Unity【Multiplayer 多人在线】- Socket 通用客户端网络模块(二)、Receive 接收并处理数据

2022-08-29 16:59:49 浏览数 (1)

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:

Receive 接收数据:

连接服务端成功后调用socket.BeginReceive开始接收数据:

代码语言:javascript复制
//Connect回调
private static void ConnectCallback(IAsyncResult ar)
{
    try
    {
        Socket socket = (Socket)ar.AsyncState;
        socket.EndConnect(ar);
        isConnecting = false;
        Debug.Log($"成功连接服务端.");
        //发布消息
        Messenger.Publish("连接服务端", true);
        //开始接收数据
        socket.BeginReceive(readBuff.bytes, readBuff.writeIdx, readBuff.remain, 0, ReceiveCallback, socket);
    }
    catch (SocketException error)
    {
        Debug.Log($"连接服务端失败:{error}");
        isConnecting = false;
        //发布消息
        Messenger.Publish("连接服务端", false);
    }
}

BeginReceive的回调函数ReceiveCallback会判断是否成功收到数据,如果收到数据长度为0,断开连接;如果收到正常的数据,更新缓冲区的writeIdx,再调用处理消息的函数OnReceiveData:

代码语言:javascript复制
//Receive回调
private static void ReceiveCallback(IAsyncResult ar)
{
    try
    {
        Socket socket = (Socket)(ar.AsyncState);
        //获取接收数据长度
        int count = socket.EndReceive(ar);
        if (count == 0)
        {
            Close();
            Debug.Log("关闭连接.");
            return;
        }
        readBuff.writeIdx  = count;
        //处理二进制消息
        OnReceiveData();
        //继续接收数据
        if (readBuff.remain < 8)
        {
            readBuff.MoveBytes();
            readBuff.ReSize(readBuff.length * 2);
        }
        socket.BeginReceive(readBuff.bytes, readBuff.writeIdx, readBuff.remain, 0, ReceiveCallback, socket);
    }
    catch (SocketException error)
    {
        Debug.Log($"接收数据失败: {error}");
    }
}

处理数据:

OnReceiveData中进行协议的解码,并把协议对象添加到消息列表msgList,通信协议与服务端同样使用ProtoBuf,因此需要将protobuf-net.dll导入Unity工程中,并在代码中引入命名空间ProtoBuf,注意将它们在Init函数中进行初始化:

代码语言:javascript复制
//消息列表
private static List<IExtensible> msgList;
//消息列表长度
private static int msgCount;
//数据处理
private static void OnReceiveData()
{
    //消息长度
    if (readBuff.length <= 2) return;
    //获取消息体长度
    int readIdx = readBuff.readIdx;
    byte[] bytes = readBuff.bytes;
    Int16 bodyLength = (Int16)((bytes[readIdx   1] << 8) | bytes[readIdx]);
    if (readBuff.length < bodyLength   2) return;
    readBuff.readIdx  = 2;
    //解析协议名
    string protoName = ProtoUtility.DecodeName(readBuff.bytes, readBuff.readIdx, out int nameCount);
    if (string.IsNullOrEmpty(protoName))
    {
        Debug.Log("协议名解码失败.");
        return;
    }
    readBuff.readIdx  = nameCount;
    //解析协议体
    int bodyCount = bodyLength - nameCount;
    IExtensible proto = ProtoUtility.Decode(protoName, readBuff.bytes, readBuff.readIdx, bodyCount);
    readBuff.readIdx  = bodyCount;
    readBuff.CheckAndMoveBytes();
    //添加到消息队列
    lock (msgList)
    {
        msgList.Add(proto);
    }
    msgCount  ;
    //继续读取消息
    if (readBuff.length > 2)
    {
        OnReceiveData();
    }
}

定义每帧处理协议的最大数量,并处理协议:

代码语言:javascript复制
//每一次Update处理的消息量
private static readonly int MAX_MESSAGE_FIRE = 10;
//协议处理
private static void ProtoUpdate()
{
    //初步判断 提升效率
    if (msgCount == 0) return;
    //重复处理消息
    for (int i = 0; i < MAX_MESSAGE_FIRE; i  )
    {
        //获取第一条消息
        IExtensible msg = null;
        lock (msgList)
        {
            if (msgList.Count > 0)
            {
                msg = msgList[0];
                msgList.RemoveAt(0);
                msgCount--;
            }
        }
        //分发消息
        if (msg != null)
        {
            Messenger.Publish(msg.GetType().Name, msg);
        }
        else
        {
            break;
        }
    }
}
public static void Update()
{
    ProtoUpdate();
}

参考资料:《Unity3D网络游戏实战》(第2版)罗培羽 著

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