HaoYueNet/NetLib/HaoYueNet.ServerNetwork/NetWork/TcpSaeaServer.cs

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using Google.Protobuf;
using HunterProtobufCore;
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using System.Net;
using System.Net.Sockets;
namespace HaoYueNet.ServerNetwork
{
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public class TcpSaeaServer
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{
/// <summary>
/// 心跳包数据
/// </summary>
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static byte[] HeartbeatData = new byte[5] { 0x05, 0x00, 0x00, 0x00, 0x00 };
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//响应倒计时计数最大值
//public int MaxRevIndexNum { get; set; } = 5;
////发送倒计时计数最大值
//public int MaxSendIndexNum { get; set; } = 3;
//响应倒计时计数最大值
public int MaxRevIndexNum { get; set; } = 50;
//发送倒计时计数最大值
public int MaxSendIndexNum { get; set; } = 3;
//计时器间隔
private static int TimerInterval = 3000;
/// <summary>
/// 心跳包计数器
/// </summary>
private System.Timers.Timer _heartTimer;
public int m_maxConnectNum; //最大连接数
public int m_revBufferSize; //最大接收字节数
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protected BufferManager m_bufferManager;
protected const int opsToAlloc = 2;
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Socket listenSocket; //监听Socket
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protected SocketEventPool m_Receivepool;
protected SocketEventPool m_Sendpool;
protected TokenMsgPool msg_pool;
protected int m_clientCount; //连接的客户端数量
protected Semaphore m_maxNumberAcceptedClients;//信号量
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List<AsyncUserToken> m_clients; //客户端列表
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protected Dictionary<Socket, AsyncUserToken> _DictSocketAsyncUserToken = new Dictionary<Socket, AsyncUserToken>();
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#region
/// <summary>
/// 客户端连接数量变化时触发
/// </summary>
/// <param name="num">当前增加客户的个数(用户退出时为负数,增加时为正数,一般为1)</param>
/// <param name="token">增加用户的信息</param>
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public delegate void OnClientNumberChangeHandler(int num, AsyncUserToken token);
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/// <summary>
/// 接收到客户端的数据
/// </summary>
/// <param name="token">客户端</param>
/// <param name="buff">客户端数据</param>
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public delegate void OnReceiveDataHandler(AsyncUserToken sk, int CMDID, byte[] data);
/// <summary>
/// 断开连接
/// </summary>
/// <param name="sk"></param>
public delegate void OnDisconnectHandler(AsyncUserToken sk);
/// <summary>
/// 日志
/// </summary>
/// <param name="sk"></param>
public delegate void OnNetLogHandler(string msg);
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#endregion
#region
/// <summary>
/// 客户端连接数量变化事件
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/// </summary>
public event OnClientNumberChangeHandler OnClientNumberChange;
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/// <summary>
/// 接收到客户端的数据事件
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/// </summary>
public event OnReceiveDataHandler OnReceive;
/// <summary>
/// 接收到客户端的断开连接
/// </summary>
public event OnDisconnectHandler OnDisconnected;
/// <summary>
/// 网络库内部输出
/// </summary>
public event OnNetLogHandler OnNetLog;
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#endregion
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#region
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/// <summary>
/// 获取客户端列表
/// </summary>
public List<AsyncUserToken> ClientList { get { return m_clients; } }
#endregion
/// <summary>
/// 构造函数
/// </summary>
/// <param name="numConnections">最大连接数</param>
/// <param name="receiveBufferSize">缓存区大小</param>
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public TcpSaeaServer(int numConnections, int receiveBufferSize)
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{
m_clientCount = 0;
m_maxConnectNum = numConnections;
m_revBufferSize = receiveBufferSize;
// allocate buffers such that the maximum number of sockets can have one outstanding read and
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//write posted to the socket simultaneously
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m_bufferManager = new BufferManager(receiveBufferSize * numConnections * opsToAlloc, receiveBufferSize);
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m_Receivepool = new SocketEventPool(numConnections);
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m_Sendpool = new SocketEventPool(numConnections);
msg_pool = new TokenMsgPool(numConnections);
m_maxNumberAcceptedClients = new Semaphore(numConnections, numConnections);
}
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#region
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/// <summary>
/// 初始化
/// </summary>
public void Init()
{
// Allocates one large byte buffer which all I/O operations use a piece of. This gaurds
// against memory fragmentation
m_bufferManager.InitBuffer();
m_clients = new List<AsyncUserToken>();
// preallocate pool of SocketAsyncEventArgs objects
SocketAsyncEventArgs readWriteEventArg;
for (int i = 0; i < m_maxConnectNum; i++)
{
readWriteEventArg = new SocketAsyncEventArgs();
readWriteEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
readWriteEventArg.UserToken = new AsyncUserToken();
// assign a byte buffer from the buffer pool to the SocketAsyncEventArg object
m_bufferManager.SetBuffer(readWriteEventArg);
// add SocketAsyncEventArg to the pool
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m_Receivepool.Push(readWriteEventArg);
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}
for (int i = 0; i < m_maxConnectNum; i++)
{
readWriteEventArg = new SocketAsyncEventArgs();
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readWriteEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(IO_Completed);
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readWriteEventArg.UserToken = new AsyncUserToken();
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//发送是否需要如此设置 TODO
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m_bufferManager.SetBuffer(readWriteEventArg);
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m_Sendpool.Push(readWriteEventArg);
}
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OutNetLog("初始化完毕");
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}
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/// <summary>
/// 启动服务
/// </summary>
/// <param name="localEndPoint"></param>
/// <param name="bReuseAddress">是否端口重用</param>
/// <returns></returns>
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public bool Start(IPEndPoint localEndPoint, bool bReuseAddress = false)
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{
try
{
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ClearUserToken();
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listenSocket = new Socket(localEndPoint.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
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if (bReuseAddress)
{
listenSocket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
}
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listenSocket.Bind(localEndPoint);
// start the server with a listen backlog of 100 connections
listenSocket.Listen(m_maxConnectNum);
// post accepts on the listening socket
StartAccept(null);
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OutNetLog("监听:" + listenSocket.LocalEndPoint.ToString());
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_heartTimer = new System.Timers.Timer();
_heartTimer.Interval = TimerInterval;
_heartTimer.Elapsed += CheckUpdatetimer_Elapsed;
_heartTimer.AutoReset = true;
_heartTimer.Enabled = true;
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OutNetLog("开启定时心跳包");
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return true;
}
catch (Exception)
{
return false;
}
}
/// <summary>
/// 停止服务
/// </summary>
public void Stop()
{
foreach (AsyncUserToken token in m_clients)
{
try
{
token.Socket.Shutdown(SocketShutdown.Both);
}
catch (Exception) { }
}
try
{
listenSocket.Shutdown(SocketShutdown.Both);
}
catch (Exception) { }
listenSocket.Close();
int c_count = m_clients.Count;
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ClearUserToken();
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if (OnClientNumberChange != null)
OnClientNumberChange(-c_count, null);
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}
public void CloseClient(AsyncUserToken token)
{
try
{
token.Socket.Shutdown(SocketShutdown.Both);
}
catch (Exception) { }
}
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//关闭客户端连接
private void CloseClientSocket(SocketAsyncEventArgs e)
{
AsyncUserToken token = e.UserToken as AsyncUserToken;
//调用关闭连接
OnDisconnected?.Invoke(token);
RemoveUserToken(token);
//如果有事件,则调用事件,发送客户端数量变化通知
OnClientNumberChange?.Invoke(-1, token);
// close the socket associated with the client
try
{
token.Socket.Shutdown(SocketShutdown.Send);
}
catch (Exception) { }
token.Socket.Close();
// decrement the counter keeping track of the total number of clients connected to the server
Interlocked.Decrement(ref m_clientCount);
m_maxNumberAcceptedClients.Release();
// Free the SocketAsyncEventArg so they can be reused by another client
ReleaseSocketAsyncEventArgs(e);
}
#endregion
#region Token管理
void AddUserToken(AsyncUserToken userToken)
{
lock (_DictSocketAsyncUserToken)
{
m_clients.Add(userToken);
_DictSocketAsyncUserToken.Add(userToken.Socket, userToken);
}
}
void RemoveUserToken(AsyncUserToken userToken)
{
lock (_DictSocketAsyncUserToken)
{
m_clients.Remove(userToken);
_DictSocketAsyncUserToken.Remove(userToken.Socket);
}
}
void ClearUserToken()
{
lock (_DictSocketAsyncUserToken)
{
m_clients.Clear();
_DictSocketAsyncUserToken.Clear();
}
}
public AsyncUserToken GetAsyncUserTokenForSocket(Socket sk)
{
return _DictSocketAsyncUserToken.ContainsKey(sk) ? _DictSocketAsyncUserToken[sk] : null;
}
#endregion
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#region
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// Begins an operation to accept a connection request from the client
//
// <param name="acceptEventArg">The context object to use when issuing
// the accept operation on the server's listening socket</param>
public void StartAccept(SocketAsyncEventArgs acceptEventArg)
{
if (acceptEventArg == null)
{
acceptEventArg = new SocketAsyncEventArgs();
acceptEventArg.Completed += new EventHandler<SocketAsyncEventArgs>(AcceptEventArg_Completed);
}
else
{
// socket must be cleared since the context object is being reused
acceptEventArg.AcceptSocket = null;
}
m_maxNumberAcceptedClients.WaitOne();
if (!listenSocket.AcceptAsync(acceptEventArg))
{
ProcessAccept(acceptEventArg);
}
}
// This method is the callback method associated with Socket.AcceptAsync
// operations and is invoked when an accept operation is complete
//
void AcceptEventArg_Completed(object sender, SocketAsyncEventArgs e)
{
ProcessAccept(e);
}
private void ProcessAccept(SocketAsyncEventArgs e)
{
try
{
Interlocked.Increment(ref m_clientCount);
// Get the socket for the accepted client connection and put it into the
//ReadEventArg object user token
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SocketAsyncEventArgs readEventArgs = m_Receivepool.Pop();
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//TODO readEventArgs.UserToken这里的 UserToken 有可能是空
AsyncUserToken userToken;
if (readEventArgs.UserToken == null)
readEventArgs.UserToken = new AsyncUserToken();
userToken = (AsyncUserToken)readEventArgs.UserToken;
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userToken.Socket = e.AcceptSocket;
userToken.ConnectTime = DateTime.Now;
userToken.Remote = e.AcceptSocket.RemoteEndPoint;
userToken.IPAddress = ((IPEndPoint)(e.AcceptSocket.RemoteEndPoint)).Address;
userToken.RevIndex = MaxRevIndexNum;
userToken.SendIndex = MaxSendIndexNum;
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AddUserToken(userToken);
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OnClientNumberChange?.Invoke(1, userToken);
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if (!e.AcceptSocket.ReceiveAsync(readEventArgs))
{
ProcessReceive(readEventArgs);
}
}
catch (Exception me)
{
//RuncomLib.Log.LogUtils.Info(me.Message + "\r\n" + me.StackTrace);
}
// Accept the next connection request
if (e.SocketError == SocketError.OperationAborted) return;
StartAccept(e);
}
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#endregion
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#region
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// This method is invoked when an asynchronous receive operation completes.
// If the remote host closed the connection, then the socket is closed.
// If data was received then the data is echoed back to the client.
//
private void ProcessReceive(SocketAsyncEventArgs e)
{
try
{
// check if the remote host closed the connection
AsyncUserToken token = (AsyncUserToken)e.UserToken;
if (e.BytesTransferred > 0 && e.SocketError == SocketError.Success)
{
//读取数据
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//byte[] data = new byte[e.BytesTransferred];
//Array.Copy(e.Buffer, e.Offset, data, 0, e.BytesTransferred);
//lock (token.Buffer)
lock(token.memoryStream)
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{
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//token.Buffer.AddRange(data);
token.memoryStream.Write(e.Buffer, e.Offset, e.BytesTransferred);
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}
do
{
//如果包头不完整
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//if (token.Buffer.Count < 4)
if (token.memoryStream.Length < 4)
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break;
//判断包的长度
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//byte[] lenBytes = token.Buffer.GetRange(0, 4).ToArray();
//int packageLen = BitConverter.ToInt32(lenBytes, 0) - 4;
//if (packageLen > token.Buffer.Count - 4)
//{ //长度不够时,退出循环,让程序继续接收
// break;
//}
long FristBeginPos = token.memoryStream.Position;
byte[] lenBytes = new byte[4];
token.memoryStream.Seek(0, SeekOrigin.Begin);
token.memoryStream.Read(lenBytes,0,4);
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int packageLen = BitConverter.ToInt32(lenBytes, 0) - 4;
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if (packageLen > token.memoryStream.Length - 4)
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{ //长度不够时,退出循环,让程序继续接收
break;
}
//包够长时,则提取出来,交给后面的程序去处理
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//byte[] rev = token.Buffer.GetRange(4, packageLen).ToArray();
byte[] rev = new byte[packageLen];
token.memoryStream.Seek(4, SeekOrigin.Begin);
token.memoryStream.Read(rev, 0, packageLen);
////从数据池中移除这组数据
//lock (token.Buffer)
//{
// token.Buffer.RemoveRange(0, packageLen + 4);
//}
token.memoryStream.Seek(FristBeginPos, SeekOrigin.Begin);
//从数据池中移除这组数据
lock (token.memoryStream)
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{
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int numberOfBytesToRemove = packageLen + 4;
byte[] buf = token.memoryStream.GetBuffer();
Buffer.BlockCopy(buf, numberOfBytesToRemove, buf, 0, (int)token.memoryStream.Length - numberOfBytesToRemove);
token.memoryStream.SetLength(token.memoryStream.Length - numberOfBytesToRemove);
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}
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DataCallBackReady(token, rev);
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//这里API处理完后,并没有返回结果,当然结果是要返回的,却不是在这里, 这里的代码只管接收.
//若要返回结果,可在API处理中调用此类对象的SendMessage方法,统一打包发送.不要被微软的示例给迷惑了.
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//} while (token.Buffer.Count > 4);
} while (token.memoryStream.Length > 4);
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//继续接收. 为什么要这么写,请看Socket.ReceiveAsync方法的说明
if (!token.Socket.ReceiveAsync(e))
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{
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this.ProcessReceive(e);
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}
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}
else
{
CloseClientSocket(e);
}
}
catch (Exception xe)
{
//RuncomLib.Log.LogUtils.Info(xe.Message + "\r\n" + xe.StackTrace);
}
}
private void ProcessSend(SocketAsyncEventArgs e)
{
if (e.SocketError == SocketError.Success)
{
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//TODO
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}
else
{
CloseClientSocket(e);
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return;
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}
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ReleaseSocketAsyncEventArgs(e);
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SendForMsgPool();
}
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void IO_Completed(object sender, SocketAsyncEventArgs e)
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{
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// determine which type of operation just completed and call the associated handler
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switch (e.LastOperation)
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{
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case SocketAsyncOperation.Receive:
ProcessReceive(e);
break;
case SocketAsyncOperation.Send:
ProcessSend(e);
break;
default:
throw new ArgumentException("The last operation completed on the socket was not a receive or send");
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}
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}
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#endregion
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/// <summary>
/// 回收SocketAsyncEventArgs
/// </summary>
/// <param name="saea"></param>
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void ReleaseSocketAsyncEventArgs(SocketAsyncEventArgs saea)
{
saea.UserToken = null;//TODO
saea.SetBuffer(null, 0, 0);
switch (saea.LastOperation)
{
case SocketAsyncOperation.Receive:
m_Receivepool.Push(saea);
break;
case SocketAsyncOperation.Send:
m_Sendpool.Push(saea);
break;
}
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}
int sendrun = 0;
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private void SendForMsgPool()
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{
//if (flag_SendForMsgPool) return;
try
{
if (sendrun < msg_pool.Count || msg_pool.Count < 1)
return;
sendrun++;
while (msg_pool.Count > 0)
{
try
{
TokenWithMsg msg = msg_pool.Dequeue();
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//OutNetLog("从信息池取出发送");
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SendMessage(msg.token, msg.message);
msg = null;
}
catch
{
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OutNetLog("==============================================>");
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}
}
sendrun--;
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OutNetLog("!!!!!!!!!!!!!!!!!!!!!!!!!!");
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}
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catch (Exception ex)
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{
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OutNetLog(ex.ToString());
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}
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}
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public void SendMessage(AsyncUserToken token, byte[] message,bool dontNeedHead = false)
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{
if (token == null || token.Socket == null || !token.Socket.Connected)
return;
try
{
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if (!dontNeedHead)
{
message = SendDataWithHead(message);
}
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if (m_Sendpool.Count > 0)
{
SocketAsyncEventArgs myreadEventArgs = m_Sendpool.Pop();
myreadEventArgs.UserToken = token;
myreadEventArgs.AcceptSocket = token.Socket;
myreadEventArgs.SetBuffer(message, 0, message.Length); //将数据放置进去.
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//若不需要等待
if (!token.Socket.SendAsync(myreadEventArgs))
{
m_Sendpool.Push(myreadEventArgs);
}
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return;
}
else
{
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//先压入队列等待m_Sendpool回收
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msg_pool.Enqueue(new TokenWithMsg() { token = token, message = message });
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//OutNetLog("压入消息发送队列MSG_Pool");
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return;
}
}
catch (Exception e)
{
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OutNetLog(e.ToString());
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}
}
//拼接长度
private static byte[] SendDataWithHead(byte[] message)
{
MemoryStream memoryStream = new MemoryStream();//创建一个内存流
byte[] BagHead = BitConverter.GetBytes(message.Length + 4);//往字节数组中写入包头(包头自身的长度和消息体的长度)的长度
memoryStream.Write(BagHead, 0, BagHead.Length);//将包头写入内存流
memoryStream.Write(message, 0, message.Length);//将消息体写入内存流
byte[] HeadAndBody = memoryStream.ToArray();//将内存流中的数据写入字节数组
memoryStream.Close();//关闭内存
memoryStream.Dispose();//释放资源
return HeadAndBody;
}
#region
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private void OnCloseReady(AsyncUserToken token)
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{
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OnDisconnected?.Invoke(token);
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RemoveUserToken(token);
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//如果有事件,则调用事件,发送客户端数量变化通知
OnClientNumberChange?.Invoke(-1, token);
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// close the socket associated with the client
try
{
token.Socket.Shutdown(SocketShutdown.Send);
}
catch (Exception) { }
token.Socket.Close();
// decrement the counter keeping track of the total number of clients connected to the server
Interlocked.Decrement(ref m_clientCount);
m_maxNumberAcceptedClients.Release();
}
/// <summary>
/// 发送数据并计数
/// </summary>
/// <param name="data"></param>
private void SendWithIndex(AsyncUserToken token, byte[] data)
{
try
{
//发送数据
SendMessage(token, data);
token.SendIndex = MaxSendIndexNum;
}
catch
{
OnCloseReady(token);
}
}
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/// <summary>
/// 对外暴露的发送消息
/// </summary>
/// <param name="CMDID"></param>
/// <param name="data">序列化之后的数据</param>
public void SendToSocket(Socket sk, int CMDID, int ERRCODE, byte[] data)
{
AsyncUserToken token = GetAsyncUserTokenForSocket(sk);
HunterNet_S2C _s2cdata = new HunterNet_S2C();
_s2cdata.HunterNetCoreCmdID = CMDID;
_s2cdata.HunterNetCoreData = ByteString.CopyFrom(data);
_s2cdata.HunterNetCoreERRORCode = ERRCODE;
byte[] _finaldata = Serizlize(_s2cdata);
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SendWithIndex(token, _finaldata);
}
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private void DataCallBackReady(AsyncUserToken sk, byte[] data)
{
//增加接收计数
sk.RevIndex = MaxRevIndexNum;
if (data.Length == 1 && data[0] == 0x00)//心跳包
{
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//OutNetLog("收到心跳包");
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//无处理
}
else
{
try
{
HunterNet_C2S _s2c = DeSerizlize<HunterNet_C2S>(data);
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//将数据包交给后台处理,这里你也可以新开个线程来处理.加快速度.
OnReceive?.Invoke(sk, (int)_s2c.HunterNetCoreCmdID, _s2c.HunterNetCoreData.ToArray());
//DataCallBack(sk, (int)_s2c.HunterNetCoreCmdID, _s2c.HunterNetCoreData.ToArray());
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}
catch (Exception ex)
{
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OutNetLog("数据解析错误");
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}
}
}
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private void OutNetLog(string msg)
{
OnNetLog?.Invoke(msg);
}
#endregion
#region
/// <summary>
/// 发送心跳包
/// </summary>
/// <param name="sk"></param>
///
private void SendHeartbeat(AsyncUserToken token)
{
if (token == null || token.Socket == null || !token.Socket.Connected)
return;
try
{
//OutNetLog(DateTime.Now.ToString() + "发送心跳包");
token.SendIndex = MaxSendIndexNum;
SendMessage(token, HeartbeatData, true);
}
catch (Exception e)
{
OnCloseReady(token);
}
}
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/// <summary>
/// 心跳包时钟事件
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void CheckUpdatetimer_Elapsed(object sender, System.Timers.ElapsedEventArgs e)
{
for (int i = 0; i < m_clients.Count(); i++)
{
//接收服务器数据计数
m_clients[i].RevIndex--;
if (m_clients[i].RevIndex <= 0)
{
//判定掉线
OnCloseReady(m_clients[i]);
return;
}
//发送计数
m_clients[i].SendIndex--;
if (m_clients[i].SendIndex <= 0)//需要发送心跳包了
{
//重置倒计时计数
m_clients[i].SendIndex = MaxSendIndexNum;
SendHeartbeat(m_clients[i]);
}
}
}
#endregion
public static byte[] Serizlize(IMessage msg)
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{
return msg.ToByteArray();
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}
public static T DeSerizlize<T>(byte[] bytes)
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{
var msgType = typeof(T);
object msg = Activator.CreateInstance(msgType);
((IMessage)msg).MergeFrom(bytes);
return (T)msg;
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}
}
}