闭了
protected void Error(string msg)
{
this.Close();
this.OnError(msg);
}

//程序员都知道这是析构函数
~PackedSocket()
{
this.Close();
}
public int GetSendQueueSize()
{
List<PacketOut> list = this._send_list;
lock (list)
{
return this._send_list.Count;
}
}

//此函数由子类去处理
protected abstract void OnConnect();

//假设是第一次连接上了,解析消息头
private void OnConnect(IAsyncResult ret)
{
if (ret.AsyncState == this._sock)
{
try
{
this._sock.EndConnect(ret);
this.ReadHead();
this.OnConnect();
}
catch (Exception exception)
{
Debug.log(exception);
}
}
}
protected abstract void OnError(string msg);
protected abstract void OnPack(byte[] data);

//有服务端信息来,開始解析,现解析信息头再解析消息体
private void OnRead(IAsyncResult ar)
{
try
{
if (this.IsConnected)
{
int num = this._sock.EndReceive(ar);
this._data_offset += num;
if (num <= 0)
{

}
else if (this._data_offset != this._data_size)
{
this.ContinueRead();
}
else if (this._is_read_head)
{
int num2 = BitConverter.ToInt32(this._data_buffer, 0);
this.ReadData(num2);
}
else
{
this.OnPack(this._data_buffer);
this.ReadHead();
}
}
}
catch (Exception exception)
{
Debug.log(exception);
}
}

//假设命令发送成功。检查发送队列是否还有须要发送的命令。

假设有则继续发送
private void OnSend(IAsyncResult ar)
{
PacketOut asyncState = ar.AsyncState as PacketOut;
Socket sock = asyncState.sock;
if (sock.Connected)
{
sock.EndSend(ar);
List<PacketOut> list = this._send_list;
lock (list)
{
if (this._send_list.Contains(asyncState))
{
this._send_list.Remove(asyncState);
}
}
this.ContinueSend();
}
}
//读取消息体
private void ReadData(int pack_len)
{
this._is_read_head = false;
this._data_size = pack_len;
this._data_offset = 4;
this._data_buffer = new byte[this._data_size];
this.ContinueRead();
}

//读取消息头
private void ReadHead()
{
this._is_read_head = true;
this._data_size = 4;
this._data_offset = 0;
this._data_buffer = new byte[this._data_size];
this.ContinueRead();
}

//详细的发送信息,先把数据发到发送队列
public void Send(byte[] buff)
{
if (this.IsConnected)
{
PacketOut item = new PacketOut {
start = false,
buff = buff,
sock = this._sock
};
int count = 0;
List<PacketOut> list = this._send_list;
lock (list)
{
this._send_list.Add(item);
count = this._send_list.Count;
}
if (count > 0x3e8)
{

}
else
{
this.ContinueSend();
}
}
}
public bool IsClosed
{
get
{
return (this._sock == null);
}
}
public bool IsConnected
{
get
{
return ((this._sock != null) && this._sock.Connected);
}
}
private class PacketOut
{
public byte[] buff;
public Socket sock;
public bool start;
}
}
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