Unity【Multiplayer 多人在线】- Socket 通用服务端框架(一)、定义套接字和多路复用
介绍
一、通用服务端框架
(一)、定义套接字和多路复用
https://blog.csdn.net/qq_42139931/article/details/124051945?spm=1001.2014.3001.5501
(二)、客户端信息类和通用缓冲区结构
https://blog.csdn.net/qq_42139931/article/details/124053571?spm=1001.2014.3001.5502
(三)、Protobuf 通信协议
https://blog.csdn.net/qq_42139931/article/details/124054972?spm=1001.2014.3001.5501
(四)、数据处理和关闭连接
https://blog.csdn.net/qq_42139931/article/details/124055227?spm=1001.2014.3001.5501
(五)、Messenger 事件发布、订阅系统
https://blog.csdn.net/qq_42139931/article/details/124055392?spm=1001.2014.3001.5501
(六)、单点发送和广播数据
https://blog.csdn.net/qq_42139931/article/details/124055482?spm=1001.2014.3001.5501
(七)、时间戳和心跳机制
https://blog.csdn.net/qq_42139931/article/details/124055856?spm=1001.2014.3001.5501
二、通用客户端网络模块
(一)、Connect 连接服务端
https://blog.csdn.net/qq_42139931/article/details/124091349?spm=1001.2014.3001.5502
(二)、Receive 接收并处理数据
https://blog.csdn.net/qq_42139931/article/details/124092588?spm=1001.2014.3001.5502
(三)、Send 发送数据
https://blog.csdn.net/qq_42139931/article/details/124094323?spm=1001.2014.3001.5502
(四)、Close 关闭连接
https://blog.csdn.net/qq_42139931/article/details/124094895?spm=1001.2014.3001.5502
本篇内容:
Socket套接字的定义:
首先编写服务器初始化的方法Init,接受一个参数port,即监听的端口,在Main函数中调用Init传入端口以启动服务器。
using System.Net;using System.Net.Sockets;namespace SK.Framework.Sockets{/// <summary>/// 服务器/// </summary>public class Server{//定义套接字private static Socket socket;private static void Main(string[] args){Init(8801);}//服务器初始化//port: 端口private static void Init(int port){Console.WriteLine("服务器启动...");//TODO}}}
using System.Net;using System.Net.Sockets;namespace SK.Framework.Sockets{/// <summary>/// 服务器/// </summary>public class Server{//定义套接字private static Socket socket;private static void Main(string[] args){Init(8801);}//服务器初始化//port: 端口private static void Init(int port){Console.WriteLine("服务器启动...");//Socket Tcp协议socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//服务器IP地址IPAddress ipAddress = IPAddress.Parse("0.0.0.0");IPEndPoint ipEndPoint = new IPEndPoint(ipAddress, port);//Bindsocket.Bind(ipEndPoint);//Listen 开启监听socket.Listen(100);//TODO}}}
Select多路复用:
// 摘要:// Determines the status of one or more sockets.//// 参数:// checkRead:// An System.Collections.IList of System.Net.Sockets.Socket instances to check for// readability.//// checkWrite:// An System.Collections.IList of System.Net.Sockets.Socket instances to check for// writability.//// checkError:// An System.Collections.IList of System.Net.Sockets.Socket instances to check for// errors.//// microSeconds:// The time-out value, in microseconds. A -1 value indicates an infinite time-out.//// 异常:// T:System.ArgumentNullException:// The checkRead parameter is null or empty. -and- The checkWrite parameter is null// or empty -and- The checkError parameter is null or empty.//// T:System.Net.Sockets.SocketException:// An error occurred when attempting to access the socket.//// T:System.ObjectDisposedException:// .NET 5.0 and later: One or more sockets are disposed.public static void Select(IList? checkRead, IList? checkWrite, IList? checkError, int microSeconds)
关于Select方法的官方文档链接地址:
https://docs.microsoft.com/zh-cn/dotnet/api/system.net.sockets.socket.select?view=net-6.0
该方法可以帮助我们实现non-block非阻塞方式,第一个参数checkRead代表需要检测可读性的Socket列表,第四个参数microSeconds代表阻塞等待的时长,单位为毫秒,例如传入1000则代表设置1秒的阻塞等待时长,当1秒内没有可读消息时,它会停止阻塞,返回空的checkRead列表,程序继续运行。
代码实现如下,其中的Client类定义了代表客户端信息的相关内容,在后续章节中进行介绍。
using ProtoBuf;using System.Net;using System.Net.Sockets;namespace SK.Framework.Sockets{/// <summary>/// 服务器/// </summary>public class Server{//定义套接字private static Socket socket;//用于检测可读性的Socket列表private readonly static List<Socket> checkReadableList = new List<Socket>();//客户端Socket及客户端信息字典private readonly static Dictionary<Socket, Client> clients = new Dictionary<Socket, Client>();private static void Main(string[] args){Init(8801);}//服务器初始化//port: 端口private static void Init(int port){Console.WriteLine("服务器启动...");//Socket Tcp协议socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//服务器IP地址IPAddress ipAddress = IPAddress.Parse("0.0.0.0");IPEndPoint ipEndPoint = new IPEndPoint(ipAddress, port);//Bindsocket.Bind(ipEndPoint);//Listen 开启监听socket.Listen(0);//循环while (true){//首先重置用于检测可读性的Socket列表OnCheckReadableListReset();//使用Select检测可读 实现non-block非阻塞方式//arg4: 超时值 单位毫秒 此处设置1000表示 1秒内没有可读消息时停止阻塞 返回空的列表Socket.Select(checkReadableList, null, null, 1000);//遍历检查可读对象for (int i = 0; i < checkReadableList.Count; i++){Socket s = checkReadableList[i];if (s == socket) OnListenEvent(s);else OnClientEvent(s);}}}private static void OnCheckReadableListReset(){checkReadableList.Clear();//进行Select的列表包含监听套接字socket以及每个已经连接的客户端套接字checkReadableList.Add(socket);foreach (Client client in clients.Values){checkReadableList.Add(client.socket);}}//监听事件private static void OnListenEvent(Socket s) {}//客户端消息事件private static void OnClientEvent(Socket s) {}}}
其中OnListenEvent方法用于处理客户端连接的消息,代码如下:
//监听事件private static void OnListenEvent(Socket s){try{//接受客户端连接Socket socket = s.Accept();Console.WriteLine($"客户端接入: {socket.RemoteEndPoint}");Client client = new Client(socket);//加入字典clients.Add(socket, client);}catch (SocketException error){Console.WriteLine($"客户端接入失败: {error}");}}
OnClientEvent方法用于处理客户端发送来的消息,代码如下:
//客户端消息事件private static void OnClientEvent(Socket s){//从字典中获取该客户端信息类Client client = clients[s];//该客户端的读缓冲区ByteArray readBuff = client.readBuff;//如果缓冲区剩余空间不足 清除if (readBuff.remain <= 0){OnReceiveData(client);readBuff.MoveBytes();}//如果依然不足 接收数据失败 关闭客户端连接 返回//缓冲区默认大小为1024 根据最大单条数据长度进行调整if (readBuff.remain <= 0){Console.WriteLine($"接收数据失败,超出缓冲区长度。{s.RemoteEndPoint}");//关闭客户端连接Close(client);return;}//接收数据长度int length = 0;try{length = s.Receive(readBuff.bytes, readBuff.writeIdx, readBuff.remain, 0);}catch (SocketException error){Console.WriteLine($"接收数据失败: {error}. {s.RemoteEndPoint}");Close(client);return;}//客户端关闭if (length <= 0){Close(client);return;}//处理数据readBuff.writeIdx += length;OnReceiveData(client);//移动缓冲区readBuff.CheckAndMoveBytes();}//数据处理private static void OnReceiveData(Client client) {}
参考资料:《Unity3D网络游戏实战》(第2版)罗培羽 著
