您需要使用选择器.首先创建一个Selector来接收事件:
Selector selector = Selector.open()
然后,您需要使用选择器注册ServerSocketChannel:
SelectionKey acceptKey = server.register(selector, SelectionKey.OP_ACCEPT);
然后,您需要使用选择器来处理事件(您可以将其视为流程的“回调”部分:
while(true){
//how many channel keys are available
int available = selector.select();
//select is blocking, but should only return if available is >0, this is more of a sanity check
if(available == 0) continue;
Iterator keys = selector.selectedKeys().iterator();
while(keys.hasNext()){
SelectionKey key = keys.next();
keys.remove();
//someone is trying to connect to the server socket
if(key.isAcceptable()) doAccept(key);
//someone is sending us data
else if(key.isReadable()) doRead(key);
//we are trying to (and can) send data
else if(key.isWritable()) doWrite(key);
}
肉将在doAccept(),doRead()和doWrite()中.对于接受键,选择键将包含用于创建新Socket的信息.
doAccept(SelectionKey key){
//create the new socket
SocketChannel socket = ((ServerSocketChannel)key.channel()).accept();
//make it non-blocking as well
socket.configureBlocking(false);
...
//here you would likely have some code to init your game objects / communication protocol, etc. and generate an identifier object (used below).
//and be able to find the socket created above
...
//Since it is non blocking it needs a selector as well, and we register for both read and write events
SelectionKey socketKey = socket.register(selector, SelectionKey.OP_READ|SelectionKey.OP_WRITE);
// so we can identify the events as they come in
socketKey.attach(someSocketIndentifier);
}
最后一行向键添加了一些对象,以便从选择器接收的事件可以归因于连接(例如,它可能是游戏中的玩家).所以现在你可以接受新的连接,你只需要读写.
doRead(SelectionKey key){
//here we retrieve the key we attached earlier, so we now what to do / wheer the data is coming from
MyIdentifierType myIdentifier = (MyIdentifierType)key.attachment();
//This is then used to get back to the SocketChannel and Read the Data
myIdentifier.readTheData();
}
类似的写作
doWrite(SelectionKey key){
//here we retrieve the key we attached earlier, so we now what to do / wheer the data is coming from
MyIdentifierType myIdentifier = (MyIdentifierType)key.attachment();
//This is then used to get back to the SocketChannel and Read the Data
myIdentifier.getSocketHandler().writePendingData();
}
读取是相当简单的,您只需创建一个ByteBuffer,然后调用SocketChannels读取(ByteBuffer)(或其中一个变体),以便在通道上准备好数据,直到它为空.
写入有点棘手,因为在收到写入事件之前,通常需要缓冲要写入的数据:
class MyNetworkClass{
ByteBuffer writeBuffer = ByteBuffer.allocate(1024);
SocketChannel commchannel; //from the server accept processing
...
public void write(byte[] data){
//here the class writeBuffer object is filled with the data
//but it isn't actually sent over the socket
...
}
public void writePendingData(){
//here actually write the data to the socket
commchannel.write(writeBuffer);
}
}
请注意,如果不是缓冲区中的所有数据都写入套接字,则需要适当的代码来管理类中的缓冲区(如果它已满),或者在写入暂挂方法中适当地修改缓冲区,以及在此过程中可能抛出的各种异常.希望这有助于您入门.