Unity Socket之NetMgr

Unity在iOS平台无法使用supersocket

using Message;
using System;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Net.Sockets;
using UnityEngine;

namespace TFrame
{
    /// <summary>
    /// 网络管理
    /// </summary>
    public class NetMgr : MonoBehaviour
    {
        public static NetMgr Instance;
        private Socket socket;
        private byte[] buffer;
        private int size = 1024;
        private int protoId;
        private bool isReceiving = false;
        private List<byte> receiveCache = new List<byte>();
        private bool isSending = false;
        private Queue<byte[]> sendCache = new Queue<byte[]>();

        public delegate void Delegate(bool result);
        public Delegate connectCallBack;

        private string ip = "127.0.0.1";
        private int port = 6650;

        //心跳时间
        private float lastTickTime = 0;
        private float heartBeatTime = 3;
        private long lastTime = 0;

        public enum Status
        {
            None,
            Connected,
        };
        public Status status = Status.None;

        public NetMgr()
        {
            buffer = new byte[size];
            receiveCache = new List<byte>();
            sendCache = new Queue<byte[]>();
            Instance = this;
            MsgMgr.Instance.AddListener(typeof(SToCHeatBeat), OnHeratBeat);
        }

        public void Connect()
        {
            try
            {
                //socket
                socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
                //Connect
                socket.Connect(IPAddress.Parse(ip), port);
                //BeginReceive
                socket.BeginReceive(buffer, 0, buffer.Length,
                                    SocketFlags.None, EndReceive, buffer);
                socket.SendTimeout = 3;
                Debug.Log("连接成功");

                //状态
                status = Status.Connected;
                connectCallBack(true);

            }
            catch (Exception e)
            {
                Debug.Log("连接失败:" + e.Message);
                connectCallBack(false);
            }
        }

        /// <summary>
        /// 接收回调
        /// </summary>
        /// <param name="ar"></param>
        private void EndReceive(IAsyncResult ar)
        {
            try
            {
                int count = socket.EndReceive(ar);
                if (count > 0)
                {
                    byte[] data = new byte[count];
                    Buffer.BlockCopy(buffer, 0, data, 0, count);
                    OnReceive(data);

                    socket.BeginReceive(buffer, 0,
                             buffer.Length, SocketFlags.None,
                             EndReceive, buffer);
                }
                else
                {
                    //包尺寸有问题,断线处理
                    Debug.Log("包尺寸有问题,断线处理");
                    status = Status.None;
                    connectCallBack(false);
                    Close();
                }

            }
            catch (Exception e)
            {
                Debug.Log("ReceiveCb失败:" + e.Message);
                status = Status.None;
                connectCallBack(false);
            }
        }

        /// <summary>
        /// 消息处理
        /// </summary>
        /// <param name="data"></param>
        private void OnReceive(byte[] data)
        {
            //将接收到的数据放入数据池中
            receiveCache.AddRange(data);
            //如果没在读数据
            if (!isReceiving)
            {
                isReceiving = true;
                ReadData();
            }
        }

        /// <summary>
        /// 读取数据
        /// </summary>
        private void ReadData()
        {
            byte[] data = NetCode.Decode(ref protoId, ref receiveCache);

            if (data != null)
            {
                Type protoType = ProtoDic.GetProtoTypeByProtoId(protoId);
                object tos = ProtoBuf.Serializer.Deserialize(protoType, new MemoryStream(data));
                MsgMgr.Instance.eventDict.Enqueue(new KeyValuePair<Type, object>(protoType, tos));
                //尾递归,继续读取数据
                ReadData();
            }
            else
            {
                isReceiving = false;
            }
        }

        /// <summary>
        /// 发送
        /// </summary>
        /// <param name="obj"></param>
        public void Send(object obj)
        {
            if (status != Status.Connected)
            {
                Debug.LogError("[Connection]还没链接就发送数据是不好的");
                return;
            }

            if (!ProtoDic.ContainProtoType(obj.GetType()))
            {
                Debug.LogError("未知协议号");
                return;
            }

            byte[] data = NetCode.Encode(obj);
            sendCache.Enqueue(data);
            Send();
        }
        /// <summary>
        /// 发送
        /// </summary>
        private void Send()
        {
            try
            {
                if (sendCache.Count == 0)
                {
                    isSending = false;
                    return;
                }

                isSending = true;
                byte[] data = sendCache.Dequeue();
                socket.BeginSend(data, 0, data.Length, SocketFlags.None, null, null);
                isSending = false;
                Send();
            }
            catch (Exception e)
            {
                Debug.Log(e.Message);
            }
        }

        private void FixedUpdate()
        {
            //心跳
            if (status == Status.Connected)
            {
                if (Time.time - lastTickTime > heartBeatTime)
                {
                    CToSHeatBeat hb = new CToSHeatBeat();
                    TimeSpan ts = new TimeSpan(DateTime.Now.Ticks);
                    hb.time = (long)ts.TotalMilliseconds;
                    lastTime = hb.time;
                    Send(hb);
                    lastTickTime = Time.time;
                    Debug.LogWarning("发送心跳 " + hb.time);
                }
            }
            //断线重连

        }

        void OnHeratBeat(object protocol)
        {
            SToCHeatBeat sthb = protocol as SToCHeatBeat;
            Debug.LogWarning("收到心跳 " + sthb.time + " lastTime " + lastTime);
            Debug.LogWarning("延迟:" + (lastTime - sthb.time) / 1000);
        }

        /// <summary>
        /// 关闭连接
        /// </summary>
        /// <returns></returns>
        public void Close()
        {
            if (socket != null)
            {
                try
                {
                    socket.Close();
                }
                catch (Exception e)
                {
                    Debug.Log("关闭失败:" + e.Message);
                }
                socket = null;
            }
        }



        //描述
        public string GetDesc(byte[] bytes)
        {
            string str = "";
            if (bytes == null) return str;
            for (int i = 0; i < bytes.Length; i++)
            {
                int b = (int)bytes[i];
                str += b.ToString() + " ";
            }
            return str;
        }

        private void OnApplicationPause(bool pause)
        {
            Close();
        }

        private void OnApplicationFocus(bool focus)
        {
            //重新登录
        }

        /// <summary>
        /// 当应用程序退出或编辑器结束运行
        /// </summary>
        private void OnApplicationQuit()
        {
            Debug.Log("Close");
            Close();
        }
    }
}


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