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NetTCPServer.cs
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209 lines (174 loc) · 6.29 KB
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using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace UnityNetwork
{
public class NetTCPServer
{
////最大连接数
//public int _maxConnections = 5000;
//发送接收超时
public int _sendTimeout = 3;
public int _recvTimeout = 3;
//服务器Socket
Socket _listener;
//端口号
int _port = 0;
//网络管理器 处理消息和逻辑
private NetworkManager _netMgr = null;
public NetTCPServer()
{
_netMgr = NetworkManager.Instance;
}
//开始监听
public bool CreateTcpServer( string ip, int listenPort )
{
_port = listenPort;
_listener = new Socket( AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp );
foreach ( IPAddress address in Dns.GetHostEntry( ip ).AddressList )
{
try
{
//获取服务器地址和端口
IPAddress hostIP = address;
IPEndPoint ipe = new IPEndPoint( address, _port );
//将socket与地址与端口绑定
_listener.Bind( ipe );
//允许客户端连接的数量
_listener.Listen( 5 );
//等待客户端的连接
_listener.BeginAccept( new System.AsyncCallback( ListenTcpClient ), _listener );
break;
}
catch(System.Exception)
{
return false;
}
}
return true;
}
void ListenTcpClient(System.IAsyncResult ar)
{
//创建一个NetBitStream对象保存接受到的数据
NetBitStream stream = new NetBitStream();
try
{
//取得客户端的socket
Socket client = _listener.EndAccept( ar );
stream._socket = client;
//设置发送接受超时
client.SendTimeout = _sendTimeout;
client.ReceiveTimeout = _recvTimeout;
//接受从服务器返回的头信息
client.BeginReceive( stream.BYTES, 0, NetBitStream.header_length, SocketFlags.None, new System.AsyncCallback( ReceiveHeader ), stream );
//向逻辑处理队列发送新连接的消息
PushPacket( (ushort)MessageIdentifiers.ID.NEW_INCOMING_CONNECTION, "", client );
}
catch(System.Exception)
{
//出现错误
}
//继续接受其他连接
_listener.BeginAccept( new System.AsyncCallback( ListenTcpClient ), _listener );
}
//接受数据头
void ReceiveHeader( System.IAsyncResult ar )
{
NetBitStream stream = (NetBitStream)ar.AsyncState;
try
{
int read = stream._socket.EndReceive( ar );
//服务器断开连接
if ( read < 1 )
{
PushPacket( (ushort)MessageIdentifiers.ID.CONNCET_LOST, "", stream._socket );
return;
}
//获得消息体长度
stream.DecodeHeader();
//开始接受数据体
stream._socket.BeginReceive( stream.BYTES, NetBitStream.header_length, stream.BodyLength, SocketFlags.None, new System.AsyncCallback( ReceiveBody ), stream );
}
catch(System.Exception e)
{
PushPacket( (ushort)MessageIdentifiers.ID.CONNCET_LOST, e.Message, stream._socket );
}
}
//接受数据体
void ReceiveBody( System.IAsyncResult ar )
{
NetBitStream stream = (NetBitStream)ar.AsyncState;
try
{
int read = stream._socket.EndReceive( ar );
//用户已下线
if ( read < 1 )
{
PushPacket( (ushort)MessageIdentifiers.ID.CONNCET_LOST, "", stream._socket );
return;
}
//将收到的数据传入逻辑处理队列
PushPacket2( stream );
//下一轮读取
stream._socket.BeginReceive( stream.BYTES, 0, NetBitStream.header_length, SocketFlags.None, new System.AsyncCallback( ReceiveHeader ), stream );
}
catch(System.Exception e)
{
PushPacket( (ushort)MessageIdentifiers.ID.CONNCET_LOST, e.Message, stream._socket );
}
}
//发送数据
public void Send( NetBitStream bts, Socket peer )
{
NetworkStream ns;
lock ( peer )
{
ns = new NetworkStream( peer );
}
if ( ns.CanWrite )
{
try
{
ns.BeginWrite( bts.BYTES, 0, bts.Length, new System.AsyncCallback( SendCallback ), ns );
}
catch (System.Exception)
{
PushPacket( (ushort)MessageIdentifiers.ID.CONNCET_LOST, "", peer );
}
}
}
//发送回调
private void SendCallback(System.IAsyncResult ar)
{
NetworkStream ns = (NetworkStream)ar.AsyncState;
try
{
ns.EndWrite( ar );
ns.Flush();
ns.Close();
}
catch(System.Exception)
{
}
}
//向Network Manager的队列传递内部消息
void PushPacket( ushort msgid, string exception, Socket peer )
{
NetPacket packet = new NetPacket();
packet.SetIDOnly( msgid );
packet._error = exception;
packet._peer = peer;
_netMgr.AddPacket( packet );
}
//向Network Manager的队列传递数据
void PushPacket2( NetBitStream stream )
{
NetPacket packet = new NetPacket();
stream.BYTES.CopyTo( packet._bytes, 0 );
packet._peer = stream._socket;
_netMgr.AddPacket( packet );
}
}
}