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Unity【Multiplayer 多人在线】- Socket 通用服务端框架(二)、客户端信息类和通用缓冲区结构

客户端框架 信息 结构 在线 通用 socket Unity
2023-06-13 09:11:38 时间

介绍

在阅读了罗培羽著作的Unity3D网络游戏实战一书后,博主综合自己的开发经验与考虑进行部分修改和调整,将通用的客户端网络模块和通用的服务端框架进行提取,形成专栏,介绍Socket网络编程,希望对其他人有所帮助。目录如下,链接为对应的CSDN博客地址:

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:

客户端信息类Client:

每一个客户端都会包含一个与服务器连接的Socket套接字和字节数据读写缓冲区,定义相关内容如下:

using System.Net.Sockets;

namespace SK.Framework.Sockets
{
    /// <summary>
    /// 客户端信息类
    /// </summary>
    public class Client
    {
        /// <summary>
        /// 套接字
        /// </summary>
        public Socket socket;
        /// <summary>
        /// 缓冲区
        /// </summary>
        public ByteArray readBuff;

        /// <summary>
        /// 构造函数
        /// </summary>
        /// <param name="socket">套接字</param>
        public Client(Socket socket)
        {
            this.socket = socket;
            readBuff = new ByteArray();
        }
    }
}
通用缓冲区结构ByteArray:

作为通用的缓冲区结构,ByteArray支持自动拓展,例如写入的数据长度大于缓冲区剩余长度时,缓冲区的容量会自动扩充。核心变量:readIdx读取位置、writeIdx写入位置、length缓冲区中数据长度、remain缓冲区中剩余空间。代码如下:

namespace SK.Framework.Sockets
{
    public class ByteArray
    {
        //默认大小
        private const int DEFAULT_SIZE = 1024;
        //初始大小
        private readonly int initSize = 0;
        //缓冲区
        public byte[] bytes;
        //读取位置
        public int readIdx = 0;
        //写入位置
        public int writeIdx = 0;
        //容量
        private int capacity = 0;
        //剩余空间
        public int remain { get { return capacity - writeIdx; } }
        //数据长度
        public int length { get { return writeIdx - readIdx; } }

        //构造函数
        public ByteArray(int size = DEFAULT_SIZE)
        {
            bytes = new byte[size];
            capacity = size;
            initSize = size;
            writeIdx = 0;
            readIdx = 0;
        }
        //构造函数
        public ByteArray(byte[] defaultBytes)
        {
            bytes = defaultBytes;
            capacity = defaultBytes.Length;
            initSize = defaultBytes.Length;
            readIdx = 0;
            writeIdx = defaultBytes.Length;
        }
        //重设尺寸
        public void ReSize(int size)
        {
            if (size < length) return;
            if (size < initSize) return;
            int n = 1;
            while (n < size)
            {
                n *= 2;
            }
            capacity = n;
            byte[] newBytes = new byte[capacity];
            Array.Copy(bytes, readIdx, newBytes, 0, writeIdx - readIdx);
            bytes = newBytes;
            writeIdx = length;
            readIdx = 0;
        }
        //检查并移动数据
        public void CheckAndMoveBytes()
        {
            if (length < 8)
            {
                MoveBytes();
            }
        }
        //移动数据
        public void MoveBytes()
        {
            if (length > 0)
            {
                Array.Copy(bytes, readIdx, bytes, 0, length);
            }
            writeIdx = length;
            readIdx = 0;
        }
        //写入数据
        public int Write(byte[] bs, int offset, int count)
        {
            if (remain < count)
            {
                ReSize(length + count);
            }
            Array.Copy(bs, offset, bytes, writeIdx, count);
            writeIdx += count;
            return count;
        }
        //读取数据
        public int Read(byte[] bs, int offset, int count)
        {
            count = Math.Min(count, length);
            Array.Copy(bytes, readIdx, bs, offset, count);
            readIdx += count;
            CheckAndMoveBytes();
            return count;
        }
        //读取Int16
        public Int16 ReadInt16()
        {
            if (length < 2) return 0;
            Int16 ret = (Int16)((bytes[readIdx + 1]) << 8 | bytes[readIdx]);
            readIdx += 2;
            CheckAndMoveBytes();
            return ret;
        }
        //读取Int32
        public Int32 ReadInt32()
        {
            if (length < 4) return 0;
            Int32 ret = (Int32)((bytes[readIdx + 3] << 24) |
                                (bytes[readIdx + 2] << 16) |
                                (bytes[readIdx + 1] << 8) |
                                bytes[readIdx + 0]);
            readIdx += 4;
            CheckAndMoveBytes();
            return ret;
        }
    }
}

参考资料:《Unity3D网络游戏实战》(第2版)罗培羽 著