unity 异步与多路复用(一)

参考

《unity3D 网络游戏实战》第二章 异步与多路复用

 《socket中accept()函数的理解》——  https://www.cnblogs.com/cooperstuff/archive/2012/03/21/2410494.html

这里需要注意的:

unity是单线程引擎,在其它线程内不可以调用unity API,也无法修改unity UI,所以这里修改ui的部分,就放在了update函数中.

这里需要理解的是:

服务端与客户端的交互,对于服务端来说并不是直接使用服务端的用来监听和应答的Socket实例向客户端发送数据,接收数据。

服务端向客户端发送数据:

1.如果是同步方式

使用服务端Socket实例,调用Accept()方法, Accept()方法返回一个新的Socket对象,该Socket对象用来处理客户端的数据

Socket listenfd = new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp )
........

Socket connfd = listenfd.Accept( );
......
connfd.Send( sendBytes ) 

在服务端代码中:

对于服务器,它有一个监听Socket,也就是上面代码中的listenfd ,listenfd 用来监听(Listen)和应答(Accept)客户端的连接。

对于客户端,它有一个listenfd.Accept( )返回的Socket实例 connfd用来处理客户端数据

2.如果是异步方式

异步方式,见下面服务端代码, 使用 listenfd.EndAccept(ar) 返回一个处理客户端数据的socket.

客户端:

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

public class SocketClient : MonoBehaviour
{
    public InputField m_InputField;
    public Text m_text;

    Socket m_socket;

    //接收缓冲区
    byte[] m_readBuff = new byte[1024];
    string m_recvStr = "";

    public void Connection()
    {
        m_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        m_socket.BeginConnect("127.0.0.1", 8888, ConnectCallback, m_socket);
    }

    //Connect回调
    public void ConnectCallback(IAsyncResult ar)
    {
        try
        {
            Socket socket = (Socket)ar.AsyncState;
            socket.EndConnect(ar);
            Debug.Log("Socket连接成功");

            socket.BeginReceive(m_readBuff, 0, 1024, 0, ReceiveCallback, socket);
        }
        catch (SocketException ex)
        {
            Debug.Log("Socket连接失败" + ex.ToString());
        }
    }

    //Receive 回调
    public void ReceiveCallback(IAsyncResult ar)
    {
       
        try
        {
            Debug.Log("ReceiveCallback");
            Socket socket = (Socket)ar.AsyncState;
            int count = socket.EndReceive(ar);
            Debug.Log("数据长度" + count);
            m_recvStr = Encoding.Default.GetString(m_readBuff, 0, count);
           
            socket.BeginReceive(m_readBuff, 0, 1024, 0,
                ReceiveCallback, socket);
            Debug.Log( "接收数据成功" + m_recvStr );
            //m_text.text = m_recvStr;//由于使用了其他线程所以无法修改UI
        }
        catch (SocketException ex)
        {
            Debug.Log("Socket接收失败" + ex.ToString());
        }
    }

    public void Send()
    {
        string sendStr = m_InputField.text;
        byte[] sendBytes = Encoding.Default.GetBytes(sendStr);
        m_socket.BeginSend(sendBytes, 0, sendBytes.Length, 0, SendCallBack, m_socket);
    }

    public void SendCallBack( IAsyncResult ar )
    {
        try
        {
            Socket socket = (Socket)ar.AsyncState;
            int count = socket.EndSend(ar);
            Debug.Log( "Socket发送数据成功" );
        }
        catch ( SocketException ex )
        {
            Debug.Log("Socket发送失败" + ex.ToString());
        }
    }

    private void Update()
    {
        m_text.text = m_recvStr;
    }
}

服务端:

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

namespace Chapter_Server
{
    class ClientState
    {
        public Socket socket;
        public byte[] readBuff = new byte[1024];
    }

    class Program
    {
        //监听 Socket
        static Socket listenfd;

        //客户端Socket及状态信息
        static Dictionary<Socket, ClientState> clients = new Dictionary<Socket, ClientState>();

        static void Main(string[] args)
        {
            Console.WriteLine("Hello World!");

            //创建Socket
            listenfd = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            //绑定
            IPAddress iPAddress = IPAddress.Parse("127.0.0.1");
            IPEndPoint iPEndPoint = new IPEndPoint(iPAddress, 8888);
            listenfd.Bind(iPEndPoint);
            //监听
            listenfd.Listen(0);
            Console.WriteLine();

            //开始Accept
            listenfd.BeginAccept(AcceptCallback, listenfd);

            //等待
            Console.ReadLine();
        }

        public static void AcceptCallback( IAsyncResult ar )
        {
            try
            {
                Console.WriteLine("[服务器]接收");
                Socket listenfd = (Socket) ar.AsyncState;
                Socket clientfd = listenfd.EndAccept(ar);

                //为连接分配ClientState, 并把它添加到clients列表
                ClientState state = new ClientState();
                state.socket = clientfd;
                clients.Add(clientfd, state);

                //接收数据
                clientfd.BeginReceive(state.readBuff, 0, 1024, 0,
                    ReceiveCallback, state);

                //继续下一次接受
                listenfd.BeginAccept(AcceptCallback, listenfd);
            }
            catch ( SocketException ex )
            {
                Console.WriteLine( "Socket接受失败" + ex.ToString() );
            }
        }

        public static void ReceiveCallback( IAsyncResult ar )
        {
            try
            {
                ClientState state = (ClientState) ar.AsyncState;
                //client端连接进来通过socket实例clientfd与客户端进行交互
                Socket clientfd = state.socket;
                int count = clientfd.EndReceive(ar);

                //客户端关闭
                if( count==0 )
                {
                    clientfd.Close();
                    clients.Remove(clientfd);
                    Console.WriteLine("关闭Socket");
                    return;
                }

                string recvStr = Encoding.Default.GetString(state.readBuff, 0, count);
                byte[] sendBytes = Encoding.Default.GetBytes("echo" + recvStr);
                clientfd.Send(sendBytes);
                clientfd.BeginReceive(state.readBuff, 0, 1024, 0,
                    ReceiveCallback, state);
                Console.WriteLine( "发送数据{0}"+ recvStr);
            }
            catch( SocketException ex )
            {
                Console.WriteLine("Socket接收数据失败" + ex.ToString());
            }
        }
    }
}

 

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