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
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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 LanSocket10 {11 class ClientMsgUnPack : MsgUnPack12 {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 LanSocket13 {14 public class LanSocketBase15 {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 { 50 if (m_OnePackIndex + 1 > m_PackLen) 51 { 52 MonoBehaviour.print("Readbool() longer lager than Max buff len"); 53 return false; 54 } 55 bool data = System.BitConverter.ToBoolean(m_OnePack, m_OnePackIndex); 56 ++m_OnePackIndex; 57 return data; 58 } 59 60 public short ReadShort() 61 { 62 if (m_OnePackIndex + 2 > m_PackLen) 63 { 64 MonoBehaviour.print("ReadShort() longer lager than Max buff len"); 65 return 0; 66 } 67 short data = System.BitConverter.ToInt16(m_OnePack, m_OnePackIndex); 68 m_OnePackIndex += 2; 69 return data; 70 } 71 72 public ushort ReadUShort() 73 { 74 if (m_OnePackIndex + 2 > m_PackLen) 75 { 76 MonoBehaviour.print("ReadUShortbit() longer lager than Max buff len"); 77 return 0; 78 } 79 ushort data = System.BitConverter.ToUInt16(m_OnePack, m_OnePackIndex); 80 m_OnePackIndex += 2; 81 return data; 82 } 83 84 public int ReadInt() 85 { 86 if (m_OnePackIndex + 4 > m_PackLen) 87 { 88 MonoBehaviour.print("ReadInt() longer lager than Max buff len"); 89 return 0; 90 } 91 int data = System.BitConverter.ToInt32(m_OnePack, m_OnePackIndex); 92 m_OnePackIndex += 4; 93 return data; 94 } 95 96 public uint ReadUInt() 97 { 98 if (m_OnePackIndex + 4 > m_PackLen) 99 {100 MonoBehaviour.print("ReadUInt() longer lager than Max buff len");101 return 0;102 }103 uint data = System.BitConverter.ToUInt32(m_OnePack, m_OnePackIndex);104 m_OnePackIndex += 4;105 return data;106 }107 108 public float ReadFloat()109 {110 if (m_OnePackIndex + 4 > m_PackLen)111 {112 MonoBehaviour.print("ReadFloat() longer lager than Max buff len");113 return 0.0f;114 }115 float data = System.BitConverter.ToSingle(m_OnePack, m_OnePackIndex);116 m_OnePackIndex += 4;117 return data;118 }119 120 public double ReadDouble()121 {122 if (m_OnePackIndex + 8 > m_PackLen)123 {124 MonoBehaviour.print("ReadDouble() longer lager than Max buff len");125 return 0.0f;126 }127 double data = System.BitConverter.ToDouble(m_OnePack, m_OnePackIndex);128 m_OnePackIndex += 8;129 return data;130 }131 132 public long ReadLong()133 {134 if (m_OnePackIndex + 8 > m_PackLen)135 {136 MonoBehaviour.print("ReadLong() longer lager than Max buff len");137 return 0;138 }139 long data = System.BitConverter.ToInt64(m_OnePack, m_OnePackIndex);140 m_OnePackIndex += 8;141 return data;142 }143 144 public ulong ReadULong()145 {146 if (m_OnePackIndex + 8 > m_PackLen)147 {148 MonoBehaviour.print("ReadULong() longer lager than Max buff len");149 return 0;150 }151 ulong data = System.BitConverter.ToUInt64(m_OnePack, m_OnePackIndex);152 m_OnePackIndex += 8;153 return data;154 }155 156 public string ReadString(ushort len)157 {158 if (m_OnePackIndex + len > m_PackLen)159 {160 MonoBehaviour.print("ReadString() longer lager than Max buff len");161 return "";162 }163 string data = System.Text.Encoding.UTF8.GetString(m_OnePack, m_OnePackIndex, len);164 m_OnePackIndex += len;165 return data;166 }167 168 public int GetMsgID()169 {170 return m_MsgID;171 }172 }173 }
MsgUnPack.cs
PackBase.cs 没什么实际意义,主要就是打包和解包类都会使用到的一些数据
1 using System.Threading; 2 3 /* 4 *轻量级局域网服务器。 5 * 协议如下 6 * 消息头前2字节保存当前消息长度 7 * 后面跟4字节表示消息ID 8 * 再后面是消息实质内容 9 */10 11 namespace LanSocket12 {13 public class PackBase14 {15 protected int m_MaxOnePackBuff;16 protected byte[] m_OnePack;17 protected int m_OnePackIndex;18 19 public PackBase()20 {21 m_MaxOnePackBuff = LanSocketBase.m_MaxOnePackBuff;22 m_OnePack = new byte[m_MaxOnePackBuff];23 m_OnePackIndex = 0;24 }25 }26 }
PackBase.cs
SocketBase.cs 同上
1 using System.Net.Sockets; 2 using System.Threading; 3 using System.Net; 4 5 public class SocketBase 6 { 7 protected bool m_HasInit = false; 8 protected Socket m_Socket; 9 protected Thread m_LinstenThread;10 protected IPEndPoint m_IP;11 protected Mutex m_Mutex;12 }
SocketBase.cs
新增的广播类(broadcast)
特别说下,udp没有握手,所以socket对象在shutdown的时候会出异常,具体知识我也不知道,我是试出来的,有知道的还望不吝赐教。
ReciveBroadcast.cs 广播接收器。服务器段需要长期保持打开,因为只要有新用户加入,服务器就需要下发数据。而客户端不需要,因为客户端一但连上,就不需要广播系统了。所以服务器长期保留,客户端用完销毁
1 using UnityEngine; 2 using System.Net.Sockets; 3 using System.Net; 4 using System.Threading; 5 using System.Collections.Generic; 6 7 class ReciveBroadcast : SocketBase 8 { 9 public Queue<string> m_ServerIP;10 public void Start(int port)11 {12 if (m_HasInit)13 {14 return;15 }16 try17 {18 m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);19 m_IP = new IPEndPoint(IPAddress.Any, port);20 m_Socket.Bind(m_IP);21 MonoBehaviour.print("广播网络启动监听" + m_Socket.LocalEndPoint.ToString());22 m_LinstenThread = new Thread(ListenClientConnect);23 m_LinstenThread.Start();24 m_ServerIP = new Queue<string>();25 m_Mutex = new Mutex();26 m_HasInit = true;27 }28 catch (System.Exception ex)29 {30 MonoBehaviour.print("Broadcast reciver Start catch:" + ex.Message);31 }32 }33 34 void ListenClientConnect()35 {36 EndPoint ep = (EndPoint)m_IP;37 try38 {39 while (true)40 {41 Thread.Sleep(1);42 byte[] data = new byte[64];43 int recv = m_Socket.ReceiveFrom(data, ref ep);44 string stringData = System.Text.Encoding.UTF8.GetString(data, 0, recv);45 m_Mutex.WaitOne();46 m_ServerIP.Enqueue(stringData);47 m_Mutex.ReleaseMutex();48 MonoBehaviour.print("received: " + stringData + " from: " + ep.ToString());49 }50 }51 catch (System.Exception ex)52 {53 MonoBehaviour.print("Broadcast reciver ListenClientConnect out:" + ex.Message);54 }55 }56 57 public void Destroy()58 {59 if (!m_HasInit)60 {61 return;62 }63 m_Socket.Close();64 m_LinstenThread.Abort();65 }66 67 public string GetIP()68 {69 if (!m_HasInit)70 {71 return "";72 }73 74 try75 {76 m_Mutex.WaitOne();77 if (0 != m_ServerIP.Count)78 {79 m_Mutex.ReleaseMutex();80 return m_ServerIP.Dequeue();81 }82 m_Mutex.ReleaseMutex();83 }84 catch (System.Exception ex)85 {86 MonoBehaviour.print("Broadcast GetIP catch:" + ex.Message);87 return "";88 }89 return "";90 }91 }
ReciveBroadcast.cs
SendBroadcast.cs 广播发射器。同上
1 using UnityEngine; 2 using System.Net.Sockets; 3 using System.Net; 4 5 class SendBroadcast : SocketBase 6 { 7 byte[] m_MyIP; 8 public void Start(int port) 9 {10 if (m_HasInit)11 {12 return;13 }14 try15 {16 m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);17 m_IP = new IPEndPoint(IPAddress.Broadcast, port);//255.255.255.25518 //m_IP = new IPEndPoint(IPAddress.Parse("192.168.255.255"), 9050);19 20 string mLocalIP = "";21 string hostname = Dns.GetHostName();22 IPHostEntry localHost = Dns.GetHostEntry(hostname);23 for (int i = 0; i < localHost.AddressList.Length; ++i)24 {25 if (localHost.AddressList[i].AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork)26 {27 //MonoBehaviour.print(localHost.AddressList[i].ToString());28 mLocalIP = localHost.AddressList[i].ToString();29 break;30 }31 }32 33 if ("".Equals(m_MyIP))34 {35 MonoBehaviour.print("网络检测异常。请检查网络设置或接入网络");36 m_Socket.Close();37 m_Socket = null;38 return;39 }40 m_MyIP = System.Text.Encoding.UTF8.GetBytes(mLocalIP);41 m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.Broadcast, 1);42 m_HasInit = true;43 }44 catch (System.Exception ex)45 {46 MonoBehaviour.print("Broadcast sender Start catch:" + ex.Message);47 }48 }49 50 public void Send()51 {52 if(null != m_Socket)53 {54 MonoBehaviour.print("send a broadcast");55 m_Socket.SendTo(m_MyIP, m_IP);56 }57 }58 59 public void Destroy()60 {61 if (!m_HasInit)62 {63 return;64 }65 m_Socket.Close();66 }67 }
SendBroadcast.cs
说明:网络模块也是根据网络上的代码加以修正和自己的经验修改完成。对于c# socket函数不熟,如果有什么地方可以优化或者用错或者传错参数,请指出赐教。
客户端网络(client)
SocketClient.cs 客户端网络模块。包含连接服务器、接受范围、处理返回数据等。
1 using System.Net.Sockets; 2 using System.Net; 3 using System.Threading; 4 using UnityEngine; 5 using System.Collections.Generic; 6 7 /* 8 *轻量级局域网服务器。 9 * 协议如下 10 * 消息头前2字节保存当前消息长度 11 * 后面跟4字节表示消息ID 12 * 再后面是消息实质内容 13 */ 14 15 namespace LanSocket 16 { 17 class Client : LanSocketBase 18 { 19 Thread m_ReciveThread; 20 Socket m_Connect; 21 byte[] m_AllData; 22 int m_AllDataHead; 23 int m_AllDataEnd; 24 int m_MsgNum; 25 26 public void Start(string strIP, int port) 27 { 28 if (m_HasInit) 29 { 30 return; 31 } 32 //设定服务器IP地址 33 IPAddress ip = IPAddress.Parse(strIP); 34 Socket temp = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); 35 try 36 { 37 temp.Connect(new IPEndPoint(ip, port)); //配置服务器IP与端口 38 MonoBehaviour.print("连接服务器成功"); 39 40 BaseInit(); 41 m_Connect = temp; 42 m_ReciveThread = new Thread(ReceiveMessage); 43 m_ReciveThread.Start(); 44 m_AllData = new byte[LanSocketBase.m_MaxAllBuff + 1]; 45 m_AllDataHead = 0; 46 m_AllDataEnd = 0; 47 m_MsgNum = 0; 48 } 49 catch (System.Exception ex) 50 { 51 MonoBehaviour.print("连接服务器失败: " + ex.Message); 52 return; 53 } 54 } 55 56 private void PutDataToBuff(byte[] mClientSendBuff, int mReceiveNumber) 57 { 58 if (m_AllDataEnd + mReceiveNumber >= LanSocketBase.m_MaxAllBuff) 59 { 60 byte[] mCurAllData = new byte[m_AllDataEnd - m_AllDataHead]; 61 System.Buffer.BlockCopy(m_AllData, m_AllDataHead, mCurAllData, 0, m_AllDataEnd - m_AllDataHead); 62 System.Buffer.BlockCopy(mCurAllData, 0, m_AllData, 0, m_AllDataEnd - m_AllDataHead); 63 m_AllDataEnd -= m_AllDataHead; 64 m_AllDataHead = 0; 65 } 66 int mOnePackStartPos = 0; 67 while (mReceiveNumber > 0) 68 { 69 if (0 == m_OnePackIndex) 70 { 71 ushort datalen = System.BitConverter.ToUInt16(mClientSendBuff, mOnePackStartPos); 72 if (datalen <= mReceiveNumber) 73 { 74 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_AllData, m_AllDataEnd, datalen); 75 m_AllDataEnd += datalen; 76 77 mOnePackStartPos += datalen; 78 79 mReceiveNumber -= datalen; 80 ++m_MsgNum; 81 } 82 else 83 { 84 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mReceiveNumber); 85 m_OnePackIndex += mReceiveNumber; 86 mOnePackStartPos += mReceiveNumber; 87 88 mReceiveNumber -= mReceiveNumber; 89 } 90 } 91 else 92 { 93 ushort datalen = System.BitConverter.ToUInt16(m_OnePack, 0); 94 if (m_OnePackIndex + mReceiveNumber >= datalen) 95 { 96 int mNeedNum = datalen - m_OnePackIndex; 97 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mNeedNum); 98 mOnePackStartPos += mNeedNum; 99 100 System.Buffer.BlockCopy(m_OnePack, 0, m_AllData, m_AllDataEnd, datalen);101 m_OnePackIndex = 0;102 103 mReceiveNumber -= mNeedNum;104 }105 else106 {107 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mReceiveNumber);108 m_OnePackIndex += mReceiveNumber;109 mOnePackStartPos += mReceiveNumber;110 111 mReceiveNumber -= mReceiveNumber;112 }113 }114 }115 }116 117 public void Destroy()118 {119 if (!m_HasInit)120 {121 return;122 }123 BaseRelease();124 ShutDownConnect();125 m_MsgNum = 0;126 }127 128 public void GetMsg(ref MsgUnPack msg)129 {130 if (!m_HasInit)131 {132 return;133 }134 try135 {136 Lock();137 if (0 != m_MsgNum)138 {139 ushort datalen = System.BitConverter.ToUInt16(m_AllData, m_AllDataHead);140 msg = new MsgUnPack(m_AllData, (ushort)m_AllDataHead, (ushort)datalen);141 m_AllDataHead += datalen;142 --m_MsgNum;143 }144 }145 finally146 {147 UnLock();148 }149 }150 151 /// <summary> 152 /// 接收消息 153 /// </summary> 154 public void ReceiveMessage()155 {156 while (true)157 {158 Thread.Sleep(1);159 try160 {161 //通过clientSocket接收数据 162 byte[] mClientSendBuff = new byte[m_MaxOnePackBuff + 1];163 int mReceiveNumber = m_Connect.Receive(mClientSendBuff);164 if (0 == mReceiveNumber)165 {166 MonoBehaviour.print("disconnect");167 ShutDownConnect();168 }169 else if (mReceiveNumber > 0)170 {171 try172 {173 Lock();174 PutDataToBuff(mClientSendBuff, mReceiveNumber);175 }176 catch (System.Exception ex)177 {178 MonoBehaviour.print("PutDataToBuff catch: " + ex.Message);179 }180 finally181 {182 UnLock();183 }184 }185 else186 {187 MonoBehaviour.print("one connect recive a error num: " + mReceiveNumber.ToString());188 }189 }190 catch (System.Exception ex)191 {192 MonoBehaviour.print("ReceiveMessage catch: " + ex.Message);193 ShutDownConnect();194 }195 }196 }197 198 public void Send(ref MsgPack msg)199 {200 try201 {202 Lock();203 m_Connect.Send(msg.GetByte(), msg.GetByteLen(), SocketFlags.None);204 }205 finally206 {207 UnLock();208 }209 }210 211 public void ShutDownConnect()212 {213 m_ReciveThread.Abort();214 if (m_Connect.Connected)215 {216 m_Connect.Shutdown(SocketShutdown.Both);217 }218 m_Connect.Close();219 }220 }221 }
SocketClient.cs
服务器网络(server)
SocketServer.cs 服务器网络模块。同上,额外有玩家池。
1 using System.Net.Sockets; 2 using System.Net; 3 using System.Threading; 4 using UnityEngine; 5 using System.Collections.Generic; 6 /* 7 *轻量级局域网服务器。 8 * 协议如下 9 * 消息头前2字节保存当前消息长度 10 * 后面跟4字节表示消息ID 11 * 再后面是消息实质内容 12 */ 13 14 namespace LanSocket 15 { 16 class ClientConnect 17 { 18 public byte[] m_AllData; 19 public int m_AllDataHead; 20 public int m_AllDataEnd; 21 public int m_MsgCount; 22 public byte[] m_OnePack; 23 public int m_OnePackIndex; 24 public Socket m_Connect; 25 public long m_UserID; 26 27 public ClientConnect() 28 { 29 m_AllData = new byte[LanSocketBase.m_MaxAllBuff]; 30 m_AllDataHead = 0; 31 m_AllDataEnd = 0; 32 m_MsgCount = 0; 33 m_OnePack = new byte[LanSocketBase.m_MaxOnePackBuff]; 34 m_OnePackIndex = 0; 35 m_Connect = null; 36 m_UserID = 0; 37 } 38 39 public void Reset() 40 { 41 m_AllDataHead = 0; 42 m_AllDataEnd = 0; 43 m_MsgCount = 0; 44 m_OnePackIndex = 0; 45 m_Connect = null; 46 m_UserID = 0; 47 } 48 } 49 class Server : LanSocketBase 50 { 51 Queue<int> m_MsgOrder; 52 53 Socket m_ServerSocket; 54 Thread m_LinstenThread; 55 Thread m_ReciveThread; 56 System.Collections.ArrayList m_ServerSocketList; 57 System.Collections.ArrayList m_listenSocketList; 58 System.Collections.ArrayList m_DeleteSocketList; 59 int m_MaxClientConnect = 10; 60 ClientConnect[] m_ConnectPool; 61 Queue<int> m_EmptyConnect; 62 public void Start(int port) 63 { 64 if (m_HasInit) 65 { 66 return; 67 } 68 string mLocalIP = ""; 69 70 string mHostName = Dns.GetHostName(); 71 IPHostEntry localHost = Dns.GetHostEntry(mHostName); 72 for (int i = 0; i < localHost.AddressList.Length; ++i) 73 { 74 if (localHost.AddressList[i].AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork) 75 { 76 //MonoBehaviour.print(localHost.AddressList[i].ToString()); 77 mLocalIP = localHost.AddressList[i].ToString(); 78 break; 79 } 80 } 81 82 if ("".Equals(mLocalIP)) 83 { 84 MonoBehaviour.print("网络检测异常。请检查网络设置或接入网络"); 85 return; 86 } 87 BaseInit(); 88 m_MsgOrder = new Queue<int>(); 89 90 //服务器IP地址 91 IPAddress ip = IPAddress.Parse(mLocalIP); 92 m_ServerSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); 93 m_ServerSocket.Bind(new IPEndPoint(ip, port)); //绑定IP地址:端口 94 m_ServerSocket.Listen(10); //设定最多10个排队连接请求 95 MonoBehaviour.print("游戏网络启动监听" + m_ServerSocket.LocalEndPoint.ToString()); 96 97 m_ServerSocketList = new System.Collections.ArrayList(); 98 m_listenSocketList = new System.Collections.ArrayList(); 99 m_DeleteSocketList = new System.Collections.ArrayList();100 101 m_ConnectPool = new ClientConnect[m_MaxClientConnect];102 m_EmptyConnect = new Queue<int>();103 for (int i = 0; i < m_MaxClientConnect; ++i)104 {105 m_ConnectPool[i] = new ClientConnect();106 m_EmptyConnect.Enqueue(i);107 }108 //通过Clientsoket发送数据 109 m_ReciveThread = new Thread(ReceiveMessage);110 m_ReciveThread.Start();111 m_LinstenThread = new Thread(ListenClientConnect);112 m_LinstenThread.Start();113 }114 115 /// <summary> 116 /// 监听客户端连接 117 /// </summary> 118 public void ListenClientConnect()119 {120 while (true)121 {122 Thread.Sleep(500);123 m_ServerSocketList.Add(m_ServerSocket);124 Socket.Select(m_ServerSocketList, null, null, 1000);125 for (int i = 0; i < m_ServerSocketList.Count; ++i)126 {127 Socket clientSocket = ((Socket)m_ServerSocketList[i]).Accept();128 if (null != clientSocket)129 {130 try131 {132 Lock();133 if (0 == m_EmptyConnect.Count)134 {135 MonoBehaviour.print("链接已经达到最大上线,丢弃当前连接");136 clientSocket.Shutdown(SocketShutdown.Both);137 clientSocket.Close();138 }139 else140 {141 //m_listenSocketList.Add(clientSocket);142 int mSlot = m_EmptyConnect.Dequeue();143 m_ConnectPool[mSlot].m_Connect = clientSocket;144 m_ConnectPool[mSlot].m_UserID = System.DateTime.Now.ToFileTime();145 MonoBehaviour.print("成功连接一个客户端,编号:" + mSlot.ToString());146 }147 }148 finally149 {150 UnLock();151 }152 }153 }154 m_ServerSocketList.Clear();155 }156 }157 158 private bool PutDataToBuff(byte[] mClientSendBuff, int mReceiveNumber, Socket client)159 {160 ClientConnect curPlayer = null;161 int mSlot = -1;162 for (int i = 0; i < m_MaxClientConnect; ++i)163 {164 if (client == m_ConnectPool[i].m_Connect)165 {166 curPlayer = m_ConnectPool[i];167 mSlot = i;168 break;169 }170 }171 if (null == curPlayer)172 {173 return false;174 }175 if (curPlayer.m_AllDataEnd + mReceiveNumber >= LanSocketBase.m_MaxAllBuff)176 {177 byte[] mCurAllData = new byte[curPlayer.m_AllDataEnd - curPlayer.m_AllDataHead];178 System.Buffer.BlockCopy(curPlayer.m_AllData, curPlayer.m_AllDataHead, mCurAllData, 0, curPlayer.m_AllDataEnd - curPlayer.m_AllDataHead);179 System.Buffer.BlockCopy(mCurAllData, 0, curPlayer.m_AllData, 0, curPlayer.m_AllDataEnd - curPlayer.m_AllDataHead);180 curPlayer.m_AllDataEnd -= curPlayer.m_AllDataHead;181 curPlayer.m_AllDataHead = 0;182 }183 int mOnePackStartPos = 0;184 while (mReceiveNumber > 0)185 {186 if (0 == m_OnePackIndex)187 {188 ushort datalen = System.BitConverter.ToUInt16(mClientSendBuff, mOnePackStartPos);189 if (datalen > LanSocketBase.m_MaxOnePackBuff || datalen < LanSocketBase.m_HeadSize)190 {191 return false;192 }193 if (datalen <= mReceiveNumber)194 {195 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, curPlayer.m_AllData, curPlayer.m_AllDataEnd, datalen);196 curPlayer.m_AllDataEnd += datalen;197 mOnePackStartPos += datalen;198 199 mReceiveNumber -= datalen;200 201 m_MsgOrder.Enqueue(mSlot);202 }203 else204 {205 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mReceiveNumber);206 m_OnePackIndex += mReceiveNumber;207 mOnePackStartPos += mReceiveNumber;208 209 mReceiveNumber -= mReceiveNumber;210 }211 }212 else213 {214 ushort datalen = System.BitConverter.ToUInt16(m_OnePack, 0);215 if (datalen > LanSocketBase.m_MaxOnePackBuff || datalen < LanSocketBase.m_HeadSize)216 {217 return false;218 }219 if (m_OnePackIndex + mReceiveNumber >= datalen)220 {221 int mNeedNum = datalen - m_OnePackIndex;222 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mNeedNum);223 mOnePackStartPos += mNeedNum;224 225 System.Buffer.BlockCopy(m_OnePack, 0, curPlayer.m_AllData, curPlayer.m_AllDataEnd, datalen);226 m_OnePackIndex = 0;227 228 mReceiveNumber -= mNeedNum;229 230 m_MsgOrder.Enqueue(mSlot);231 }232 else233 {234 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mReceiveNumber);235 m_OnePackIndex += mReceiveNumber;236 mOnePackStartPos += mReceiveNumber;237 238 mReceiveNumber -= mReceiveNumber;239 }240 }241 }242 243 return true;244 }245 246 /// <summary> 247 /// 接收消息 248 /// </summary> 249 public void ReceiveMessage()250 {251 try252 {253 while (true)254 {255 Thread.Sleep(1);256 for (int i = 0; i < m_MaxClientConnect; ++i)257 {258 if (null != m_ConnectPool[i].m_Connect)259 {260 m_listenSocketList.Add(m_ConnectPool[i].m_Connect);261 }262 }263 if (0 == m_listenSocketList.Count)264 {265 continue;266 }267 Socket.Select(m_listenSocketList, null, null, 1000);268 for (int i = 0; i < m_listenSocketList.Count; ++i)269 {270 Socket mClient = (Socket)m_listenSocketList[i];271 //try272 //{273 //通过clientSocket接收数据 274 byte[] mClientSendBuff = new byte[m_MaxOnePackBuff];275 int mReceiveNumber = mClient.Receive(mClientSendBuff);276 if (0 == mReceiveNumber)277 {278 m_DeleteSocketList.Add(mClient);279 }280 else if (mReceiveNumber > 0)281 {282 try283 {284 Lock();285 bool rt = PutDataToBuff(mClientSendBuff, mReceiveNumber, mClient);286 if (!rt)287 {288 m_DeleteSocketList.Add(mClient);289 }290 }291 catch (System.Exception ex)292 {293 MonoBehaviour.print("PutDataToBuff catch: " + ex.Message);294 }295 finally296 {297 UnLock();298 }299 }300 else301 {302 MonoBehaviour.print("one connect recive a error num: " + mReceiveNumber.ToString());303 }304 //}305 //catch (System.Exception ex)306 //{307 // MonoBehaviour.print("ReceiveMessage catch: " + ex.Message);308 // m_DeleteSocketList.Add(mClient);309 //}310 }311 m_listenSocketList.Clear();312 if (0 != m_DeleteSocketList.Count)313 {314 ShutDownConnect();315 }316 }317 318 }319 catch (System.Exception ex)320 {321 MonoBehaviour.print("ReceiveMessage out:" + ex.Message);322 }323 324 }325 326 /// <summary> 327 /// 程序退出销毁 328 /// </summary> 329 public void Destroy()330 {331 if (!m_HasInit)332 {333 return;334 }335 m_LinstenThread.Abort();336 m_ReciveThread.Abort();337 m_listenSocketList.Clear();338 339 for (int i = 0; i < m_ServerSocketList.Count; ++i)340 {341 Socket mServer = (Socket)m_ServerSocketList[i];342 if (mServer.Connected)343 {344 mServer.Shutdown(SocketShutdown.Both);345 }346 mServer.Close();347 }348 m_ServerSocketList.Clear();349 350 for (int i = 0; i < m_MaxClientConnect; ++i)351 {352 if (null != m_ConnectPool[i].m_Connect)353 {354 if (m_ConnectPool[i].m_Connect.Connected)355 {356 m_ConnectPool[i].m_Connect.Shutdown(SocketShutdown.Both);357 }358 m_ConnectPool[i].m_Connect.Close();359 m_ConnectPool[i].m_Connect = null;360 }361 }362 m_EmptyConnect.Clear();363 BaseRelease();364 }365 366 /// <summary> 367 /// 销毁一个连接 368 /// </summary> 369 void ShutDownConnect()370 {371 try372 {373 Lock();374 for (int j = 0; j < m_DeleteSocketList.Count; ++j)375 {376 Socket connect = (Socket)m_DeleteSocketList[j];377 for (int i = 0; i < m_MaxClientConnect; ++i)378 {379 if (connect == m_ConnectPool[i].m_Connect)380 {381 connect.Shutdown(SocketShutdown.Both);382 connect.Close();383 m_ConnectPool[i].Reset();384 m_EmptyConnect.Enqueue(i);385 MonoBehaviour.print("关闭一个连接,编号:" + i.ToString());386 break;387 }388 }389 }390 }391 catch (System.Exception ex)392 {393 MonoBehaviour.print("ShutDownConnect catch: " + ex.Message);394 }395 finally396 {397 m_DeleteSocketList.Clear();398 UnLock();399 }400 }401 402 /// <summary> 403 /// 获取一个数据 404 /// </summary> 405 public void GetMsg(ref ClientMsgUnPack msg)406 {407 if(!m_HasInit)408 {409 return;410 }411 try412 {413 Lock();414 if (0 != m_MsgOrder.Count)415 {416 int mSlot = m_MsgOrder.Dequeue();417 ClientConnect curPlayer = m_ConnectPool[mSlot];418 ushort mOnePackLen = System.BitConverter.ToUInt16(curPlayer.m_AllData, curPlayer.m_AllDataHead);419 msg = new ClientMsgUnPack(curPlayer.m_AllData, (ushort)curPlayer.m_AllDataHead, (ushort)mOnePackLen, mSlot);420 msg.SetUserID(curPlayer.m_UserID);421 curPlayer.m_AllDataHead += mOnePackLen;422 }423 }424 finally425 {426 UnLock();427 }428 }429 430 public void SendTo(ref MsgPack msg, long userID)431 {432 try433 {434 Lock();435 for(int i = 0 ; i < m_MaxClientConnect ; ++i)436 {437 ClientConnect curPlayer = m_ConnectPool[i];438 if (null != curPlayer.m_Connect && curPlayer.m_UserID == userID)439 {440 curPlayer.m_Connect.Send(msg.GetByte(), msg.GetByteLen(), SocketFlags.None);441 break;442 }443 }444 }445 finally446 {447 UnLock();448 }449 }450 451 public void SendToAll(ref MsgPack msg)452 {453 try454 {455 Lock();456 for (int i = 0; i < m_MaxClientConnect; ++i)457 {458 ClientConnect curPlayer = m_ConnectPool[i];459 if (null != curPlayer.m_Connect)460 {461 curPlayer.m_Connect.Send(msg.GetByte(), msg.GetByteLen(), SocketFlags.None);462 break;463 }464 }465 }466 finally467 {468 UnLock();469 }470 }471 }472 }
SocketServer.cs
外部配套模块
ClientMain.cs u3d下的一个启动客户端网络模块的控件
1 using UnityEngine; 2 using System.Collections; 3 4 public class ClientMain : MonoBehaviour { 5 6 // Use this for initialization 7 ClientEventDispath m_Msg; 8 SendBroadcast m_Sender; 9 ReciveBroadcast m_Reciver; 10 LanSocket.Client m_GameNet; 11 string m_GameServerIP; 12 bool m_bReady; 13 float m_BroadTime; 14 15 void Start () 16 { 17 m_Sender = new SendBroadcast(); 18 m_Sender.Start(6666); 19 m_Reciver = new ReciveBroadcast(); 20 m_Reciver.Start(6688); 21 22 m_GameNet = new LanSocket.Client(); 23 24 m_GameServerIP = ""; 25 26 m_bReady = false; 27 m_BroadTime = 0.0f; 28 29 EventDispathBase.g_MaxEventNum = (int)NetMsgID.NET_MSG_END; 30 m_Msg = new ClientEventDispath(); 31 m_Msg.RegistEvent((int)NetMsgID.S2C_SEND_ANIMAL_DATA, Action_S2C_SEND_ANIMAL_DATA); 32 } 33 34 // Update is called once per frame 35 void Update () 36 { 37 if (m_bReady) 38 { 39 LanSocket.MsgUnPack msg = null; 40 m_GameNet.GetMsg(ref msg); 41 if (null != msg) 42 { 43 print("here have one msg on client"); 44 } 45 46 if (Input.GetKeyUp(KeyCode.Space)) 47 { 48 LanSocket.MsgPack sendMsg = new LanSocket.MsgPack(); 49 sendMsg.SetHead((int)NetMsgID.C2S_SELECT_ANIMAL); 50 sendMsg.Pack16bit(1); 51 sendMsg.PackEnd(); 52 m_GameNet.Send(ref sendMsg); 53 print("send 1"); 54 } 55 } 56 else 57 { 58 m_GameServerIP = m_Reciver.GetIP(); 59 if ("".Equals(m_GameServerIP)) 60 { 61 m_BroadTime -= Time.deltaTime; 62 if(m_BroadTime - Time.deltaTime < 0.0f) 63 { 64 m_BroadTime = 5.0f; 65 m_Sender.Send(); 66 } 67 } 68 else 69 { 70 print("get broadcast ip:" + m_GameServerIP); 71 GameStart(); 72 } 73 } 74 } 75 void OnDestroy() 76 { 77 m_GameNet.Destroy(); 78 if(null != m_Reciver) 79 { 80 m_Reciver.Destroy(); 81 } 82 if (null != m_Sender) 83 { 84 m_Sender.Destroy(); 85 } 86 } 87 88 void GameStart() 89 { 90 m_bReady = true; 91 m_GameNet.Start(m_GameServerIP, 8888); 92 try 93 { 94 m_Reciver.Destroy(); 95 m_Sender.Destroy(); 96 } 97 catch (System.Exception ex) 98 { 99 MonoBehaviour.print("GameStart catch:" + ex.Message);100 }101 m_Reciver = null;102 m_Reciver = null;103 }104 105 void Action_S2C_SEND_ANIMAL_DATA(LanSocket.MsgUnPack msg)106 {107 }108 }
ClientMain.cs
Common.cs 定义的网络通信的消息ID
1 using UnityEngine; 2 using System.Collections; 3 4 enum NetMsgID 5 { 6 NET_MSG_START = 100, 7 S2C_SEND_ANIMAL_DATA, 8 C2S_SELECT_ANIMAL, 9 10 NET_MSG_END,11 }
Common.cs
ServerMain.cs u3d下的一个启动服务器网络模块的控件
1 using UnityEngine; 2 using System.Collections; 3 4 public class ServerMain : MonoBehaviour 5 { 6 bool m_Destroy; 7 ServerEventDispath m_ClientMsg; 8 ReciveBroadcast m_Reciver; 9 SendBroadcast m_Sender;10 LanSocket.Server m_GameNet;11 void Start () 12 {13 m_Destroy = false;14 //广播15 m_Reciver = new ReciveBroadcast();16 m_Reciver.Start(6666);17 m_Sender = new SendBroadcast();18 m_Sender.Start(6688);19 20 //游戏网络21 m_GameNet = new LanSocket.Server();22 m_GameNet.Start(8888);23 24 m_ClientMsg = new ServerEventDispath();25 m_ClientMsg.RegistEvent(123, Action_123);26 }27 28 // Update is called once per frame29 void Update () 30 {31 if(!m_Destroy)32 {33 LanSocket.ClientMsgUnPack clientMsg = null;34 m_GameNet.GetMsg(ref clientMsg);35 if (null != clientMsg)36 {37 print("Msg:" + clientMsg.GetMsgID() + " from: " + clientMsg.GetUserID());38 39 EventNode mNode = new EventNode();40 mNode.m_EventID = clientMsg.GetMsgID(); ;41 mNode.msg = clientMsg;42 m_ClientMsg.AddEvent(mNode);43 }44 45 if(!"".Equals(m_Reciver.GetIP()))46 {47 m_Sender.Send();48 }49 50 m_ClientMsg.Proccess();51 }52 }53 54 void OnDestroy()55 {56 m_Destroy = true;57 m_GameNet.Destroy();58 m_Reciver.Destroy();59 m_Sender.Destroy();60 }61 62 void Action_123(LanSocket.ClientMsgUnPack msg)63 {64 long userID = msg.GetUserID();65 ushort accountLen = msg.ReadUShort();66 string account = msg.ReadString(accountLen);67 ushort passLen = msg.ReadUShort();68 string pass = msg.ReadString(passLen);69 70 print("Action_123 account: " + account + " pass word: " + pass+" from user: " + userID);71 72 LanSocket.MsgPack sendMsg = new LanSocket.MsgPack();73 sendMsg.SetHead(123);74 string strAccount = "test account";75 sendMsg.Pack16bit((ushort)strAccount.Length);76 sendMsg.PackString(strAccount, (ushort)strAccount.Length);77 string strPass = "test pass word";78 sendMsg.Pack16bit((ushort)strPass.Length);79 sendMsg.PackString(strPass, (ushort)strPass.Length);80 sendMsg.PackEnd();81 m_GameNet.SendTo(ref sendMsg, msg.GetUserID());82 }83 }
ServerMain.cs
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原标题:u3d局域网游戏网络(c# socket select 模型)
关键词:C#