Unity3D中简单的C#异步Socket实现

Unity3D中简单的C#异步Socket实现

 

 

  简单的异步Socket实现。.net框架自身提供了很完善的Socket底层。笔者在做Unity3D小东西的时候需要使用到Socket网络通信。于是决定自己研究研究。

  经过不懈努力。。O(∩_∩)O哈哈~。。自我夸奖一下。终于搞定了。SimpleSocket.cs

 

  由于笔者本身并不是专业的C#程序员。O(∩_∩)O哈哈~。大神就可以直接忽视这篇文章了。顾名思义。哈哈简单的Socket。给那些没接触的盆友参考借鉴下吧。服务社会了

  

  注释一: 本例在编码上使用的是大端存贮,这个和C#本身是冲突的. 需要小端存储的朋友可以将MiscUtil的EndianBitConverter修改成.net提供的BitConverter

  注释二: 笔者这里使用了Protobuf协议. 所以写了一个工具在这里做转换使用. 大家可以直接删除Protobuf的那部分代码.不会对本例产生任何影响

  注释三:笔者这里实现了一个基于长度的解码器。用于避免粘包等问题。编码时候的长度描述数字的默认为short类型(长度2字节)。解码时候的长度描述数字默认为int类型(长度4字节)

 

  上源码:注释的比较详细了。不明白的可以问我。

 

  1 using System;
  2 using System.IO;
  3 using System.Net;
  4 using System.Net.Sockets;
  5 using Google.ProtocolBuffers;
  6 using MiscUtil.Conversion;
  7 
  8 // +------------------------+
  9 // |    Author : TinyZ      |
 10 // |   Data : 2014-08-12    |
 11 // |Ma-il : zou90512@126.com|
 12 // +------------------------+
 13 // 注释一: 本例在编码上使用的是大端存贮,这个和C#本身是冲突的. 需要小端存储的朋友可以将MiscUtil的EndianBitConverter修改成.net提供的BitConverter
 14 // 注释二: 笔者这里使用了Protobuf协议. 所以写了一个工具在这里做转换使用. 大家可以直接删除Protobuf的那部分代码.不会对本例产生任何影响
 15 // 注释三: 笔者这里实现了一个基于长度的解码器。用于避免粘包等问题。编码时候的长度描述数字的默认为short类型(长度2字节)。解码时候的长度描述数字默认为int类型(长度4字节)
 16 // 引用资料:
 17 // Miscellaneous Utility Library类库官网: http://www.yoda.arachsys.com/csharp/miscutil/
 18 
 19 namespace Assets.TinyZ.Class.SimpleNet
 20 {
 21     /// <summary>
 22     /// 简单的异步Socket实现. 用于Unity3D客户端与JAVA服务端的数据通信.
 23     /// 
 24     /// <br/><br/>方法:<br/>
 25     /// Connect:用于连接远程指定端口地址,连接成功后开启消息接收监听<br/>
 26     /// OnSendMessage:用于发送字节流消息. 长度不能超过short[65535]的长度<br/>
 27     /// <br/>事件:<br/>
 28     /// ReceiveMessageCompleted: 用于回调. 返回接收到的根据基于长度的解码器解码之后获取的数据[字节流]
 29     /// 
 30     /// <br/><br/>
 31     /// [*]完全不支持C#等小端(Little Endian)编码
 32     /// <br/><br/>
 33     /// 服务器为JAVA开发。因此编码均为 BigEndian编码
 34     /// 消息的字节流格式如下:<br/>
 35     ///     * +------------+-------------+ <br/>
 36     ///     * |消息程度描述|  内容       | <br/>
 37     ///     * |    0x04    | ABCD        | <br/>
 38     ///     * +------------+-------------+ <br/>
 39     /// 注释: 消息头为消息内容长度描述,后面是相应长度的字节内容. 
 40     /// 由于是大端存储.所以无法使用C#提供的<see cref="BitConverter"/>进行解码.
 41     /// 本例使用的是网络开源MiscUtil中的大端转换器<see cref="EndianBitConverter"/> 
 42     /// <br/><br/>
 43     /// </summary>
 44     /// <example>
 45     /// <code>
 46     /// // Unity3D客户端示例代码如下:
 47     /// var _simpleSocket = new SimpleSocket();
 48     /// _simpleSocket.Connect("127.0.0.1", 9003);
 49     /// _simpleSocket.ReceiveMessageCompleted += (s, e) =>
 50     /// {
 51     ///     var rmc = e as ReceiveMessageCompletedEvent;
 52     ///     if (rmc == null) return;
 53     ///     var data = rmc.MessageData as byte[];
 54     ///     if (data != null)
 55     ///     {
 56     ///         // 在Unity3D控制台输出接收到的UTF-8格式字符串 
 57     ///         Debug.Log(Encoding.UTF8.GetString(data));
 58     ///     }
 59     //      _count++;
 60     /// };
 61     /// 
 62     /// // Unity3D客户端发送消息:
 63     /// _simpleSocket.OnSendMessage(Encoding.UTF8.GetBytes("Hello World!"));
 64     /// </code>
 65     /// </example>
 66     public class SimpleSocket
 67     {
 68         #region Construct
 69 
 70         /// <summary>
 71         /// Socket
 72         /// </summary>
 73         private readonly Socket _socket;
 74 
 75         /// <summary>
 76         /// SimpleSocket的构造函数
 77         /// </summary>
 78         public SimpleSocket()
 79         {
 80             _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
 81             _socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.KeepAlive, true);
 82             //_socket.Blocking = false; // ?
 83             
 84         }
 85 
 86         /// <summary>
 87         /// 初始化Socket, 并设置帧长度
 88         /// </summary>
 89         /// <param name="encoderLengthFieldLength">编码是消息长度数字的字节数长度. 1:表示1byte  2:表示2byte[Short类型] 4:表示4byte[int类型] 8:表示8byte[long类型]</param>
 90         /// <param name="decoderLengthFieldLength">解码时消息长度数字的字节数长度. 1:表示1byte  2:表示2byte[Short类型] 4:表示4byte[int类型] 8:表示8byte[long类型]</param>
 91         public SimpleSocket(int encoderLengthFieldLength, int decoderLengthFieldLength) : this()
 92         {
 93             _encoderLengthFieldLength = encoderLengthFieldLength;
 94             _decoderLengthFieldLength = decoderLengthFieldLength;
 95         }
 96 
 97         #endregion
 98 
 99 
100         #region Connect to remote host
101 
102         /// <summary>
103         /// 是否连接状态
104         /// </summary>
105         /// <see cref="Socket.Connected"/>
106         public bool Connected
107         {
108             get { return _socket != null && _socket.Connected; }
109         }
110 
111         /// <summary>
112         /// 连接指定的远程地址
113         /// </summary>
114         /// <param name="host">远程地址</param>
115         /// <param name="port">端口</param>
116         public void Connect(string host, int port)
117         {
118             _socket.BeginConnect(host, port, OnConnectCallBack, this);
119         }
120 
121         /// <summary>
122         /// 连接指定的远程地址
123         /// </summary>
124         /// <param name="ipAddress">目标网络协议ip地址</param>
125         /// <param name="port">目标端口</param>
126         /// 查看:<see cref="IPAddress"/>
127         public void Connect(IPAddress ipAddress, int port)
128         {
129             _socket.BeginConnect(ipAddress, port, OnConnectCallBack, this);
130         }
131 
132         /// <summary>
133         /// 连接端点
134         /// </summary>
135         /// <param name="endPoint">端点, 标识网络地址</param>
136         /// 查看:<see cref="EndPoint"/>
137         public void Connect(EndPoint endPoint)
138         {
139             _socket.BeginConnect(endPoint, OnConnectCallBack, this);
140         }
141 
142 
143         /// <summary>
144         /// 连接的回调函数
145         /// </summary>
146         /// <param name="ar"></param>
147         private void OnConnectCallBack(IAsyncResult ar)
148         {
149             if (!_socket.Connected) return;
150             _socket.EndConnect(ar);
151             StartReceive();
152         }
153 
154         #endregion
155 
156 
157         #region Send Message
158 
159         /// <summary>
160         /// 编码时长度描述数字的字节长度[default = 2 => 65535字节]
161         /// </summary>
162         private readonly int _encoderLengthFieldLength = 2;
163 
164         /// <summary>
165         /// 发送消息
166         /// </summary>
167         /// <param name="data">要传递的消息内容[字节数组]</param>
168         public void OnSendMessage(byte[] data)
169         {
170             var stream = new MemoryStream();
171             switch (_encoderLengthFieldLength)
172             {
173                 case 1:
174                     stream.Write(new[] { (byte)data.Length }, 0, 1);
175                     break;
176                 case 2:
177                     stream.Write(EndianBitConverter.Big.GetBytes((short)data.Length), 0, 2);
178                     break;
179                 case 4:
180                     stream.Write(EndianBitConverter.Big.GetBytes(data.Length), 0, 4);
181                     break;
182                 case 8:
183                     stream.Write(EndianBitConverter.Big.GetBytes((long)data.Length), 0, 8);
184                     break;
185                 default:
186                     throw new Exception("unsupported decoderLengthFieldLength: " + _encoderLengthFieldLength + " (expected: 1, 2, 3, 4, or 8)");
187             }
188             stream.Write(data, 0, data.Length);
189             var all = stream.ToArray();
190             stream.Close();
191             _socket.BeginSend(all, 0, all.Length, SocketFlags.None, OnSendMessageComplete, all);
192         }
193 
194         /// <summary>
195         /// 发送消息完成的回调函数
196         /// </summary>
197         /// <param name="ar"></param>
198         private void OnSendMessageComplete(IAsyncResult ar)
199         {
200             SocketError socketError;
201             _socket.EndSend(ar, out socketError);
202             if (socketError != SocketError.Success)
203             {
204                 _socket.Disconnect(false);
205                 throw new SocketException((int)socketError);
206             }
207             //Debug.Log("Send message successful !");
208         }
209 
210 
211         #endregion
212 
213 
214         #region Receive Message
215 
216         /// <summary>
217         /// the length of the length field. 长度字段的字节长度, 用于长度解码 
218         /// </summary>
219         private readonly int _decoderLengthFieldLength = 4;
220 
221         /// <summary>
222         /// 事件消息接收完成
223         /// </summary>
224         public event EventHandler ReceiveMessageCompleted;
225 
226         /// <summary>
227         /// 开始接收消息
228         /// </summary>
229         private void StartReceive()
230         {
231             if (!_socket.Connected) return;
232             var buffer = new byte[_decoderLengthFieldLength];
233             _socket.BeginReceive(buffer, 0, _decoderLengthFieldLength, SocketFlags.None, OnReceiveFrameLengthComplete, buffer);
234         }
235 
236         /// <summary>
237         /// 实现帧长度解码.避免粘包等问题
238         /// </summary>
239         private void OnReceiveFrameLengthComplete(IAsyncResult ar)
240         {
241             var frameLength = (byte[]) ar.AsyncState;
242             // 帧长度 
243             var length = EndianBitConverter.Big.ToInt32(frameLength, 0);
244             var data = new byte[length];
245             _socket.BeginReceive(data, 0, length, SocketFlags.None, OnReceiveDataComplete, data);
246         }
247 
248         /// <summary>
249         /// 数据接收完成的回调函数
250         /// </summary>
251         private void OnReceiveDataComplete(IAsyncResult ar)
252         {
253             _socket.EndReceive(ar);
254             var data = ar.AsyncState as byte[];
255             // 触发接收消息事件
256             if (ReceiveMessageCompleted != null)
257             {
258                 ReceiveMessageCompleted(this, new ReceiveMessageCompletedEvent(data));
259             }
260             StartReceive();
261         }
262 
263         #endregion
264 
265 
266         #region Protocol Buffers Utility
267 
268         /// <summary>
269         /// 发送消息
270         /// </summary>
271         /// <typeparam name="T">IMessageLite的子类</typeparam>
272         /// <param name="generatedExtensionLite">消息的扩展信息</param>
273         /// <param name="messageLite">消息</param>
274         public void OnSendMessage<T>(GeneratedExtensionLite<ServerMessage, T> generatedExtensionLite, T messageLite)
275             where T : IMessageLite
276         {
277             var data = ConvertMessageToByteArray(generatedExtensionLite, messageLite);
278             OnSendMessage(data);
279         }
280 
281         /// <summary>
282         /// Message转换为byte[]
283         /// </summary>
284         /// <typeparam name="T"></typeparam>
285         /// <param name="generatedExtensionLite"></param>
286         /// <param name="messageLite"></param>
287         /// <returns></returns>
288         public static byte[] ConvertMessageToByteArray<T>(GeneratedExtensionLite<ServerMessage, T> generatedExtensionLite, T messageLite) where T : IMessageLite
289         {
290             ServerMessage.Builder builder = ServerMessage.CreateBuilder();
291             builder.SetMsgId("" + generatedExtensionLite.Number);
292             builder.SetExtension(generatedExtensionLite, messageLite);
293             ServerMessage serverMessage = builder.Build();
294             return serverMessage.ToByteArray();
295         }
296 
297         /// <summary>
298         /// byte[]转换为Message
299         /// </summary>
300         /// <typeparam name="T"></typeparam>
301         /// <param name="data"></param>
302         /// <param name="generatedExtensionLite"></param>
303         /// <returns></returns>
304         public static IMessageLite ConvertByteArrayToMessage<T>(byte[] data, GeneratedExtensionLite<ServerMessage, T> generatedExtensionLite) where T : IMessageLite
305         {
306             ExtensionRegistry extensionRegistry = ExtensionRegistry.CreateInstance();
307             extensionRegistry.Add(ProtobufMsgEnterGame.MsgEnterGame);
308             extensionRegistry.Add(ProtobufMsgLogin.MsgLogin);
309             extensionRegistry.Add(MsgBuyItem.msgBuyItem);
310 
311             ServerMessage serverMessage = ServerMessage.ParseFrom(data, extensionRegistry);
312             return serverMessage.HasExtension(generatedExtensionLite)
313                 ? serverMessage.GetExtension(generatedExtensionLite)
314                 : default(T);
315         }
316 
317         #endregion
318     }
319 
320     #region Event
321 
322     /// <summary>
323     /// 消息接收完成事件
324     /// </summary>
325     public class ReceiveMessageCompletedEvent : EventArgs
326     {
327         /// <summary>
328         /// 接收到的数据
329         /// </summary>
330         private readonly object _data;
331 
332         public ReceiveMessageCompletedEvent(object data)
333         {
334             _data = data;
335         }
336 
337         /// <summary>
338         /// 消息数据
339         /// </summary>
340         public object MessageData
341         {
342             get { return _data; }
343         }
344     }
345 
346     #endregion
347 }
View Code

 

 

ps:

由于当初写这个代码的时候比较粗糙。笔者觉得新开一章发布版本1.1的。优化了一下以前的代码。推荐使用新的

直接上连接:

简单的异步Socket实现——SimpleSocket_V1.1

 

 

 

 

 

 

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posted @ 2014-08-12 14:50  Tiny&zzh  阅读(8156)  评论(0编辑  收藏  举报