コード例 #1
0
        // static helper functions /////////////////////////////////////////////
        // send message (via stream) with the <size,content> message structure
        // this function is blocking sometimes!
        // (e.g. if someone has high latency or wire was cut off)
        protected static bool SendMessagesBlocking(TCPSession session, byte[][] messages)
        {
            // stream.Write throws exceptions if client sends with high
            // frequency and the server stops
            try
            {
                // we might have multiple pending messages. merge into one
                // packet to avoid TCP overheads and improve performance.
                int packetSize = 0;
                for (int i = 0; i < messages.Length; ++i)
                {
                    packetSize += sizeof(int) + messages[i].Length; // header + content
                }
                byte[] payload = new byte[packetSize];

                // create the packet
                int position = 0;
                for (int i = 0; i < messages.Length; ++i)
                {
                    // create header buffer if not created yet
                    if (header == null)
                    {
                        header = new byte[4];
                    }

                    // construct header (size)
                    Utils.IntToBytesBigEndianNonAlloc(messages[i].Length, header);

                    // copy header + message into buffer
                    Array.Copy(header, 0, payload, position, header.Length);
                    Array.Copy(messages[i], 0, payload, position + header.Length, messages[i].Length);
                    position += header.Length + messages[i].Length;
                }

                // write the whole thing
                session.Send(payload);
                //Logger.LogWarning("已发送 size:"+packetSize+ " packetNum:"+messages.Length);
                return(true);
            }
            catch (Exception exception)
            {
                // log as regular message because servers do shut down sometimes
                Logger.Log("Send: stream.Write exception: " + exception);
                return(false);
            }
        }
コード例 #2
0
        // thread receive function is the same for client and server's clients
        // (static to reduce state for maximum reliability)
        protected static void ReceiveLoop(int connectionId, TCPSession session, ConcurrentQueue <Message> receiveQueue)
        {
            // add connected event to queue with ip address as data in case
            // it's needed
            receiveQueue.Enqueue(new Message(connectionId, EventType.Connected, null));


            session.OnRecevePackets = (content) =>
            {
                receiveQueue.Enqueue(new Message(connectionId, EventType.Data, content));
            };

            session.OnDisconnect = (DisconnectReason disconnectReason) =>
            {
                receiveQueue.Enqueue(new Message(connectionId, EventType.Disconnected, null, disconnectReason));
            };
        }
コード例 #3
0
ファイル: Client.cs プロジェクト: zhubuming/MyUnityFrameWork
 private void receiveLoop(TCPSession session, string ip, int port)
 {
     try
     {
         session.Connect(ip, port);
     }
     catch (Exception e)
     {
         receiveQueue.Enqueue(new Message(0, EventType.Disconnected, null, DisconnectReason.ConnectionFailed));
         throw e;
     }
     //Logger.Log("0 session.Connected" + session.Connected);
     // run the receive loop
     ReceiveLoop(0, session, receiveQueue);
     //Logger.Log("1 session.Connected" + session.Connected);
     //sendThread?.Interrupt();
     sendThread = new Thread(() => { SendLoop(0, session, sendQueue, sendPending); });
     sendThread.IsBackground = true;
     sendThread.Start();
 }
コード例 #4
0
        // thread send function
        // note: we really do need one per connection, so that if one connection
        //       blocks, the rest will still continue to get sends
        protected static void SendLoop(int connectionId, TCPSession session, SafeQueue <byte[]> sendQueue, ManualResetEvent sendPending)
        {
            // get NetworkStream from client

            try
            {
                //Logger.Log("1.5 session.Connected" + session.Connected);
                while (session.Connected) // try this. client will get closed eventually.
                {
                    // reset ManualResetEvent before we do anything else. this
                    // way there is no race condition. if Send() is called again
                    // while in here then it will be properly detected next time
                    // -> otherwise Send might be called right after dequeue but
                    //    before .Reset, which would completely ignore it until
                    //    the next Send call.
                    sendPending.Reset(); // WaitOne() blocks until .Set() again

                    // dequeue all
                    // SafeQueue.TryDequeueAll is twice as fast as
                    // ConcurrentQueue, see SafeQueue.cs!
                    byte[][] messages;
                    if (sendQueue.TryDequeueNum(out messages, 50))
                    {
                        // send message (blocking) or stop if stream is closed
                        if (!SendMessagesBlocking(session, messages))
                        {
                            break; // break instead of return so stream close still happens!
                        }
                    }

                    // don't choke up the CPU: wait until queue not empty anymore
                    sendPending.WaitOne();
                }
                //Logger.Log("session.Connected:" + session.Connected);
            }
            catch (ThreadAbortException)
            {
                // happens on stop. don't log anything.
                //Logger.LogError(e.ToString());
            }
            catch (ThreadInterruptedException)
            {
                // happens if receive thread interrupts send thread.
                //Logger.LogError(e.ToString());
            }
            catch (Exception exception)
            {
                // something went wrong. the thread was interrupted or the
                // connection closed or we closed our own connection or ...
                // -> either way we should stop gracefully
                Logger.Log("SendLoop Exception: connectionId=" + connectionId + " reason: " + exception);
            }
            finally
            {
                // clean up no matter what
                // we might get SocketExceptions when sending if the 'host has
                // failed to respond' - in which case we should close the connection
                // which causes the ReceiveLoop to end and fire the Disconnected
                // message. otherwise the connection would stay alive forever even
                // though we can't send anymore.

                session.Close(DisconnectReason.ConnectionFailed);
            }
        }