u3d局域网游戏网络(c# socket select 模型)

Posted 武装三藏

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之前写了一篇。

发完之后第二天实际应用到游戏之后还是发现了一些小毛病。

比如网络模块有重复使用(多对象)的情况。所以将静态类该成了普通类。

比如安卓下会有些异常出现导致游戏逻辑不正常。所以网络相关的函数有些加了try块。

然后发现写入固定ip的方式根本不适合局域网。于是加了udp做的广播系统,用以服务器和客户端查找ip。

udp广播部分和tcp不一样。因为没有连接,所以socket不需要shutdown。我在这里吃了一亏才知道。

别的没什么修改。贴上修正和扩展之后的代码。

有缘之人自取。唯一要求,如果你发现代码有错,或者有可以提升性能的地方请留言告知。

另:因为这是为局域网设计的,所以网络部分框架以及锁的应用写得很随意,如果需要扩展至千人万人级的承载,请自行修改。

 

基础类(base)

ClientMsgUnPack.cs 服务器tcp部分用以解包的对象

 1 using UnityEngine;
 2 /*
 3  * 通信协议
 4  * 消息头前2字节保存当前消息长度
 5  * 后面跟4字节表示消息ID
 6  * 再后面是消息实质内容
 7  */
 8 
 9 namespace LanSocket
10 {
11     class ClientMsgUnPack : MsgUnPack
12     {
13         long m_UserID;
14         public ClientMsgUnPack()
15         {
16             m_UserID = -1;
17         }
18 
19         public ClientMsgUnPack(byte[] mBuff, ushort len, int userID)
20         {
21             m_UserID = userID;
22             UnPack(mBuff, len);
23         }
24 
25         public ClientMsgUnPack(byte[] mBuff, ushort offset, ushort len, int userID)
26         {
27             m_UserID = userID;
28             UnPack(mBuff, offset, len);
29         }
30 
31         public long GetUserID()
32         {
33             return m_UserID;
34         }
35 
36         public void SetUserID(long userID)
37         {
38             m_UserID = userID;
39         }
40     }
41 }
ClientMsgUnPack.cs

EventDispath.cs 事件分发,有两个类,分别对应服务器和客户端,主要就是参数不同

  1 using UnityEngine;
  2 using System.Collections;
  3 using System.Collections.Generic;
  4 
  5 delegate void ServerEventDelagate(LanSocket.ClientMsgUnPack msg);
  6 
  7 class EventNode
  8 {
  9     public int m_EventID;
 10     public LanSocket.ClientMsgUnPack msg;
 11 }
 12 
 13 class EventDispathBase
 14 {
 15     public static int g_MaxEventNum = 300;
 16 }
 17 
 18 class ServerEventDispath : EventDispathBase
 19 {
 20     List<ServerEventDelagate>[] m_Event;
 21     Queue<EventNode> m_EventQueue;
 22     public ServerEventDispath()
 23     {
 24         m_Event = new List<ServerEventDelagate>[g_MaxEventNum];
 25         m_EventQueue = new Queue<EventNode>();
 26     }
 27 
 28     public void RegistEvent(int eventID, ServerEventDelagate func)
 29     {
 30         if(null == m_Event[eventID])
 31         {
 32             m_Event[eventID] = new List<ServerEventDelagate>();
 33         }
 34         m_Event[eventID].Add(func);
 35     }
 36 
 37     public void AddEvent(EventNode eventNode)
 38     {
 39         m_EventQueue.Enqueue(eventNode);
 40     }
 41 
 42     public void Proccess()
 43     {
 44         if (0 != m_EventQueue.Count)
 45         {
 46             EventNode mCur = m_EventQueue.Dequeue();
 47             if (null == m_Event[mCur.m_EventID])
 48             {
 49                 MonoBehaviour.print("event ID: "+ mCur.m_EventID+" is null");
 50             }
 51             else
 52             {
 53                 List<ServerEventDelagate> curEventDelagate = m_Event[mCur.m_EventID];
 54                 for(int i = 0 ; i < curEventDelagate.Count ; ++i)
 55                 {
 56                     curEventDelagate[i](mCur.msg);
 57                 }
 58             }
 59         }
 60     }
 61 }
 62 
 63 
 64 delegate void ClientEventDelagate(LanSocket.MsgUnPack msg);
 65 class ClientEventDispath : EventDispathBase
 66 {
 67     List<ClientEventDelagate>[] m_Event;
 68     Queue<EventNode> m_EventQueue;
 69     public ClientEventDispath()
 70     {
 71         m_Event = new List<ClientEventDelagate>[g_MaxEventNum];
 72         m_EventQueue = new Queue<EventNode>();
 73     }
 74 
 75     public void RegistEvent(int eventID, ClientEventDelagate func)
 76     {
 77         if (null == m_Event[eventID])
 78         {
 79             m_Event[eventID] = new List<ClientEventDelagate>();
 80         }
 81         m_Event[eventID].Add(func);
 82     }
 83 
 84     public void AddEvent(EventNode eventNode)
 85     {
 86         m_EventQueue.Enqueue(eventNode);
 87     }
 88 
 89     public void Proccess()
 90     {
 91         if (0 != m_EventQueue.Count)
 92         {
 93             EventNode mCur = m_EventQueue.Dequeue();
 94             if (null == m_Event[mCur.m_EventID])
 95             {
 96                 MonoBehaviour.print("event ID: " + mCur.m_EventID + " is null");
 97             }
 98             else
 99             {
100                 List<ClientEventDelagate> curEventDelagate = m_Event[mCur.m_EventID];
101                 for (int i = 0; i < curEventDelagate.Count; ++i)
102                 {
103                     curEventDelagate[i](mCur.msg);
104                 }
105             }
106         }
107     }
108 }
EventDispath.cs

LanSocketBase.cs 没什么实际意义,主要就是定义一些大家都会使用到的变量等

 1 using System.Threading;
 2 using UnityEngine;
 3 
 4 /*
 5  *轻量级局域网服务器。 
 6  * 协议如下
 7  * 消息头前2字节保存当前消息长度
 8  * 后面跟4字节表示消息ID
 9  * 再后面是消息实质内容
10  */
11 
12 namespace LanSocket
13 {
14     public class LanSocketBase
15     {
16         public static int m_MaxOnePackBuff = 1024 * 3;
17         public static int m_MaxAllBuff = 1024 * 50;
18         public static int m_HeadSize = 6;
19         protected bool m_HasInit = false;
20         protected byte[] m_OnePack;
21         protected int m_OnePackIndex;
22         private Mutex m_Mutex;
23 
24         public void BaseInit()
25         {
26             m_HasInit = true;
27             m_Mutex = new Mutex();
28             m_OnePack = new byte[m_MaxOnePackBuff+1];
29             m_OnePackIndex = 0;
30         }
31 
32         public void BaseRelease()
33         {
34             m_Mutex.Close();
35         }
36 
37         protected void Lock()
38         {
39             m_Mutex.WaitOne();
40             //MonoBehaviour.print("Lock:" + Thread.CurrentThread.ManagedThreadId.ToString());
41         }
42 
43         protected void UnLock()
44         {
45             m_Mutex.ReleaseMutex();
46             //MonoBehaviour.print("Unlock:" + Thread.CurrentThread.ManagedThreadId.ToString());
47         }
48     }
49 }
LanSocketBase.cs

MsgPack.cs 打包类,参数类型不够自行扩展

  1 using UnityEngine;
  2 /*
  3  * 通信协议
  4  * 消息头前2字节保存当前消息长度
  5  * 后面跟4字节表示消息ID
  6  * 再后面是消息实质内容
  7  */
  8 
  9 namespace LanSocket
 10 {
 11     public class MsgPack : PackBase
 12     {
 13         public MsgPack()
 14         {
 15             m_OnePackIndex = LanSocketBase.m_HeadSize;
 16         }
 17 
 18         public void SetHead(int ID)
 19         {
 20             byte[] mBuff = System.BitConverter.GetBytes(ID);
 21             System.Buffer.BlockCopy(mBuff, 0, m_OnePack, 2, 4);
 22         }
 23 
 24         public void PackEnd()
 25         {
 26             byte[] mBuff = System.BitConverter.GetBytes(m_OnePackIndex);
 27             System.Buffer.BlockCopy(mBuff, 0, m_OnePack, 0, 2);
 28         }
 29 
 30         public void Packbool(bool data)
 31         {
 32             ushort curDatalen = 1;
 33             if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff)
 34             {
 35                 MonoBehaviour.print("Packbool() longer lager than Max buff len");
 36                 return;
 37             }
 38             byte[] mBuff = System.BitConverter.GetBytes(data);
 39             Pack(mBuff, curDatalen);
 40         }
 41 
 42         public void Pack16bit(short data)
 43         {
 44             ushort curDatalen = 2;
 45             if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff)
 46             {
 47                 MonoBehaviour.print("Pack16bit(short) longer lager than Max buff len");
 48                 return;
 49             }
 50             byte[] mBuff = System.BitConverter.GetBytes(data);
 51             Pack(mBuff, curDatalen);
 52         }
 53         public void Pack16bit(ushort data)
 54         {
 55             ushort curDatalen = 2;
 56             if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff)
 57             {
 58                 MonoBehaviour.print("Pack16bit(ushort) longer lager than Max buff len");
 59                 return;
 60             }
 61             byte[] mBuff = System.BitConverter.GetBytes(data);
 62             Pack(mBuff, curDatalen);
 63         }
 64         public void Pack32bit(int data)
 65         {
 66             ushort curDatalen = 4;
 67             if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff)
 68             {
 69                 MonoBehaviour.print("Pack32bit(int) longer lager than Max buff len");
 70                 return;
 71             }
 72             byte[] mBuff = System.BitConverter.GetBytes(data);
 73             Pack(mBuff, curDatalen);
 74         }
 75         public void Pack32bit(uint data)
 76         {
 77             ushort curDatalen = 4;
 78             if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff)
 79             {
 80                 MonoBehaviour.print("Pack32bit(uint) longer lager than Max buff len");
 81                 return;
 82             }
 83             byte[] mBuff = System.BitConverter.GetBytes(data);
 84             Pack(mBuff, curDatalen);
 85         }
 86         public void Pack32bit(float data)
 87         {
 88             ushort curDatalen = 4;
 89             if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff)
 90             {
 91                 MonoBehaviour.print("Pack32bit(float) longer lager than Max buff len");
 92                 return;
 93             }
 94             byte[] mBuff = System.BitConverter.GetBytes(data);
 95             Pack(mBuff, curDatalen);
 96         }
 97         public void Pack64bit(double data)
 98         {
 99             ushort curDatalen = 8;
100             if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff)
101             {
102                 MonoBehaviour.print("Pack64bit(double) longer lager than Max buff len");
103                 return;
104             }
105             byte[] mBuff = System.BitConverter.GetBytes(data);
106             Pack(mBuff, curDatalen);
107         }
108         public void Pack64bit(long data)
109         {
110             ushort curDatalen = 8;
111             if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff)
112             {
113                 MonoBehaviour.print("Pack64bit(long) longer lager than Max buff len");
114                 return;
115             }
116             byte[] mBuff = System.BitConverter.GetBytes(data);
117             Pack(mBuff, curDatalen);
118         }
119 
120         public void PackString(string data, ushort len)
121         {
122             ushort curDatalen = len;
123             if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff)
124             {
125                 MonoBehaviour.print("PackString() longer lager than Max buff len");
126                 return;
127             }
128             byte[] mBuff = System.Text.Encoding.UTF8.GetBytes(data);
129             Pack(mBuff, curDatalen);
130         }
131 
132         void Pack(byte[] data, ushort len)
133         {
134             System.Buffer.BlockCopy(data, 0, m_OnePack, m_OnePackIndex, len);
135             m_OnePackIndex += len;
136         }
137 
138         public byte[] GetByte()
139         {
140             return m_OnePack;
141         }
142 
143         public int GetByteLen()
144         {
145             return m_OnePackIndex;
146         }
147     }
148 }
MsgPack.cs

MsgUnPack.cs 解包类,返回类型不够自己扩展

  1 using UnityEngine;
  2 /*
  3  * 通信协议
  4  * 消息头前2字节保存当前消息长度
  5  * 后面跟4字节表示消息ID
  6  * 再后面是消息实质内容
  7  */
  8 
  9 namespace LanSocket
 10 {
 11     class MsgUnPack : PackBase
 12     {
 13         ushort m_PackLen;
 14         int m_MsgID;
 15         public MsgUnPack()
 16         {
 17         }
 18 
 19         void GetHead()
 20         {
 21             m_PackLen = System.BitConverter.ToUInt16(m_OnePack, 0);
 22             m_MsgID = System.BitConverter.ToUInt16(m_OnePack, 2);
 23             m_OnePackIndex = 6;
 24         }
 25 
 26         public MsgUnPack(byte[] mBuff, ushort len)
 27         {
 28             UnPack(mBuff, len);
 29         }
 30 
 31         public MsgUnPack(byte[] mBuff, ushort offset, ushort len)
 32         {
 33             UnPack(mBuff, offset, len);
 34         }
 35 
 36         public void UnPack(byte[] mBuff, ushort len)
 37         {
 38             System.Buffer.BlockCopy(mBuff, 0, m_OnePack, 0, len);
 39             GetHead();
 40         }
 41 
 42         public void UnPack(byte[] mBuff, ushort offset, ushort len)
 43         {
 44             System.Buffer.BlockCopy(mBuff, offset, m_OnePack, 0, len);
 45             GetHead();
 46         }
 47 
 48         public bool Readbool()
 49         {
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