【小松教你手游开发】【unity系统模块开发】unity网络层读写
更新:HHH   时间:2023-1-7


在unity做强联网游戏的时候一般会选择用tcp来做通信(据说有一种udp的传输具有更高的效率),而接收信息的方法上一般会选择新建一个线程循环读取。

今天在我们项目上看到另外的一种方法。这里记录一下。

首先建立tcp连接

#using System.Net.Sockets;  

TcpClient tcpClient = new TcpClient();  
tcpClient .BeginConnect(address,port,new AsyncCallback(this.OnConnect),result);  

可以看到这里用的是异步通信回调函数AsyncCallback

private void OnConnect(IAsyncResult ar)  
{  
    ConnectResult result = ar.AsyncState as ConnectRsult;  
    try  
    {  
        result.client.EndConnect(ar);  
        int size = HeaderLength;//定好的表头大小  
        byte[] readBuf = new byte[size];  
        result.client.GetStream().BeginRead(readBuf,0,size,new AsyncCallback(this.OnRead),new RecvIremObject(result.client,readBuf,size));  
    }  
    catch(System.Net.Sockets.SocketException e)  
    {  
    }  
}  

上面是连接成功后的函数,连接成功后就可以断开连接并开始接受表头;同样是在异步通信回调函数内使用

private void OnRead(IAsyncResult ar)  
{  
    RecvItemObject item = (RecvItemObject)ar.AsyncState;  
    try  
    {  
        Stream stram = item.client.GetStram();  
        int readsize = stream.EndRead(ar);  
        item.current =+= readsize;  
        TotalReadSize += (uint)readsize;  
        if(item.current < item.total)  
        {  
            item.client.GetStram().BeginRead(ite.bufs,item.current,item.total - item.current,new AsyncCallback(OnRead),item);  
        }  
        else  
        {  
            if(item.state == RecvItemObject.EndReadState.ReadHearder)  
            {  
                //上面就是读取信息逻辑,数据在item.bufs里,自己按需求解析  
                //下面计算是否读完包头,下次应该读包还是包头  
                if(true)  
                {  
                    item.client.GetStram().BeginRead(item.bufs,0,bufsSize,new AsyncCallback(this.OnRead),item);  
                }  
                else  
                {  
                    item.client.GetStram().BeginRead(item.bufs,0,dataLength,new AsyncCallback(this.OnRead),item);  
                }  

            }  
            else(item.state == RecvItemObject.EndReadState.ReadData)  
            {  
                //上面就是读取信息逻辑  
                //下次应该读包头  
                item.client.GetStram().BeginRead(item.bufs,0,bufsSize,new AsyncCallback(this.OnRead),item);  
            }  
        }  

    }  
}  

可以看到,这种方式也就是一直通过调用异步加载函数AsyncCallback
来实现一直读取信息
而上面用的的BeginRead()函数的最后一个参数item是自己定义的一个数据类,函数的这个参数是用来下次异步回调的时候把上次的item传给下个回调

private class RecvItemObject  
{  
    public enum EReadState  
    {  
        ReadData,  
        ReadHeader,  
    }  
    public byte[] bufs;  
    public int total;  
    public int current;  
    public EReadState state;  
    public TcpClient client;  
    public NetworkStram networkStream;  

    public RecvItemObject(TcpClient client, byte[] bufs,int total)  
    {  
        this.client = client;  
        this.bufs = bufs;  
        this.total = total;  
        current =0;  
        state = EReadState.ReadHeader;  

    }  
}  

而写数据呢,是在游戏的Update里发送,加一条发送信息就在队列里加一个,在Update里检测如果队列里有需要发送的数据就写数据

public void UpdateSend()  
{  
    //填写数据  
     try  
     {  
        NetworkStream stream = tcpCLient.getStream();  
        if(stream.CanWrite)  
        {  
            //pMsg数据Byte[]  
            stream.BeginWtrite(pMsg,0,pMsg.Length,new AsycCallback(this.OnWrite),tcpCLient);  
        }  

     }  
    catch(SocketException e)  
    {  
    }  
} 

在发送完了以后会跑到上面的异步回掉OnWrite里。在里面把流关闭写入

private void OnWrite(IAsyncResult ar)  
{  
    TcpClient client = (TcpClient)ar.AsyncState;  
    try  
    {  
        client.GetStream().EndWrite(ar);  
    }  
    catch(SocketException e)  
    {  
    }  
}  
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