Unity网络游戏编程学习(五)


学习《Unity3D网络游戏实战》(第二版)时的学习笔记
上一篇: Unity网络游戏编程学习(四)

解决沾包的方法

一般有三种方法可以解决沾包和半包问题,分别是长度信息法,固定长度法结束符号法

长度信息法

长度信息法是在每个数据包前加上长度信息。每次接收数据后,先读取表示长度的自己,如果缓冲区的数据长度大于要读取的字节数,则取出相应的字节,否则等待下一次数据接收。

固定长度法

每次都以相同的长度发送数据,假设固定长度为10个字符,那么“Hello”可以发送成“Hello…”,其中的“.”为填充字符,是为了凑数,没有实际意义。接收方每次读取10个字符,作为一条消息去处理。如果读到的字符数大于10,比如读到的字符为“Hello…Worl”,只把前10个字符“Hello…”抽取出来,再把后面的“Worl”保存起来,等到下一次接收数据,拼接成第二条信息。(由于显示的原因,“.”最多只能显示3个,徐阅读者自己理解补充,请见谅)。

结束符号法

规定一个结束符号,作为消息间的分隔符。假设j结束符号为“#”,那么“Hello”可以发送成“Hello#”。接收方每次读取数据,直到“#”出现为止,并且使用“#”分割消息。如果读到的字符为“Hello#Worl”,只把结束符前的“Hello”抽取出来,再把“Worl”保存起来,等到下一次接收数据,拼接成第二条信息。

示例程序

下面是用长度信息法解决沾包的示例代码。

客户端代码

具体的方法解释请看代码中的注释
Echo.cs

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using UnityEngine;
using UnityEngine.UI;


public class Echo : MonoBehaviour
{
    public InputField inputInfo;
    public Text info;

    //定义套接字
    Socket socket;
    //接收
    byte[] recvBuffer = new byte[1024];
    int recvBuffCount = 0;//接收缓冲区的长度
    string recvStr;
    //发送
    byte[] sendBuffer = new byte[1024];
    string sendStr;

    public void Connect() 
    {
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        socket.BeginConnect("127.0.0.1", 8888, ConnectCallBack, socket);
    }

    public void ConnectCallBack(IAsyncResult ar) 
    {
        try
        {
            Socket socket = (Socket)ar.AsyncState;
            socket.EndConnect(ar);
            Debug.Log("Socket connect success");
            socket.BeginReceive(recvBuffer, recvBuffCount, 1024 - recvBuffCount, 0, ReceiveCallBack, socket);
        }
        catch (SocketException ex)
        {
            Debug.Log("Socket connect fail" + ex.ToString());
        }
    }
    /// <summary>
    /// 接收回调
    /// </summary>
    /// <param name="ar"></param>
    public void ReceiveCallBack(IAsyncResult ar)
    {
        try
        {
            Socket socket = (Socket)ar.AsyncState;
            //获取接收数据的长度
            int count = socket.EndReceive(ar);
            recvBuffCount += count;
            //处理二进制数据
            OnReceiveData();
            //继续接收数据
            socket.BeginReceive(recvBuffer, recvBuffCount, 1024 - recvBuffCount, 0, ReceiveCallBack, socket);
        }
        catch (SocketException ex) 
        {
            Debug.Log("Socket receive fail" + ex.ToString());
        }
        
    }

    /// <summary>
    /// 处理二进制数据
    /// </summary>
    public void OnReceiveData() 
    {
        Debug.Log("[Recv 1] recvBuffCount = " + recvBuffCount);
        Debug.Log("[Recv 2] recvBuffer = " + BitConverter.ToString(recvBuffer));
        
        //如果缓冲区长度小于2,不去处理
        if (recvBuffCount <= 2) return;
        
        //得到消息体长度,只取消息体的前两个字节
        Int16 bodyLength = BitConverter.ToInt16(recvBuffer, 0);
        Debug.Log("[Recv 3] bodyLength = " + bodyLength);
        //如果缓冲区的长度大于2,但是不足以组成一条消息,不去处理
        //已知这条消息的长度为 2 + bodyLength,而当前的缓冲区长度为recvBuffCount
        if (recvBuffCount < 2 + bodyLength) return;

        string s = Encoding.UTF8.GetString(recvBuffer, 2, bodyLength);
        Debug.Log("[Recv 4] s = " + s);
        
        //更新缓冲区
        int start = 2 + bodyLength;
        int count = recvBuffCount - start;
        //将已经读取的内容用为读取的覆盖
        Array.Copy(recvBuffer, start, recvBuffer, 0, count);
        recvBuffCount -= start;
        Debug.Log("[Recv 1] recvBuffCount = " + recvBuffCount);
        //消息处理
        recvStr = s + "\n" + recvStr;
        Debug.Log(recvStr);
        
        //递归继续读取消息
        OnReceiveData();
        //递归的退出条件是消息体条件不足时的两个return
    }
    /// <summary>
    /// 点击发送按钮
    /// </summary>
    /// <param name="sendStr"></param>
    public void Send()
    {
        sendStr = inputInfo.text;
        
        //使用长度信息法组装协议
        byte[] bodyBytes = Encoding.UTF8.GetBytes(sendStr);
        //获取字符长度,转换成16进制
        Int16 len = (Int16)bodyBytes.Length;
        byte[] lenBytes = BitConverter.GetBytes(len);
        //Concat进行字节拼接
        sendBuffer = lenBytes.Concat(bodyBytes).ToArray();

        socket.BeginSend(sendBuffer, 0, sendBuffer.Length, 0, SendCallBack, socket);

        Debug.Log("[Send]"+BitConverter.ToString(sendBuffer));
    }

    /// <summary>
    /// Send回调
    /// </summary>
    /// <param name="ar"></param>
    public void SendCallBack(IAsyncResult ar) 
    {
        try
        {
            Socket socket = (Socket)ar.AsyncState;
            int count = socket.EndSend(ar);
            Debug.Log("Socket send success" + count);
        }
        catch (SocketException ex)
        {
            Debug.Log("Socket send fail" + ex.ToString());
        }
    }
    
    void Update()
    {
        info.text = recvStr;
    }
}

服务器代码

ClientState.cs

using System.Net.Sockets;

namespace _04_Chartroom_Select_Server
{
    public class ClientState
    {
        public Socket socket;
        public byte[] recvBuffer = new byte[1024];
        public string recvStr = "";
    }
}

MainClass.cs

using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;

namespace _04_Chartroom_Select_Server
{
    public class MainClass
    {
        static Socket listenfd;
        static Dictionary<Socket, ClientState> clients = new Dictionary<Socket, ClientState>();

        public static void Main(string[] args)
        {
            //Socket
            listenfd = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            //Bind
            IPAddress ipAdr = IPAddress.Parse("127.0.0.1");
            IPEndPoint iPEndPoint = new IPEndPoint(ipAdr, 8888);
            listenfd.Bind(iPEndPoint);
            //Listen
            listenfd.Listen(0);
            Console.WriteLine("[服务器启动成功]");
            //定义要监听的Socket链表
            List<Socket> checkRead = new List<Socket>();
            while (true)
            {
                //填充checkRead列表
                checkRead.Clear();
                checkRead.Add(listenfd);
                foreach (ClientState cs in clients.Values) 
                {
                    checkRead.Add(cs.socket);
                }

                //Select,多路复用,同时检测多个Socket的状态
                Socket.Select(checkRead, null, null, 1000);
                //检查可读对象
                foreach (Socket so in checkRead)
                {
                    if (so == listenfd)
                    {
                        ReadListenfd(so);
                    }
                    else
                    {
                        ReadClientfd(so);
                    }
                }
            }
        }

        /// <summary>
        /// 读取listenfd,开始Accept
        /// </summary>
        /// <param name="listenfd"></param>
        public static void ReadListenfd(Socket listenfd)
        {
            Console.WriteLine("有一个客户端接入");
            Socket clientfd = listenfd.Accept();
            ClientState clientState = new ClientState();
            clientState.socket = clientfd;
            clients.Add(clientfd, clientState);
        }

        public static bool ReadClientfd(Socket clientfd)
        {
            ClientState clientState = clients[clientfd];
            //接收
            int count = 0;
            try
            {
                count = clientfd.Receive(clientState.recvBuffer);
            }
            catch (SocketException ex)
            {
                clientfd.Close();
                Console.WriteLine("Receive SocketException " + ex.ToString());
                return false;
            }

            //客户端关闭
            if (count == 0)
            {
                clientfd.Close();
                clients.Remove(clientfd);
                Console.WriteLine("有一个客户端断开连接");
                return false;
            }

            clientState.recvStr = Encoding.UTF8.GetString(clientState.recvBuffer, 2, count - 2);
            Console.WriteLine("Receive:" + clientState.recvStr);
            //远端IP+接收到的内容
            byte[] sendBuffer = new byte[count];
            Array.Copy(clientState.recvBuffer, 0, sendBuffer, 0, count);
            foreach (ClientState cs in clients.Values)
            {
                cs.socket.Send(sendBuffer);
            }
            return true;
        }
    }
}

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