
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。
using System;
using System.IO;
using System.Net;
using System.Net.Sockets;
using Google.ProtocolBuffers;
using MiscUtil.Conversion; // +------------------------+
// | Author : TinyZ |
// | Data : 2014-08-12 |
// |Ma-il : zou90512@126.com|
// +------------------------+
// 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)
// 引用资料:
// Miscellaneous Utility Library类库官网: http://www.yoda.arachsys.com/csharp/miscutil/ namespace Assets.TinyZ.Class.SimpleNet
{
/// <summary>
/// 简单的异步Socket实现. 用于Unity3D客户端与JAVA服务端的数据通信.
///
/// <br/><br/>方法:<br/>
/// 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/>
/// OnSendMessage:用于发送字节流消息. 长度不能超过short[65535]的长度<br/>
/// <br/>事件:<br/>
/// 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]
///
/// <br/><br/>
/// [*]完全不支持C#等小端(Little Endian)编码
/// <br/><br/>
/// 服务器为JAVA开发。因此编码均为 BigEndian编码
/// 消息的字节流格式如下:<br/>
/// * +------------+-------------+ <br/>
/// * |消息程度描述| 内容 | <br/>
/// * | 0x04 | ABCD | <br/>
/// * +------------+-------------+ <br/>
/// 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.
/// 由于是大端存储.所以无法使用C#提供的<see cref="BitConverter"/>进行解码.
/// 本例使用的是网络开源MiscUtil中的大端转换器<see cref="EndianBitConverter"/>
/// <br/><br/>
/// </summary>
/// <example>
/// <code>
/// // Unity3D客户端示例代码如下:
/// var _simpleSocket = new SimpleSocket();
/// _simpleSocket.Connect("127.0.0.1", 9003);
/// _simpleSocket.ReceiveMessageCompleted += (s, e) =>
/// {
/// var rmc = e as ReceiveMessageCompletedEvent;
/// if (rmc == null) return;
/// var data = rmc.MessageData as byte[];
/// if (data != null)
/// {
/// // 在Unity3D控制台输出接收到的UTF-8格式字符串
/// Debug.Log(Encoding.UTF8.GetString(data));
/// }
// _count++;
/// };
///
/// // Unity3D客户端发送消息:
/// _simpleSocket.OnSendMessage(Encoding.UTF8.GetBytes("Hello World!"));
/// </code>
/// </example>
public class SimpleSocket
{
#region Construct /// <summary>
/// Socket
/// </summary>
private readonly Socket _socket; /// <summary>
/// SimpleSocket的构造函数
/// </summary>
public SimpleSocket()
{
_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.KeepAlive, true);
//_socket.Blocking = false; // ? } /// <summary>
/// 初始化Socket, 并设置帧长度
/// </summary>
/// <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>
/// <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>
public SimpleSocket(int encoderLengthFieldLength, int decoderLengthFieldLength) : this()
{
_encoderLengthFieldLength = encoderLengthFieldLength;
_decoderLengthFieldLength = decoderLengthFieldLength;
} #endregion #region Connect to remote host /// <summary>
/// 是否连接状态
/// </summary>
/// <see cref="Socket.Connected"/>
public bool Connected
{
get { return _socket != null && _socket.Connected; }
} /// <summary>
/// 连接指定的远程地址
/// </summary>
/// <param name="host">远程地址</param>
/// <param name="port">端口</param>
public void Connect(string host, int port)
{
_socket.BeginConnect(host, port, OnConnectCallBack, this);
} /// <summary>
/// 连接指定的远程地址
/// </summary>
/// <param name="ipAddress">目标网络协议ip地址</param>
/// <param name="port">目标端口</param>
/// 查看:<see cref="IPAddress"/>
public void Connect(IPAddress ipAddress, int port)
{
_socket.BeginConnect(ipAddress, port, OnConnectCallBack, this);
} /// <summary>
/// 连接端点
/// </summary>
/// <param name="endPoint">端点, 标识网络地址</param>
/// 查看:<see cref="EndPoint"/>
public void Connect(EndPoint endPoint)
{
_socket.BeginConnect(endPoint, OnConnectCallBack, this);
} /// <summary>
/// 连接的回调函数
/// </summary>
/// <param name="ar"></param>
private void OnConnectCallBack(IAsyncResult ar)
{
if (!_socket.Connected) return;
_socket.EndConnect(ar);
StartReceive();
} #endregion #region Send Message /// <summary>
/// 编码时长度描述数字的字节长度[default = 2 => 65535字节]
/// </summary>
private readonly int _encoderLengthFieldLength = ; /// <summary>
/// 发送消息
/// </summary>
/// <param name="data">要传递的消息内容[字节数组]</param>
public void OnSendMessage(byte[] data)
{
var stream = new MemoryStream();
switch (_encoderLengthFieldLength)
{
case :
stream.Write(new[] { (byte)data.Length }, , );
break;
case :
stream.Write(EndianBitConverter.Big.GetBytes((short)data.Length), , );
break;
case :
stream.Write(EndianBitConverter.Big.GetBytes(data.Length), , );
break;
case :
stream.Write(EndianBitConverter.Big.GetBytes((long)data.Length), , );
break;
default:
throw new Exception("unsupported decoderLengthFieldLength: " + _encoderLengthFieldLength + " (expected: 1, 2, 3, 4, or 8)");
}
stream.Write(data, , data.Length);
var all = stream.ToArray();
stream.Close();
_socket.BeginSend(all, , all.Length, SocketFlags.None, OnSendMessageComplete, all);
} /// <summary>
/// 发送消息完成的回调函数
/// </summary>
/// <param name="ar"></param>
private void OnSendMessageComplete(IAsyncResult ar)
{
SocketError socketError;
_socket.EndSend(ar, out socketError);
if (socketError != SocketError.Success)
{
_socket.Disconnect(false);
throw new SocketException((int)socketError);
}
//Debug.Log("Send message successful !");
} #endregion #region Receive Message /// <summary>
/// the length of the length field. 长度字段的字节长度, 用于长度解码
/// </summary>
private readonly int _decoderLengthFieldLength = ; /// <summary>
/// 事件消息接收完成
/// </summary>
public event EventHandler ReceiveMessageCompleted; /// <summary>
/// 开始接收消息
/// </summary>
private void StartReceive()
{
if (!_socket.Connected) return;
var buffer = new byte[_decoderLengthFieldLength];
_socket.BeginReceive(buffer, , _decoderLengthFieldLength, SocketFlags.None, OnReceiveFrameLengthComplete, buffer);
} /// <summary>
/// 实现帧长度解码.避免粘包等问题
/// </summary>
private void OnReceiveFrameLengthComplete(IAsyncResult ar)
{
var frameLength = (byte[]) ar.AsyncState;
// 帧长度
var length = EndianBitConverter.Big.ToInt32(frameLength, );
var data = new byte[length];
_socket.BeginReceive(data, , length, SocketFlags.None, OnReceiveDataComplete, data);
} /// <summary>
/// 数据接收完成的回调函数
/// </summary>
private void OnReceiveDataComplete(IAsyncResult ar)
{
_socket.EndReceive(ar);
var data = ar.AsyncState as byte[];
// 触发接收消息事件
if (ReceiveMessageCompleted != null)
{
ReceiveMessageCompleted(this, new ReceiveMessageCompletedEvent(data));
}
StartReceive();
} #endregion #region Protocol Buffers Utility /// <summary>
/// 发送消息
/// </summary>
/// <typeparam name="T">IMessageLite的子类</typeparam>
/// <param name="generatedExtensionLite">消息的扩展信息</param>
/// <param name="messageLite">消息</param>
public void OnSendMessage<T>(GeneratedExtensionLite<ServerMessage, T> generatedExtensionLite, T messageLite)
where T : IMessageLite
{
var data = ConvertMessageToByteArray(generatedExtensionLite, messageLite);
OnSendMessage(data);
} /// <summary>
/// Message转换为byte[]
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="generatedExtensionLite"></param>
/// <param name="messageLite"></param>
/// <returns></returns>
public static byte[] ConvertMessageToByteArray<T>(GeneratedExtensionLite<ServerMessage, T> generatedExtensionLite, T messageLite) where T : IMessageLite
{
ServerMessage.Builder builder = ServerMessage.CreateBuilder();
builder.SetMsgId("" + generatedExtensionLite.Number);
builder.SetExtension(generatedExtensionLite, messageLite);
ServerMessage serverMessage = builder.Build();
return serverMessage.ToByteArray();
} /// <summary>
/// byte[]转换为Message
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="data"></param>
/// <param name="generatedExtensionLite"></param>
/// <returns></returns>
public static IMessageLite ConvertByteArrayToMessage<T>(byte[] data, GeneratedExtensionLite<ServerMessage, T> generatedExtensionLite) where T : IMessageLite
{
ExtensionRegistry extensionRegistry = ExtensionRegistry.CreateInstance();
extensionRegistry.Add(ProtobufMsgEnterGame.MsgEnterGame);
extensionRegistry.Add(ProtobufMsgLogin.MsgLogin);
extensionRegistry.Add(MsgBuyItem.msgBuyItem); ServerMessage serverMessage = ServerMessage.ParseFrom(data, extensionRegistry);
return serverMessage.HasExtension(generatedExtensionLite)
? serverMessage.GetExtension(generatedExtensionLite)
: default(T);
} #endregion
} #region Event /// <summary>
/// 消息接收完成事件
/// </summary>
public class ReceiveMessageCompletedEvent : EventArgs
{
/// <summary>
/// 接收到的数据
/// </summary>
private readonly object _data; public ReceiveMessageCompletedEvent(object data)
{
_data = data;
} /// <summary>
/// 消息数据
/// </summary>
public object MessageData
{
get { return _data; }
}
} #endregion
}
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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