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 onConnected = null; public ClientSocket(ServerType type) { this.socketType = type; } public void Connect(string _ip, int _port, Action _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); } /// /// 链接成功时的回调 /// /// 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; } /// /// 关闭链接 /// 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; } /// /// 链接成功 /// 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; } /// /// 接收信息 /// 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]; /// /// 解析数据包: FFCC+封包长度+封包(封包头+数据)结构体内容 /// /// 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); } } /// /// 发送信息 /// 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); } /// /// 发送信息 /// /// 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 sendQueue = new Queue(); 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"); } } /// /// 发送完成的回调 /// /// 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); } } }