Unity【Multiplayer 多人在线】- Socket 通用客户端网络模块(一)、Connect 连接服务端

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:

一、通用服务端框架

        (一)、定义套接字和多路复用​​​​​​

        (二)、客户端信息类和通用缓冲区结构

        (三)、Protobuf 通信协议

        (四)、数据处理和关闭连接

        (五)、Messenger 事件发布、订阅系统

        (六)、单点发送和广播数据

        (七)、时间戳和心跳机制

 二、通用客户端网络模块

        (一)、Connect 连接服务端

        (二)、Receive 接收并处理数据

        (三)、Send 发送数据

        (四)、Close 关闭连接

本篇内容:

客户端网络模块中同样使用服务端框架中的通用缓冲区结构ByteArray,和消息的发布、订阅系统Messenger,以及通信协议工具类ProtoUtility,代码分别如下:

using System;

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;
        }
    }
}
using System.Collections.Generic;

namespace SK.Framework.Sockets
{
    /// <summary>
    /// 消息发布、订阅系统
    /// </summary>
    public class Messenger
    {
        public delegate void MessageEvent(params object[] args);

        private static readonly Dictionary<string, MessageEvent> msgDic = new Dictionary<string, MessageEvent>();

        /// <summary>
        /// 发布消息
        /// </summary>
        /// <param name="msgKey">消息Key值</param>
        /// <param name="arg">参数</param>
        public static void Publish(string msgKey, params object[] args)
        {
            if (msgDic.ContainsKey(msgKey))
            {
                msgDic[msgKey].Invoke(args);
            }
        }
        /// <summary>
        /// 订阅消息
        /// </summary>
        /// <param name="msgKey">消息Key值</param>
        /// <param name="messageEvent">订阅事件</param>
        public static void Subscribe(string msgKey, MessageEvent messageEvent)
        {
            if (msgDic.ContainsKey(msgKey))
            {
                msgDic[msgKey] += messageEvent;
            }
            else
            {
                msgDic[msgKey] = messageEvent;
            }
        }
        /// <summary>
        /// 取消订阅
        /// </summary>
        /// <param name="msgKey">消息Key值</param>
        /// <param name="messageEvent">订阅事件</param>
        public static void Unsubscribe(string msgKey, MessageEvent messageEvent)
        {
            if (msgDic.ContainsKey(msgKey))
            {
                msgDic[msgKey] -= messageEvent;
                if (msgDic[msgKey] == null)
                {
                    msgDic.Remove(msgKey);
                }
            }
        }
    }
}
using System;
using ProtoBuf;
using System.IO;
using System.Text;

namespace SK.Framework.Sockets
{
    /// <summary>
    /// 协议工具
    /// </summary>
    public static class ProtoUtility
    {
        /// <summary>
        /// 协议编码
        /// </summary>
        /// <param name="proto">协议</param>
        /// <returns>返回编码后的字节数据</returns>
        public static byte[] Encode(IExtensible proto)
        {
            using (MemoryStream ms = new MemoryStream())
            {
                Serializer.Serialize(ms, proto);
                return ms.ToArray();
            }
        }
        /// <summary>
        /// 协议解码
        /// </summary>
        /// <param name="protoName">协议名</param>
        /// <param name="bytes">要解码的byte数组</param>
        /// <param name="offset">协议体所在起始位置</param>
        /// <param name="count">协议体长度</param>
        /// <returns>返回解码后的协议</returns>
        public static IExtensible Decode(string protoName, byte[] bytes, int offset, int count)
        {
            using (MemoryStream ms = new MemoryStream(bytes, offset, count))
            {
                Type type = Type.GetType(protoName);
                return (IExtensible)Serializer.NonGeneric.Deserialize(type, ms);
            }
        }
        /// <summary>
        /// 协议名编码
        /// </summary>
        /// <param name="proto">协议</param>
        /// <returns>返回编码后的字节数据</returns>
        public static byte[] EncodeName(IExtensible proto)
        {
            //名字bytes和长度
            byte[] nameBytes = Encoding.UTF8.GetBytes(proto.GetType().FullName);
            Int16 length = (Int16)nameBytes.Length;
            //申请bytes数值
            byte[] bytes = new byte[length + 2];
            //组装2字节的长度信息
            bytes[0] = (byte)(length % 256);
            bytes[1] = (byte)(length / 256);
            //组装名字bytes
            Array.Copy(nameBytes, 0, bytes, 2, length);
            return bytes;
        }
        /// <summary>
        /// 协议名解码
        /// </summary>
        /// <param name="bytes">要解码的byte数组</param>
        /// <param name="offset">起始位置</param>
        /// <param name="length">长度</param>
        /// <returns>返回解码后的协议名</returns>
        public static string DecodeName(byte[] bytes, int offset, out int length)
        {
            length = 0;
            //必须大于2字节
            if (offset + 2 > bytes.Length) return string.Empty;
            //获取长度
            Int16 l = (Int16)((bytes[offset + 1] << 8) | bytes[offset]);
            if (l <= 0) return string.Empty;
            //长度必须足够
            if (offset + 2 + l > bytes.Length) return string.Empty;
            //解析
            length = 2 + l;
            string name = Encoding.UTF8.GetString(bytes, offset + 2, l);
            return name;
        }
    }
}

Connect 连接服务端:

创建网络管理类NetworkManager,定义Socket套接字、读缓冲区、以及正在连接和关闭的标志位等字段,封装Connect连接函数,接收两个参数,参数一ip代表服务端的IP地址,参数二port代表端口:

using System;
using UnityEngine;
using System.Net.Sockets;
using System.Collections.Generic;

namespace SK.Framework.Sockets
{
    public class NetworkManager : MonoBehaviour
    {
        //定义套接字
        private static Socket socket;
        //接收缓冲区
        private static ByteArray readBuff;
        //是否正在连接
        private static bool isConnecting = false;
        //是否正在关闭
        private static bool isClosing = false;

        /// <summary>
        /// 连接服务端
        /// </summary>
        /// <param name="ip">服务器IP地址</param>
        /// <param name="port">端口</param>
        public static void Connect(string ip, int port)
        {
            //状态判断
            if ((socket != null && socket.Connected) || isConnecting) return;
            //初始化
            Init();
            //参数设置
            socket.NoDelay = true;
            //连接
            isConnecting = true;
            socket.BeginConnect(ip, port, ConnectCallback, socket);
        } 
        //初始化状态
        private static void Init()
        {
            //Socket
            socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            //接收缓冲区
            readBuff = new ByteArray();
            //是否正在连接
            isConnecting = false;
            //是否正在关闭
            isClosing = false;
        }
        //Connect回调
        private static void ConnectCallback(IAsyncResult ar)
        {
            try
            {
                Socket socket = (Socket)ar.AsyncState;
                socket.EndConnect(ar);
                isConnecting = false;
                Debug.Log($"成功连接服务端.");
                //发布消息
                Messenger.Publish("连接服务端", true);
                //TODO:开始接收数据               
            }
            catch (SocketException error)
            {
                Debug.Log($"连接服务端失败:{error}");
                isConnecting = false;
                //发布消息
                Messenger.Publish("连接服务端", false);
            }
        }
    }
}

NoDelay参数含义:

将其设为true时,表示不使用Nagle算法,什么是Nagle算法?

        Nagle 算法旨在通过使套接字缓冲小数据包,然后在特定情况下将它们合并并发送到一个数据包,从而减少网络流量。 TCP 数据包包含40字节的标头以及要发送的数据。 当使用 TCP 发送小型数据包时,TCP 标头产生的开销可能会成为网络流量的重要部分。 在负载较重的网络上,由于这种开销导致的拥塞会导致丢失数据报和重新传输,以及拥塞导致的传播时间过大。 如果在连接上以前传输的数据保持未确认的情况,则 Nagle 算法将禁止发送新的 TCP 段。

        启用Nagle算法可以提升网络传输效率,但它要收集到一定长度的数据后才会把它们一起发送出去。这样就会降低网络的实时性,本套框架里我们关闭Nagle算法,将socket.NoDelay设为true。

参考资料:《Unity3D网络游戏实战》(第2版)罗培羽 著

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转载自blog.csdn.net/qq_42139931/article/details/124091349