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: