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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Threading;
 
public class ClientSocket
{
    GameNetEncode encoder = new GameNetEncode();
    Socket m_Socket;
    public Socket socket { get { return m_Socket; } }
 
    private Thread m_packageThread;
    private byte[] bufferBytes = new byte[4096];                       // 4K,单包字节数组缓存
    private byte[] fragmentBytes;                                               //留包后的内容
    private long getBytesTotal = 0;                                            //发送的数据总量
    private long sendBytesTotal = 0;                                         //发送的数据总量
 
    public bool connected { get { return m_Socket == null ? false : m_Socket.Connected; } }
 
    ServerType socketType = ServerType.Main;
    DateTime m_LastPackageTime;
    public DateTime lastPackageTime { get { return m_LastPackageTime; } }
 
    bool isStopTreading = false;
 
    string ip;
    int port;
    Action<bool> onConnected = null;
 
    public ClientSocket(ServerType type)
    {
        this.socketType = type;
    }
 
    public void Connect(string _ip, int _port, Action<bool> _onConnected)
    {
        try
        {
            ip = _ip;
            port = _port;
            onConnected = _onConnected;
            //目前测试到异步两个问题
            // 1. BeginGetHostAddresses 不明情况下会很久才回调,导致触发超时
            // 2. 超时的情况下多次尝试登录后,会触发多次OnGetHostAddresses,导致登录异常
            //Dns.BeginGetHostAddresses(_ip, OnGetHostAddresses, null);
 
            IPAddress ipAddress;
#if UNITY_IPHONE
            IPHostEntry ipAddresses = Dns.GetHostEntry(_ip);
            ipAddress = ipAddresses.AddressList[0];
            
#else
            IPAddress[] ipAddresses = Dns.GetHostAddresses(_ip);
            ipAddress = ipAddresses[0];
#endif
 
 
            if (ipAddress.AddressFamily == AddressFamily.InterNetworkV6)
            {
                Debug.Log("当前使用的网络: IPV6");
                m_Socket = new Socket(AddressFamily.InterNetworkV6, SocketType.Stream, ProtocolType.Tcp);
            }
            else
            {
                Debug.Log("当前使用的网络: IPV4");
                m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            }
 
            var ipEndPoint = new IPEndPoint(ipAddress, port);
            if (ipEndPoint == null)
            {
                Debug.Log("IpEndPoint is null");
            }
 
            m_Socket.BeginConnect(ipEndPoint, new AsyncCallback(ConnectCallBack), null);
        }
        catch (Exception e)
        {
            Debug.LogError(e.Message);
        }
 
 
    }
 
    private void OnGetHostAddresses(IAsyncResult _result)
    {
        var ipAddresses = Dns.EndGetHostAddresses(_result);
 
        if (ipAddresses[0].AddressFamily == AddressFamily.InterNetworkV6)
        {
            Debug.Log("当前使用的网络: IPV6");
            m_Socket = new Socket(AddressFamily.InterNetworkV6, SocketType.Stream, ProtocolType.Tcp);
        }
        else
        {
            Debug.Log("当前使用的网络: IPV4");
            m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        }
 
        var ipEndPoint = new IPEndPoint(ipAddresses[0], port);
        if (ipEndPoint == null)
        {
            Debug.Log("IpEndPoint is null");
        }
 
        m_Socket.BeginConnect(ipEndPoint, new AsyncCallback(ConnectCallBack), null);
    }
 
    /// <summary>
    /// 链接成功时的回调
    /// </summary>
    /// <param name="_result"></param>
    private void ConnectCallBack(IAsyncResult _result)
    {
        if (!_result.IsCompleted)
        {
            Debug.Log("链接超时!");
            CloseConnect();
            if (onConnected != null)
            {
                onConnected(false);
                onConnected = null;
            }
        }
        else
        {
            try
            {
                if (m_Socket != null && m_Socket.Connected)
                {
                    Debug.Log("确认的链接实现");
                    OnConnectSuccess();
                }
                else
                {
                    if (m_Socket != null)
                    {
                        m_Socket.Disconnect(true);
                    }
                }
            }
            catch (System.Exception ex)
            {
                Debug.Log(ex);
            }
            finally
            {
                if (onConnected != null)
                {
                    onConnected(m_Socket != null && m_Socket.Connected);
                    onConnected = null;
                }
            }
 
        }
 
        onConnected = null;
    }
 
    /// <summary>
    /// 关闭链接
    /// </summary>
    public void CloseConnect()
    {
        Debug.Log("==== CloseConnect");
        try
        {
            isStopTreading = true;
            if (m_packageThread != null)
            {
                m_packageThread.Abort();
            }
        }
        catch (System.Exception ex)
        {
            Debug.Log(ex);
        }
 
        try
        {
            if (m_Socket != null && m_Socket.Connected)
            {
                m_Socket.Shutdown(SocketShutdown.Both);
                m_Socket.Close();
            }
        }
        catch (System.Exception ex)
        {
            Debug.Log(ex);
        }
 
        sendQueue.Clear();
        m_Socket = null;
    }
 
    /// <summary>
    /// 链接成功
    /// </summary>
    private void OnConnectSuccess()
    {
        if (m_packageThread != null)
        {
            m_packageThread.Abort();
            m_packageThread = null;
        }
 
        m_LastPackageTime = DateTime.Now;
        m_packageThread = new Thread(new ThreadStart(ReceiveInfo)); // 启动线程接收信息
        m_packageThread.IsBackground = true;
        m_packageThread.Start();
        isStopTreading = false;
    }
 
    /// <summary>
    /// 接收信息
    /// </summary>
    private void ReceiveInfo()
    {
        while (!isStopTreading)
        {
            try
            {
                var shutdown = false;
                if (!m_Socket.Connected)
                {
                    shutdown = true;
                }
 
                if (!shutdown)
                {
                    var dataLength = m_Socket.Receive(bufferBytes);
                    if (dataLength <= 0)
                    {
                        shutdown = true;
                    }
                    else
                    {
                        getBytesTotal += dataLength;
                        var bytes = new byte[dataLength];
                        Array.Copy(bufferBytes, 0, bytes, 0, dataLength);
                        ReadInfo(bytes);
                    }
                }
 
                if (shutdown)
                {
                    isStopTreading = true;
                    m_Socket.Shutdown(SocketShutdown.Both);
                    m_Socket.Close();
                }
            }
            catch (Exception e)
            {
                Debug.Log(e);
            }
        }
 
    }
 
    static byte[] vCmdBytes = new byte[2];
    /// <summary>
    /// 解析数据包: FFCC+封包长度+封包(封包头+数据)结构体内容
    /// </summary>
    /// <param name="vBytes"></param>
    private void ReadInfo(byte[] vBytes)
    {
        try
        {
            byte[] fixBytes = vBytes;
            // 如果存在留包,则并包
            if (fragmentBytes != null && fragmentBytes.Length > 0)
            {
                Array.Resize(ref fixBytes, vBytes.Length + fragmentBytes.Length);
                Array.Copy(fragmentBytes, 0, fixBytes, 0, fragmentBytes.Length);
                Array.Copy(vBytes, 0, fixBytes, fragmentBytes.Length, vBytes.Length);
            }
 
            fragmentBytes = null; // 清理掉留包
            int vReadIndex = 0; // 初始指针
            byte[] vPackBytes;
            int vLeavingLeng = 0;
            int vBodyLeng = 0;
            int vTotalLeng = fixBytes.Length;
            GameNetPackBasic vNetpack;
 
            while (vReadIndex < vTotalLeng)
            {
                vLeavingLeng = vTotalLeng - vReadIndex;
                if (vLeavingLeng < 6) // 未符合包的最低限度字节量, 留包
                {
                    fragmentBytes = new byte[vLeavingLeng];
                    Array.Copy(fixBytes, vReadIndex, fragmentBytes, 0, vLeavingLeng);
                    break;
                }
                vBodyLeng = BitConverter.ToInt32(fixBytes, vReadIndex + 2);
                if (vBodyLeng > vLeavingLeng - 6)// 未完整的包则留包
                {
                    fragmentBytes = new byte[vLeavingLeng];
                    Array.Copy(fixBytes, vReadIndex, fragmentBytes, 0, vLeavingLeng);
                    break;
                }
                vPackBytes = new byte[vBodyLeng];
                Array.Copy(fixBytes, vReadIndex + 6, vPackBytes, 0, vBodyLeng); // 提取包的字节内容
                                                                                // 完整的包则读包
 
                vPackBytes = encoder.BaseXorSub(vPackBytes);
                Array.Copy(vPackBytes, 0, vCmdBytes, 0, 2);
                var cmd = (ushort)((ushort)(vCmdBytes[0] << 8) + vCmdBytes[1]);
                bool isRegist = false;  // 未注册封包处理
 
                // 处理主工程的封包
                if (PackageRegedit.Contain(cmd))
                {
                    vNetpack = PackageRegedit.TransPack(socketType, cmd, vPackBytes);
                    if (vNetpack != null)
                    {
                        // if (Launch.Instance.EnableNetLog)
                        // {
                        //     Debug.LogFormat("收包:{0}", vNetpack.GetType().Name);
                        // }
                        m_LastPackageTime = DateTime.Now;
                        GameNetSystem.Instance.PushPackage(vNetpack, this.socketType);
                        isRegist = true;
                    }
                }
 
 
                vReadIndex += 6 + vBodyLeng;
 
                // 未注册封包处理
                if (!isRegist)
                {
#if UNITY_EDITOR
                    PackageRegedit.TransPack(socketType, cmd, vPackBytes);
#endif
                }
            }
        }
        catch (Exception ex)
        {
            Debug.LogErrorFormat("收包异常:{0}", ex);
        }
 
    }
 
    /// <summary>
    /// 发送信息
    /// </summary>
    public void SendInfo(GameNetPackBasic protocol)
    {
        if (!connected)
        {
            return;
        }
 
        if (protocol == null)
        {
            Debug.LogError("要发的信息对象为空");
            return;
        }
 
        // if (Launch.Instance.EnableNetLog)
        // {
        //     Debug.LogFormat("发包:{0}", protocol.GetType().Name);
        // }
 
        if (protocol.combineBytes == null)
        {
            protocol.WriteToBytes();
        }
        protocol.CombineDatas(encoder);
#if UNITY_EDITOR
        NetPkgCtl.RecordPackage(socketType, protocol.vInfoCont, NetPackagetType.Client, protocol.ToString(), FieldPrint.PrintFields(protocol), FieldPrint.PrintFieldsExpand(protocol, true));
#endif
        sendBytesTotal += protocol.combineBytes.Length;
        SendBytes(protocol.combineBytes);
    }
 
    /// <summary>
    /// 发送信息
    /// </summary>
    /// <param name="vBytes"></param>
    public void SendInfo(byte[] vBytes)
    {
        if (!connected)
        {
            Debug.LogError("尚未与该后端链接!无法发送信息");
            return;
        }
 
        if (vBytes == null || vBytes.Length < 2)
        {
            Debug.LogError("要发的信息数据为空或数据不足");
            return;
        }
 
        vBytes = encoder.BaseXorAdd(vBytes);
        byte[] vFrameHead = new byte[] { 255, 204 };
        byte[] vMsgBodyLength = BitConverter.GetBytes(vBytes.Length);
        byte[] vTotal = new byte[vBytes.Length + 6];
        Array.Copy(vFrameHead, 0, vTotal, 0, vFrameHead.Length);
        Array.Copy(vMsgBodyLength, 0, vTotal, 2, vMsgBodyLength.Length);
        Array.Copy(vBytes, 0, vTotal, 6, vBytes.Length);
 
        SendBytes(vTotal);
    }
 
    Queue<byte[]> sendQueue = new Queue<byte[]>();
    private void SendBytes(byte[] bytes)
    {
        try
        {
            if (sendQueue.Count > 0)
            {
                sendQueue.Enqueue(bytes);
            }
            else
            {
                m_Socket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, new AsyncCallback(SendInfoCallBack), m_Socket);
            }
        }
        catch
        {
            Debug.LogError("网络数据包发送异常");
        }
    }
 
    /// <summary>
    /// 发送完成的回调
    /// </summary>
    /// <param name="vAsyncSend"></param>
    private void SendInfoCallBack(IAsyncResult vAsyncSend)
    {
        try
        {
            if (sendQueue.Count > 0)
            {
                var bytes = sendQueue.Dequeue();
                m_Socket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, new AsyncCallback(SendInfoCallBack), m_Socket);
            }
        }
        catch (Exception ex)
        {
            Debug.Log(ex);
        }
    }
 
}