示例#1
0
    void SendCallback(IAsyncResult asyncResult)
    {
        if (isConnected == false)
        {
            return;
        }

        AsyncSendData asyncSendData = (AsyncSendData)asyncResult;

        int sendNum = 0;

        try
        {
            sendNum = asyncSendData.socket.EndSend(asyncResult);
        }
        catch (SocketException except)
        {
            ProcessException(except);
            return;
        }

        if (sendNum < asyncSendData.sendNum)
        {
            socket.BeginSend(
                asyncSendData.buffer,
                sendNum,
                asyncSendData.buffer.Length - sendNum,
                SocketFlags.Truncated,
                sendCallback,
                asyncSendData);
        }
    }
示例#2
0
        /// <summary>
        /// 发送数据
        /// </summary>
        /// <param name="state">参数</param>
        private void SendData(object state)
        {
            AsyncSendData asyncSendData = state as AsyncSendData;

            if (asyncSendData != null)
            {
                this.Send(asyncSendData.Data, asyncSendData.Offset, asyncSendData.Size);
                asyncSendData.Callback?.Invoke(asyncSendData.State);
            }
        }
示例#3
0
        /// <summary>
        /// 异步发送请求
        /// </summary>
        /// <param name="data">数据</param>
        /// <param name="callback">回调函数</param>
        /// <param name="offset">offset</param>
        /// <param name="size">size</param>
        /// <param name="state">参数</param>
        public void AsyncSend(byte[] data, WaitCallback callback, int offset, int size, object state)
        {
            AsyncSendData state2 = new AsyncSendData
            {
                Callback = callback,
                Data     = data,
                Offset   = offset,
                Size     = size,
                State    = state
            };

            ThreadPool.QueueUserWorkItem(this.SendData, state2);
        }
示例#4
0
        /// <summary>
        /// constructor. takes the async data blob
        /// </summary>
        /// <param name="data">async data to constructor</param>
        internal AsyncOperationCompletedEventArgs(AsyncData data)
            : base(data.Exception, false, data.UserData)
        {
            feedObject = data.Feed;
            stream     = data.DataStream;

            AsyncSendData sData = data as AsyncSendData;

            if (sData != null)
            {
                entryObject = sData.Entry;
            }
        }
示例#5
0
    // 게임 서버에게 요청한 패킷을 보내주는 메소드.
    public void SendPacket <T>(T data, PacketId packetId)
    {
        if (IsConnected == false)
        {
            Debug.LogAssertion("Socket connection not completed yet");
            return;
        }

        var sendData = new AsyncSendData(socket);

        var messageBytes = MessagePackSerializer.Serialize(data);

        var header = new PacketHeader()
        {
            PacketId = (int)packetId,
            BodySize = messageBytes.Length
        };

        var headerBytes = MessagePackSerializer.Serialize(header);

        sendData.Buffer = new byte[headerBytes.Length + messageBytes.Length];

        Array.Copy(headerBytes, 0, sendData.Buffer, 0, headerBytes.Length);
        Array.Copy(messageBytes, 0, sendData.Buffer, headerBytes.Length, messageBytes.Length);

        try
        {
            // 비동기 전송 시작. 파라미터는 BeginReceive와 대동소이하므로 생략.
            socket.BeginSend(
                sendData.Buffer,
                0,
                NetworkDefinition.PacketHeaderSize + messageBytes.Length,
                SocketFlags.None,
                sendCallBack,
                sendData);
        }
        catch (SocketException e)
        {
            HandleException(e);
            return;
        }
    }
示例#6
0
    // 지정한 구조체를 패킷으로 만들어 서버에 전달하는 메소드.
    public void SendPacket <T>(T data, PacketId packetId)
    {
        if (_isConnected == false)
        {
            Debug.LogAssertion("Socket Connection Not Completed");
            return;
        }

        var sendData = new AsyncSendData(_socket);
        int id;
        int bodySize;

        // 포인터 동작 수행.
        unsafe
        {
            #region PREPARE SENDING DATAS
            // 보낼 데이터 구조체를 Json 형태로 바꿔줌.
            string jsonData = JsonUtility.ToJson(data);

            id       = (int)packetId;
            bodySize = jsonData.Length + 1;


            // Send 버퍼 생성.
            sendData._buffer   = new byte[NetworkDefinition.PacketHeaderSize + bodySize + 1];
            sendData._sendSize = NetworkDefinition.PacketHeaderSize + bodySize;
            #endregion

            #region COPYING PACKET HEADER
            // 패킷 아이디 주소의 첫 번째 자리.
            byte *packetIdPos = (byte *)&id;

            // 포인터를 옮겨가며 버퍼에 기록.
            for (int i = 0; i < NetworkDefinition.IntSize; ++i)
            {
                sendData._buffer[i] = packetIdPos[i];
            }

            // 패킷 바디사이즈 주소의 첫 번째 자리.
            byte *bodySizePos = (byte *)&bodySize;

            // 아이디를 기록했던 버퍼 자리 뒤부터 기록.
            for (int i = 0; i < NetworkDefinition.IntSize; ++i)
            {
                sendData._buffer[NetworkDefinition.IntSize + i] = bodySizePos[i];
            }
            #endregion

            #region COPYING PACKET BODY
            // 패킷 바디 주소의 첫 번째 자리.
            char[] bodyPos = jsonData.ToCharArray();

            // 헤더를 기록했던 버퍼 자리 뒤부터 기록.
            for (int i = 0; i < bodySize - 1; ++i)
            {
                sendData._buffer[NetworkDefinition.PacketHeaderSize + i] = (byte)bodyPos[i];
            }

            // 뒤에 널 문자 추가.
            var nullChar = Convert.ToByte('\0');
            sendData._buffer[NetworkDefinition.PacketHeaderSize + bodySize] = nullChar;

            #endregion ;
        }

        try
        {
            // 비동기 전송 시작. 파라미터는 BeginReceive와 대동소이하므로 생략.
            _socket.BeginSend(
                sendData._buffer,
                0,
                NetworkDefinition.PacketHeaderSize + bodySize,
                SocketFlags.None,
                _sendCallback,
                sendData);
        }
        catch (SocketException e)
        {
            HandleException(e);
            return;
        }
    }
示例#7
0
    public void SendPacket <T>(T data, PacketId pktId)
    {
        if (isConnected == false)
        {
            return;
        }

        AsyncSendData asyncSendData = new AsyncSendData(socket);

        //성능 이슈로 포인터 기반으로 동작하게 바꿈
        unsafe
        {
            #region prepare datas for copying to send buffer

            string jsonedData = JsonUtility.ToJson(data);

            int packetId = (int)pktId;
            int bodySize = jsonedData.Length;

            asyncSendData.buffer  = new byte[NetworkConstants.PACKET_HEADER_SIZE + bodySize];
            asyncSendData.sendNum = NetworkConstants.PACKET_HEADER_SIZE + bodySize;

            #endregion

            #region copy packet id to send buffer

            byte *packetIdPos = (byte *)&packetId;

            for (int i = 0; i < NetworkConstants.INT_SIZE; i++)
            {
                asyncSendData.buffer[i] = packetIdPos[i];
            }

            #endregion

            #region copy body size to send buffer

            byte *bodySizePos = (byte *)&bodySize;

            for (int i = 0; i < NetworkConstants.INT_SIZE; i++)
            {
                asyncSendData.buffer[i + NetworkConstants.INT_SIZE] = bodySizePos[i];
            }

            #endregion

            #region copy body to send buffer

            char[] bodyPos = jsonedData.ToCharArray();

            for (int i = 0; i < bodySize; i++)
            {
                asyncSendData.buffer[i + NetworkConstants.PACKET_HEADER_SIZE] = (byte)bodyPos[i];
            }

            #endregion
        }

        try
        {
            socket.BeginSend(
                asyncSendData.buffer,
                0,
                asyncSendData.buffer.Length,
                SocketFlags.None,
                sendCallback,
                asyncSendData);
        }
        catch (SocketException except)
        {
            ProcessException(except);
            return;
        }
    }