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1,目的
为了测试局域网的消息同步,简单写了下TCP/IP模式的同步,参考这个帖子。
2,核心库部分
using System; using System.Net; using System.Net.Sockets; using System.Text; namespace Coldairarrow.Util.Sockets { /// <summary> /// Socket客户端 /// </summary> public class SocketClient { #region 构造函数 /// <summary> /// 构造函数,连接服务器IP地址默认为本机127.0.0.1 /// </summary> /// <param name="port">监听的端口</param> public SocketClient(int port) { _ip = "127.0.0.1"; _port = port; } /// <summary> /// 构造函数 /// </summary> /// <param name="ip">监听的IP地址</param> /// <param name="port">监听的端口</param> public SocketClient(string ip, int port) { _ip = ip; _port = port; } #endregion #region 内部成员 private Socket _socket = null; private string _ip = ""; private int _port = 0; private bool _isRec=true; private bool IsSocketConnected() { bool part1 = _socket.Poll(1000, SelectMode.SelectRead); bool part2 = (_socket.Available == 0); if (part1 && part2) return false; else return true; } /// <summary> /// 开始接受客户端消息 /// </summary> public void StartRecMsg() { try { byte[] container = new byte[1024 * 1024 * 2]; _socket.BeginReceive(container, 0, container.Length, SocketFlags.None, asyncResult => { try { int length = _socket.EndReceive(asyncResult); //马上进行下一轮接受,增加吞吐量 if (length > 0 && _isRec && IsSocketConnected()) StartRecMsg(); if (length > 0) { byte[] recBytes = new byte[length]; Array.Copy(container, 0, recBytes, 0, length); //处理消息 HandleRecMsg?.Invoke(recBytes, this); } else Close(); } catch (Exception ex) { HandleException?.Invoke(ex); Close(); } }, null); } catch (Exception ex) { HandleException?.Invoke(ex); Close(); } } #endregion #region 外部接口 /// <summary> /// 开始服务,连接服务端 /// </summary> public void StartClient() { try { //实例化 套接字 (ip4寻址协议,流式传输,TCP协议) _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); //创建 ip对象 IPAddress address = IPAddress.Parse(_ip); //创建网络节点对象 包含 ip和port IPEndPoint endpoint = new IPEndPoint(address, _port); //将 监听套接字 绑定到 对应的IP和端口 _socket.BeginConnect(endpoint, asyncResult => { try { _socket.EndConnect(asyncResult); //开始接受服务器消息 StartRecMsg(); HandleClientStarted?.Invoke(this); } catch (Exception ex) { HandleException?.Invoke(ex); } }, null); } catch (Exception ex) { HandleException?.Invoke(ex); } } /// <summary> /// 发送数据 /// </summary> /// <param name="bytes">数据字节</param> public void Send(byte[] bytes) { try { _socket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, asyncResult => { try { int length = _socket.EndSend(asyncResult); HandleSendMsg?.Invoke(bytes, this); } catch (Exception ex) { HandleException?.Invoke(ex); } }, null); } catch (Exception ex) { HandleException?.Invoke(ex); } } /// <summary> /// 发送字符串(默认使用UTF-8编码) /// </summary> /// <param name="msgStr">字符串</param> public void Send(string msgStr) { Send(Encoding.UTF8.GetBytes(msgStr)); } /// <summary> /// 发送字符串(使用自定义编码) /// </summary> /// <param name="msgStr">字符串消息</param> /// <param name="encoding">使用的编码</param> public void Send(string msgStr, Encoding encoding) { Send(encoding.GetBytes(msgStr)); } /// <summary> /// 传入自定义属性 /// </summary> public object Property { get; set; } /// <summary> /// 关闭与服务器的连接 /// </summary> public void Close() { try { _isRec = false; _socket.Disconnect(false); HandleClientClose?.Invoke(this); } catch (Exception ex) { HandleException?.Invoke(ex); } } #endregion #region 事件处理 /// <summary> /// 客户端连接建立后回调 /// </summary> public Action<SocketClient> HandleClientStarted { get; set; } /// <summary> /// 处理接受消息的委托 /// </summary> public Action<byte[], SocketClient> HandleRecMsg { get; set; } /// <summary> /// 客户端连接发送消息后回调 /// </summary> public Action<byte[], SocketClient> HandleSendMsg { get; set; } /// <summary> /// 客户端连接关闭后回调 /// </summary> public Action<SocketClient> HandleClientClose { get; set; } /// <summary> /// 异常处理程序 /// </summary> public Action<Exception> HandleException { get; set; } #endregion } }
using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Net.Sockets; using System.Text; using System.Threading; using System.Threading.Tasks; namespace Coldairarrow.Util.Sockets { /// <summary> /// Socket连接,双向通信 /// </summary> public class SocketConnection { #region 构造函数 public SocketConnection(Socket socket, SocketServer server) { _socket = socket; _server = server; } #endregion #region 私有成员 private readonly Socket _socket; private bool _isRec = true; private SocketServer _server = null; private bool IsSocketConnected() { bool part1 = _socket.Poll(1000, SelectMode.SelectRead); bool part2 = (_socket.Available == 0); if (part1 && part2) return false; else return true; } #endregion #region 外部接口 /// <summary> /// 开始接受客户端消息 /// </summary> public void StartRecMsg() { try { byte[] container = new byte[1024 * 1024 * 6]; _socket.BeginReceive(container, 0, container.Length, SocketFlags.None, asyncResult => { try { int length = _socket.EndReceive(asyncResult); ///asyncResult.AsyncWaitHandle.Close(); //马上进行下一轮接受,增加吞吐量 if (length > 0 && _isRec && IsSocketConnected()) StartRecMsg(); if (length > 0) { byte[] recBytes = new byte[length]; Array.Copy(container, 0, recBytes, 0, length); string msgJson = Encoding.UTF8.GetString(recBytes); if (msgJson.Contains("¤€") && msgJson.Contains("€¤")) { string[] arrymsg = msgJson.Replace("¤€", "卍").Split('卍'); foreach (string msgitem in arrymsg) { if (string.IsNullOrEmpty(msgitem)) continue; if (msgitem.Substring(msgitem.Length - 2, 2) == "€¤") { string msgitemjson = msgitem.Substring(0, msgitem.Length - 2); //处理消息 HandleRecMsg?.Invoke(msgitemjson, this, _server); } } } else { HandleException?.Invoke(new Exception($"接收到错误指令,具体指令为:{msgJson}")); } } else Close(); } catch (Exception ex) { HandleException?.Invoke(ex); Close(); } }, null); } catch (Exception ex) { HandleException?.Invoke(ex); Close(); } } /// <summary> /// 发送数据 /// </summary> /// <param name="bytes">数据字节</param> private void Send(byte[] bytes) { try { _socket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, asyncResult => { try { int length = _socket.EndSend(asyncResult); HandleSendMsg?.Invoke(bytes, this, _server); UnityEngine.Debug.Log("发送成功"); } catch (Exception ex) { HandleSendException?.Invoke(ex); UnityEngine.Debug.Log("发送"+ex); } }, null); } catch (Exception ex) { HandleSendException?.Invoke(ex); } } /// <summary> /// 发送字符串(默认使用UTF-8编码) /// </summary> /// <param name="msgStr">字符串</param> public void Send(string msgStr) { Send(Encoding.UTF8.GetBytes("¤€" + msgStr + "€¤")); } /// <summary> /// 发送字符串(使用自定义编码) /// </summary> /// <param name="msgStr">字符串消息</param> /// <param name="encoding">使用的编码</param> public void Send(string msgStr, Encoding encoding) { Send(encoding.GetBytes("¤€" + msgStr + "€¤")); } /// <summary> /// 传入自定义属性 /// </summary> public object Property { get; set; } /// <summary> /// 关闭当前连接 /// </summary> public void Close() { try { _isRec = false; _socket.Disconnect(false); _server.ClientList.Remove(this); HandleClientClose?.Invoke(this, _server); _socket.Close(); _socket.Dispose(); GC.Collect(); } catch (Exception ex) { HandleException?.Invoke(ex); } } #endregion #region 事件处理 /// <summary> /// 客户端连接接受新的消息后调用 /// </summary> public Action<string, SocketConnection, SocketServer> HandleRecMsg { get; set; } /// <summary> /// 客户端连接发送消息后回调 /// </summary> public Action<byte[], SocketConnection, SocketServer> HandleSendMsg { get; set; } /// <summary> /// 客户端连接关闭后回调 /// </summary> public Action<SocketConnection, SocketServer> HandleClientClose { get; set; } /// <summary> /// 异常处理程序 /// </summary> public Action<Exception> HandleException { get; set; } /// <summary> /// 发送消息到客户端异常 /// </summary> public Action<Exception> HandleSendException { get; set; } #endregion } }
using System; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using System.Threading; namespace Coldairarrow.Util.Sockets { /// <summary> /// Socket服务端 /// </summary> public class SocketServer { private static string ipAddressStr = "127.0.0.1";//IP地址字符串 private static int port = 5500;//端口 #region 内部成员 private Socket _socket = null; private bool _isListen = true; public static ManualResetEvent allDone = new ManualResetEvent(false); private void StartListen() { try { _socket.BeginAccept(asyncResult => { try { Socket newSocket = _socket.EndAccept(asyncResult); //马上进行下一轮监听,增加吞吐量 if (_isListen) StartListen(); SocketConnection newClient = new SocketConnection(newSocket, this) { HandleRecMsg = HandleRecMsg == null ? null : new Action<string, SocketConnection, SocketServer>(HandleRecMsg), HandleClientClose = HandleClientClose == null ? null : new Action<SocketConnection, SocketServer>(HandleClientClose), HandleSendMsg = HandleSendMsg == null ? null : new Action<byte[], SocketConnection, SocketServer>(HandleSendMsg), HandleException = HandleException == null ? null : new Action<Exception>(HandleException), HandleSendException = HandleSendException == null ? null : new Action<Exception>(HandleSendException) }; newClient.StartRecMsg(); ClientList.AddLast(newClient); HandleNewClientConnected?.Invoke(this, newClient); } catch (Exception ex) { //UnityEngine.Debug.LogError(ex); HandleException?.Invoke(ex); } }, null); } catch (Exception ex) { //UnityEngine.Debug.LogError(ex); HandleException?.Invoke(ex); } } #endregion #region 外部接口 /// <summary> /// 开始服务,监听客户端 /// </summary> public void StartServer() { try { //实例化套接字(ip4寻址协议,流式传输,TCP协议) _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); //创建ip对象 IPAddress address = IPAddress.Parse(ipAddressStr); //创建网络节点对象包含ip和port IPEndPoint endpoint = new IPEndPoint(address, port); //将 监听套接字绑定到 对应的IP和端口 _socket.Bind(endpoint); //设置监听队列长度为Int32最大值(同时能够处理连接请求数量) _socket.Listen(int.MaxValue); //开始监听客户端 StartListen(); HandleServerStarted?.Invoke(this); } catch (Exception ex) { StartException?.Invoke(ex); } } /// <summary> /// 所有连接的客户端列表 /// </summary> public LinkedList<SocketConnection> ClientList { get; set; } = new LinkedList<SocketConnection>(); /// <summary> /// 关闭指定客户端连接 /// </summary> /// <param name="theClient">指定的客户端连接</param> public void CloseClient(SocketConnection theClient) { theClient.Close(); } #endregion #region 公共事件 /// <summary> /// 异常处理程序 /// </summary> public Action<Exception> HandleException { get; set; } /// <summary> /// 发送消息异常处理程序 /// </summary> public Action<Exception> HandleSendException { get; set; } /// <summary> /// 启动异常程序 /// </summary> public Action<Exception> StartException { get; set; } #endregion #region 服务端事件 /// <summary> /// 服务启动后执行 /// </summary> public Action<SocketServer> HandleServerStarted { get; set; } /// <summary> /// 当新客户端连接后执行 /// </summary> public Action<SocketServer, SocketConnection> HandleNewClientConnected { get; set; } /// <summary> /// 服务端关闭客户端后执行 /// </summary> public Action<SocketServer, SocketConnection> HandleCloseClient { get; set; } #endregion #region 客户端连接事件 /// <summary> /// 客户端连接接受新的消息后调用 /// </summary> public Action<string, SocketConnection, SocketServer> HandleRecMsg { get; set; } /// <summary> /// 客户端连接发送消息后回调 /// </summary> public Action<byte[], SocketConnection, SocketServer> HandleSendMsg { get; set; } /// <summary> /// 客户端连接关闭后回调 /// </summary> public Action<SocketConnection, SocketServer> HandleClientClose { get; set; } #endregion } }
3,服务器测试部分
using Coldairarrow.Util.Sockets; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class MySever : MonoBehaviour { private System.Object obj=new System.Object(); private class ParamEntity { public string ParamFace; public SocketConnection socketClient; } private List<ParamEntity> paramList=new List<ParamEntity> (); private bool IsRun = false; SocketServer server; void Start() { //创建服务器对象,默认监听本机0.0.0.0,端口12345 server = new SocketServer(); //处理从客户端收到的消息 server.HandleRecMsg = new Action<string, SocketConnection, SocketServer>((msg, client, theServer) => { Debug.Log($"调用次数"); lock (obj) { paramList.Add(new ParamEntity() { ParamFace = msg, socketClient = client }); if (IsRun == false) { IsRun = true; HandleMsg(); } } }); //处理服务器启动后事件 server.HandleServerStarted = new Action<SocketServer>(theServer => { Debug.Log("服务已启动************"); }); //处理新的客户端连接后的事件 server.HandleNewClientConnected = new Action<SocketServer, SocketConnection>((theServer, theCon) => { Debug.Log($@"一个新的客户端接入,当前连接数:{theServer.ClientList.Count}"); }); //处理客户端连接关闭后的事件 server.HandleClientClose = new Action<SocketConnection, SocketServer>((theCon, theServer) => { Debug.Log($@"一个客户端关闭,当前连接数为:{theServer.ClientList.Count}"); }); //处理异常 server.HandleException = new Action<Exception>(ex => { Debug.Log("Socket处理异常:" + ex.Message); }); //处理异常 server.HandleSendException = new Action<Exception>(ex => { Debug.Log("Socket发送消息处理异常:" + ex.Message); }); ///启动异常 server.StartException = new Action<Exception>(ex => { Debug.Log("Socket服务启动失败:" + ex.Message); }); //服务器启动 server.StartServer(); Debug.Log("启动Socket通信服务端完成。"); } void HandleMsg() { Debug.LogError("HandleMsg"); var _p = paramList[0]; Debug.Log(_p.ParamFace); //方法1:返回给所有人(可以做挑选) var _list= server.ClientList; foreach (var _item in _list) { _item.Send("收到转发:" + _p.ParamFace); } //方法2:仅返回给对应用户 //_p.socketClient.Send(_p.ParamFace); paramList.Clear(); IsRun = false; } // Update is called once per frame void Update() { } }
*这里要注意,如果只需要返回给需要的客户端,用方法2即可
4,客户端测试部分
using System; using System.Collections.Generic; using System.Linq; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; using System.Threading.Tasks; namespace Face.SocketClient { /// <summary> /// Socket客户端 /// </summary> public class SocketClient { private string ipAddressStr = "127.0.0.1";//IP地址字符串 private int port = 5500;//端口 #region 内部成员 private Socket _socket = null; private bool _isRec = true; private bool _IsRun = false; public bool IsRun { get { return _IsRun; } } private bool IsSocketConnected() { bool part1 = _socket.Poll(1000, SelectMode.SelectRead); bool part2 = (_socket.Available == 0); if (part1 && part2) return false; else return true; } /// <summary> /// 开始接受客户端消息 /// </summary> public void StartRecMsg() { try { byte[] container = new byte[1024 * 1024 * 2]; _socket.BeginReceive(container, 0, container.Length, SocketFlags.None, asyncResult => { try { int length = _socket.EndReceive(asyncResult); //马上进行下一轮接受,增加吞吐量 if (length > 0 && _isRec && IsSocketConnected()) StartRecMsg(); if (length > 0) { byte[] recBytes = new byte[length]; Array.Copy(container, 0, recBytes, 0, length); string msgJson = Encoding.UTF8.GetString(recBytes); if (msgJson.Contains("¤€") && msgJson.Contains("€¤")) { string[] arrymsg = msgJson.Replace("¤€", "卍").Split('卍'); foreach (string msgitem in arrymsg) { if (string.IsNullOrEmpty(msgitem)) continue; if (msgitem.Substring(msgitem.Length - 2, 2) == "€¤") { string msgitemjson = msgitem.Substring(0, msgitem.Length - 2); //处理消息 HandleRecMsg?.Invoke(msgitemjson, this); } } } else { HandleException?.Invoke(new Exception($"接收到错误指令,具体指令为:{msgJson}")); } } else Close(); } catch (Exception ex) { if (ex.Message.Contains("远程主机强迫关闭")) { _IsRun = false; } HandleException?.Invoke(ex); Close(); } }, null); } catch (Exception ex) { if (ex.Message.Contains("远程主机强迫关闭")) { _IsRun = false; } HandleException?.Invoke(ex); Close(); } } #endregion #region 外部接口 /// <summary> /// 开始服务,连接服务端 /// </summary> public void StartClient() { try { //实例化 套接字 (ip4寻址协议,流式传输,TCP协议) _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); //创建 ip对象 IPAddress address = IPAddress.Parse(ipAddressStr); //创建网络节点对象 包含 ip和port IPEndPoint endpoint = new IPEndPoint(address, port); //将 监听套接字 绑定到 对应的IP和端口 _socket.BeginConnect(endpoint, asyncResult => { try { _socket.EndConnect(asyncResult); //开始接受服务器消息 StartRecMsg(); _IsRun = true; HandleClientStarted?.Invoke(this); } catch (Exception ex) { _IsRun = false; StartException?.Invoke(ex); } }, null); } catch (Exception ex) { _IsRun = false; StartException?.Invoke(ex); } } /// <summary> /// 发送数据 /// </summary> /// <param name="bytes">数据字节</param> private void Send(byte[] bytes) { try { //Thread.Sleep(250); _socket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, asyncResult => { try { int length = _socket.EndSend(asyncResult); HandleSendMsg?.Invoke(bytes, this); } catch (Exception ex) { HandleException?.Invoke(ex); } }, null); } catch (Exception ex) { HandleException?.Invoke(ex); } } /// <summary> /// 发送字符串(默认使用UTF-8编码) /// </summary> /// <param name="msgStr">字符串</param> public void Send(string msgStr) { Send(Encoding.UTF8.GetBytes("¤€" + msgStr + "€¤")); } /// <summary> /// 发送字符串(使用自定义编码) /// </summary> /// <param name="msgStr">字符串消息</param> /// <param name="encoding">使用的编码</param> public void Send(string msgStr, Encoding encoding) { Send(encoding.GetBytes("¤€" + msgStr + "€¤")); } /// <summary> /// 传入自定义属性 /// </summary> public object Property { get; set; } /// <summary> /// 关闭与服务器的连接 /// </summary> public void Close() { try { _isRec = false; _socket.Disconnect(false); HandleClientClose?.Invoke(this); } catch (Exception ex) { HandleException?.Invoke(ex); } } #endregion #region 事件处理 /// <summary> /// 客户端连接建立后回调 /// </summary> public Action<SocketClient> HandleClientStarted { get; set; } /// <summary> /// 处理接受消息的委托 /// </summary> public Action<string, SocketClient> HandleRecMsg { get; set; } /// <summary> /// 客户端连接发送消息后回调 /// </summary> public Action<byte[], SocketClient> HandleSendMsg { get; set; } /// <summary> /// 客户端连接关闭后回调 /// </summary> public Action<SocketClient> HandleClientClose { get; set; } /// <summary> /// 启动时报错误 /// </summary> public Action<Exception> StartException { get; set; } /// <summary> /// 异常处理程序 /// </summary> public Action<Exception> HandleException { get; set; } #endregion } }
using Coldairarrow.Util.Sockets; using System.Collections; using System.Collections.Generic; using UnityEngine; public class MyClient : MonoBehaviour { private SocketClient client; public string test = "hellow222"; // Start is called before the first frame update void Start() { client = new SocketClient() ; client.StartClient(); client.Send(test); } // Update is called once per frame void Update() { } }
5,测试结果
服务器:
客户端1:
客户端2: