备注一个flex socket通信关于粘包问题的解决方案

// (一) 正确的接收处理

// 接收网络数据,先接收数据包的长度,在根据数据包的长度值来接收数据包本身

// 解决了flex socket在接收数据过程中可能出现的数据粘包问题

private function socketDataHander(event:ProgressEvent):void {

_onReceive.call(null,"message");

 

if(!_msgBuffer) {

_msgBuffer = new ByteArray();

}

 

while(true) {

if(_msgLength == 0) {

if(_socket.bytesAvailable < 4) {

return;

}

 

_msgLength = _socket.readInt();

}

 

if(_socket.bytesAvailable < _msgLength) {

return;

}

 

_socket.readBytes(_msgBuffer,0,_msgLength);

 

var message:String = new String(_msgBuffer);

_onReceived.call(null,message);

 

_msgLength = 0;

_msgBuffer.clear();

}

 

// (二)错误的接收处理

// 按照如下的数据接收方式是错误的,我在实际的项目中就遇到过这样的数据接收错误现象, 分析如下:

// 假如存在这样一种情形:

// 服务器端将A数据包完整地写在了客户端socket的输入流中,同时还写入了B数据包的开头一部分数据,

// 此时在flex客户端将只会触发一次ProgressEvent.SOCKET_DATA事件,

// 即只有等到服务器端下一次发送数据并在客户端检测到ProgressEvent.SOCKET_DATA事件时,

// 客户端就会误以为这就是B数据包的开始,但实际上B数据包的头部已经在前一次接收时获取到了,

// 所以将导致数据包接收错误!

// 如果B数据包正好是触发下一次通信的关键,将导致整个通信中断,那是很悲剧的!

 

/* trace("Receive data ... ");

_onReceive.call(null,"message"); // 告诉调用者此时有数据需要接收

 

var availableBytes:uint = _socket.bytesAvailable;

 

// 读取消息头:即消息体的长度

if(!_readHead && availableBytes >= 4) {

_msgLength = _socket.readInt();

_readHead = true;

}

 

// 读取了消息头之后紧接着读取socket中的消息体数据

if(_readHead && _offet < _msgLength) {

var available:uint = _socket.bytesAvailable; // socket中当前还能读取的数据

var readBytes:uint = 0; // 本次需要读取的数据

if((_offet+available) >= _msgLength) { // 已经出现了粘包现象

readBytes = _msgLength - _offet;

}else {

readBytes = available;

}

 

if(!_msgBuffer) {

_msgBuffer = new ByteArray();

}

 

_socket.readBytes(_msgBuffer,_offet,readBytes);

_offet += readBytes;

 

// 接收完一个完成的数据包之后要立刻将该消息派发给上层进行处理

if(_offet == _msgLength) {

_msgBuffer.uncompress();

 

var message:String = new String(_msgBuffer);

_onReceived.call(null,message);

 

_msgBuffer.clear();

_msgLength = 0;

_offet = 0;

_readHead = false; // 需要读取下一个消息的消息头

}

} */

}

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
下面是一个简单的 C# Socket 通讯解决的示例: ```csharp using System; using System.Net; using System.Net.Sockets; using System.Text; public class SocketServer { private Socket listener; private const int BUFFER_SIZE = 1024; private byte[] buffer = new byte[BUFFER_SIZE]; public void Start() { listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); listener.Bind(new IPEndPoint(IPAddress.Any, 8080)); listener.Listen(10); Console.WriteLine("Server started on port 8080."); while (true) { Socket client = listener.Accept(); Console.WriteLine("Client connected: " + client.RemoteEndPoint.ToString()); // Start receiving data from client client.BeginReceive(buffer, 0, BUFFER_SIZE, 0, new AsyncCallback(OnReceive), client); } } private void OnReceive(IAsyncResult ar) { Socket client = (Socket)ar.AsyncState; int bytesRead = client.EndReceive(ar); if (bytesRead > 0) { // Convert received bytes to string string receivedData = Encoding.UTF8.GetString(buffer, 0, bytesRead); // Process received data Console.WriteLine("Received data: " + receivedData); // Continue receiving data from client client.BeginReceive(buffer, 0, BUFFER_SIZE, 0, new AsyncCallback(OnReceive), client); } else { // Client has disconnected Console.WriteLine("Client disconnected: " + client.RemoteEndPoint.ToString()); client.Close(); } } } public class SocketClient { private Socket client; private const int BUFFER_SIZE = 1024; private byte[] buffer = new byte[BUFFER_SIZE]; public void Connect() { client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); client.BeginConnect(new IPEndPoint(IPAddress.Loopback, 8080), new AsyncCallback(OnConnect), null); } private void OnConnect(IAsyncResult ar) { Console.WriteLine("Connected to server."); client.EndConnect(ar); // Start receiving data from server client.BeginReceive(buffer, 0, BUFFER_SIZE, 0, new AsyncCallback(OnReceive), client); } private void OnReceive(IAsyncResult ar) { Socket client = (Socket)ar.AsyncState; int bytesRead = client.EndReceive(ar); if (bytesRead > 0) { // Convert received bytes to string string receivedData = Encoding.UTF8.GetString(buffer, 0, bytesRead); // Process received data Console.WriteLine("Received data: " + receivedData); // Continue receiving data from server client.BeginReceive(buffer, 0, BUFFER_SIZE, 0, new AsyncCallback(OnReceive), client); } else { // Server has disconnected Console.WriteLine("Server disconnected."); client.Close(); } } public void Send(string data) { byte[] sendData = Encoding.UTF8.GetBytes(data); client.BeginSend(sendData, 0, sendData.Length, 0, new AsyncCallback(OnSend), null); } private void OnSend(IAsyncResult ar) { client.EndSend(ar); } } class Program { static void Main(string[] args) { // Start server SocketServer server = new SocketServer(); server.Start(); // Connect client to server SocketClient client = new SocketClient(); client.Connect(); // Send data to server client.Send("Hello, server!"); Console.ReadLine(); } } ``` 这个示例中,我们使用了异步的 BeginReceive 和 BeginSend 方法来在接收和发送数据时不阻塞主线程。在接收数据时,我们先接收到一部分数据,然后判断是否收到了完整的数据,如果没有就继续接收。在发送数据时,我们将要发送的数据转换成字节数组后,使用 BeginSend 方法发送,然后在回调函数中调用 EndSend 方法结束发送。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值