c#基于事件模型的UDP通讯框架(适用于网络包编解码)
这篇文章里面介绍的方法是一种实现,但是存在一个缺点就是一个对象序列化后会增大很多,不利于在网络中的传输。
我们在网络中的传输是需要尽可能的减小传送的数据包的大小,于是我参考了网上一些资料和一些开源的项目(http://www.php.cn/)这个上面的那个开源的飞鸽传输的框架,
其实也就是把要传送的数据按照某种规定放在一个byte数组中,然后接收到后按照相应的格式把数据解析出来,为了减小数据还使用了GZipStream的压缩,之前出的问题就是在解压缩时,不过现在已经解决了。
首先我们要定义一种能表示我们传送数据的包的格式
public class PacketNetWorkMsg : IComparable<PacketNetWorkMsg> { /// <summary> /// 封包版本 /// </summary> public int Version { get; set; } /// <summary> /// 要发送的数据包 /// </summary> public byte[] Data { get; set; } /// <summary> /// 数据包所含数据长度 /// </summary> public int DataLength { get; set; } /// <summary> /// 分包后最后一个剩余长度 /// </summary> public int Remainder { get; set; } /// <summary> /// 远程地址 /// </summary> public IPEndPoint RemoteIP { get; set; } /// <summary> /// 发送次数 /// </summary> public int SendTimes { get; set; } /// <summary> /// 包编号 /// </summary> public long PackageNo { get; set; } /// <summary> /// 分包索引 /// </summary> public int PackageIndex { get; set; } /// <summary> /// 分包总数 /// </summary> public int PackageCount { get; set; } /// <summary> /// 获得或设置是否需要返回已收到标志 /// </summary> public bool IsRequireReceiveCheck { get; set; } public PacketNetWorkMsg() { Version = 1; CreationTime = DateTime.Now; } public PacketNetWorkMsg(long packageNo, int Count, int index, byte[] data, int dataLength, int remainder, IPEndPoint desip, bool IsRequireReceive) { this.PackageNo = packageNo; this.PackageCount = Count; this.PackageIndex = index; this.Data = data; this.DataLength = dataLength; this.Remainder = remainder; this.IsRequireReceiveCheck = IsRequireReceive;//默认都需要确认包 this.RemoteIP = desip; } #region IComparable<PackedNetworkMessage> 成员 public int CompareTo(PacketNetWorkMsg other) { return PackageIndex < other.PackageIndex ? -1 : 1; } #endregion /// <summary> /// 获得生成数据包的时间 /// </summary> public DateTime CreationTime { get; private set; } }
这个类是我们在网络中需要传输的具体最小的包
然后还有一个就是我们用来表示我们传输的数据的格式类Msg类,一个Msg类可能被分为多个PacketNetWorkMsg 来传送,分包的方法是为了突破udp方式传输数据的限制(64k),,能够使用udp传输大数据,很多人就在问,为什么不用TCP,虽然TCP是非常好的方式,但是我也不想说出个所以然来,我就喜欢这么干。
public class Msg { /// <summary> /// 是否已经被处理.在挂钩过程中,如果为true,则底层代码不会再对信息进行处理 /// </summary> public bool Handled { get; set; } /// <summary> /// 获得或设置当前的消息编号 /// </summary> /// <value></value> /// <remarks></remarks> public long PackageNo { get; set; } /// <summary> /// 获得或设置当前的消息所属的主机名 /// </summary> public string HostName { get; set; } /// <summary> /// 获得或设置当前的消息所属的用户名 /// </summary> public string UserName { get; set; } /// <summary> /// 获得或设置当前的命令代码 /// </summary> //命令的名称 public Commands Command { get; set; } /// <summary> /// 获得或设置当前的消息的类型 文本消息,或者二进制消息 /// </summary> public Consts Type { get; set; } /// <summary> /// 获得或设置当前的命令消息文本 /// </summary> public string NormalMsg { get; set; } /// <summary> /// 消息文本字节 /// </summary> public byte[] NormalMsgBytes { get; set; } /// <summary> /// 扩展消息文本字节 /// </summary> public byte[] ExtendMessageBytes { get; set; } /// <summary> /// 获得或设置当前命令的扩展文本 /// </summary> public string ExtendMessage { get; set; } /// <summary> /// 远程地址 /// </summary> public IPEndPoint RemoteAddr { get; set; } /// <summary> /// 主机地址 /// </summary> public IPEndPoint HostAddr { get; set; } /// <summary> /// 获得或设置是否需要返回已收到标志 /// </summary> public bool IsRequireReceive { get; set; } public Msg(IPEndPoint Addr) { RemoteAddr = Addr; Handled = false; Type = Consts.MESSAGE_TEXT; } public Msg(IPEndPoint hostIP,IPEndPoint remoteIP,Commands cmd) { HostAddr = hostIP; RemoteAddr = remoteIP; Command = cmd; Handled = false; Type = Consts.MESSAGE_TEXT; } public Msg(IPEndPoint addr, string hostName, string userName,Commands command, string message, string extendMessage) { RemoteAddr = addr; Handled = false; HostName = hostName; UserName = userName; Command = command; NormalMsg = message; ExtendMessage = extendMessage; Type = Consts.MESSAGE_TEXT; } /// <summary> /// 直接创建一个新的Message对象 /// </summary> /// <param name="host">主机对象</param> /// <param name="addr">远程地址</param> /// <param name="hostName">主机名</param> /// <param name="userName">用户名</param> /// <param name="command">命令</param> /// <param name="options">选项</param> /// <param name="message">信息</param> /// <param name="extendMessage">扩展信息</param> /// <returns></returns> public static Msg Create(Host host, IPEndPoint addr, string hostName, string userName, Commands command, string message, string extendMessage) { return new Msg(addr,hostName, userName, command,message, extendMessage); } }
目前这两个类就是我们主要的数据结构了。
然后接下来是我们主要的类,分包和组包的一个类了
/// <summary> /// 消息封包类 /// </summary> public class MessagePacker { Timer _timer; public MessagePacker() { _timer = new Timer(_ => CheckForOutdateMessage(), null, new TimeSpan(0, 5, 0), new TimeSpan(0, 0, 5, 0)); } /* * 消息包注意: * 1.第一位始终是2(ASCII码50) * 2.第二位到第九位是一个long类型的整数,代表消息编号 * 3.第十位到第十三位是一个int类型的整数,代表消息内容总长度 * 4.第十四位到第十七位是一个int类型的整数,代表分包的总数 * 5.第十八位到第二十一位是一个int类型的整数,代表当前的分包编号 * 6.第二十二位表示是否需要返回一个确认标识(1/0) * 7.第二十三到第三十一位是保留的(Reserved) * 8.第三十二字节以后是数据包 * */ /// <summary> /// 消息版本号 /// </summary> public static byte VersionHeader { get { return 50; } } /// <summary> /// 返回当前消息封包的头字节数 /// </summary> public static int PackageHeaderLength { get { return 32; } } /// <summary> /// 获得消息包的字节流 /// </summary> /// <param name="message">要打包的消息对象</param> /// <returns></returns> public static PacketNetWorkMsg[] BuildNetworkMessage(Msg message) { if (message.ExtendMessageBytes != null) { return BuildNetworkMessage( message.RemoteAddr, message.PackageNo, message.Command, message.UserName, message.HostName, message.Type, message.NormalMsgBytes, message.ExtendMessageBytes, message.IsRequireReceive ); } else { return BuildNetworkMessage( message.RemoteAddr, message.PackageNo, message.Command, message.UserName, message.HostName, message.Type, System.Text.Encoding.Unicode.GetBytes(message.NormalMsg), System.Text.Encoding.Unicode.GetBytes(message.ExtendMessage), message.IsRequireReceive ); } } /// <summary> /// 获得消息包的字节流 /// </summary> /// <param name="remoteIp">远程主机地址</param> /// <param name="packageNo">包编号</param> /// <param name="command">命令</param> /// <param name="options">参数</param> /// <param name="userName">用户名</param> /// <param name="hostName">主机名</param> /// <param name="content">正文消息</param> /// <param name="extendContents">扩展消息</param> /// <returns></returns> public static PacketNetWorkMsg[] BuildNetworkMessage(IPEndPoint remoteIp, long packageNo, Commands command, string userName, string hostName,Consts type ,byte[] content, byte[] extendContents, bool RequireReceiveCheck) { //每次发送所能容下的数据量 int maxBytesPerPackage = (int)Consts.MAX_UDP_PACKAGE_LENGTH - PackageHeaderLength; //压缩数据流 var ms = new MemoryStream(); //var dest = new MemoryStream(); //var zip = new GZipStream(dest, CompressionMode.Compress); var bw = new BinaryWriter(ms, System.Text.Encoding.Unicode); //写入头部数据 bw.Write(packageNo); //包编号 bw.Write(userName); //用户名 bw.Write(hostName); //主机名 bw.Write((long)command); //命令 bw.Write((long)type); //数据类型 bw.Write(content == null ? 0 : content.Length);//数据长度 //写入消息数据 if (content != null) bw.Write(content); bw.Write(extendContents == null ? 0 : extendContents.Length);//补充数据长度 if (extendContents != null) bw.Write(extendContents); ms.Flush(); ms.Seek(0, System.IO.SeekOrigin.Begin); byte[] ibuf = ms.ToArray(); var dest = new System.IO.MemoryStream(); GZipStream zipStream = new GZipStream(dest, CompressionMode.Compress, true); byte[] buff = new byte[1024]; int offset; ms.Seek(0, SeekOrigin.Begin); while ((offset = ms.Read(buff, 0, buff.Length)) > 0) { zipStream.Write(buff, 0, offset);//先把数据用二进制写入内存,然后在把它用zip压缩,获取压缩过后的二进制流dest } zipStream.Close(); bw.Close(); ms.Close(); dest.Seek(0, SeekOrigin.Begin); //打包数据总量 int dataLength = (int)dest.Length; int packageCount = (int)Math.Ceiling(dataLength * 1.0 / maxBytesPerPackage); PacketNetWorkMsg[] pnma = new PacketNetWorkMsg[packageCount]; for (int i = 0; i < packageCount; i++) { int count = i == packageCount - 1 ? dataLength - maxBytesPerPackage * (packageCount - 1) : maxBytesPerPackage; byte[] buf = new byte[count + PackageHeaderLength]; buf[0] = VersionHeader;//版本号 第1位 BitConverter.GetBytes(packageNo).CopyTo(buf, 1);//消息编号 第2到9位 long类型的整数 BitConverter.GetBytes(dataLength).CopyTo(buf, 9);//消息内容长度 第10到13位 int类型的整数 BitConverter.GetBytes(packageCount).CopyTo(buf, 13);//分包总数 第14位到第17位 int类型的整数 BitConverter.GetBytes(i).CopyTo(buf, 17);//分包编号 第18位到第21位 int类型的整数 buf[21] = RequireReceiveCheck ? (byte)1 : (byte)0;//是否回确认包 第22位 //第23到第31位是保留的(Reserved) dest.Read(buf, 32, buf.Length - 32);//第32字节以后是,具体的数据包 pnma[i] = new PacketNetWorkMsg() { Data = buf, PackageCount = packageCount, PackageIndex = i, PackageNo = packageNo, RemoteIP = remoteIp, SendTimes = 0, Version = 2, IsRequireReceiveCheck = buf[21] == 1 }; } return pnma; } /// <summary> /// 检测确认是否是这个类型的消息包 /// </summary> /// <param name="buffer"></param> /// <returns></returns> public static bool Test(byte[] buffer) { return buffer != null && buffer.Length > PackageHeaderLength && buffer[0] == VersionHeader; } /// <summary> /// 缓存接收到的片段 /// </summary> static Dictionary<long, PacketNetWorkMsg[]> packageCache = new Dictionary<long, PacketNetWorkMsg[]>(); /// <summary> /// 分析网络数据包并进行转换为信息对象 /// </summary> /// <param name="packs">接收到的封包对象</param> /// <returns></returns> /// <remarks> /// 对于分包消息,如果收到的只是片段并且尚未接收完全,则不会进行解析 /// </remarks> public static Msg ParseToMessage(params PacketNetWorkMsg[] packs) { if (packs.Length == 0 || (packs[0].PackageCount > 1 && packs.Length != packs[0].PackageCount)) return null; var ms = DecompressMessagePacks(packs); if (ms == null) { //事件 return null; } //构造读取流 System.IO.BinaryReader br = new System.IO.BinaryReader(ms, System.Text.Encoding.Unicode); //开始读出数据 Msg m = new Msg(packs[0].RemoteIP); m.PackageNo = br.ReadInt64();//包编号 m.UserName = br.ReadString();//用户名 m.HostName = br.ReadString();//主机名 m.Command = (Commands)br.ReadInt64(); //命令 m.Type = (Consts)br.ReadInt64();//数据类型 int length = br.ReadInt32(); //数据长度 m.NormalMsgBytes = new byte[length]; br.Read(m.NormalMsgBytes, 0, length);//读取内容 length = br.ReadInt32(); //附加数据长度 m.ExtendMessageBytes = new byte[length]; br.Read(m.ExtendMessageBytes, 0, length);//读取附加数据 if (m.Type == Consts.MESSAGE_TEXT) { m.NormalMsg = System.Text.Encoding.Unicode.GetString(m.NormalMsgBytes, 0, length); //正文 m.ExtendMessage = System.Text.Encoding.Unicode.GetString(m.ExtendMessageBytes, 0, length); //扩展消息 m.ExtendMessageBytes = null; m.NormalMsgBytes = null; } return m; } /// <summary> /// 组合所有的网络数据包并执行解压缩 /// </summary> /// <param name="packs"></param> /// <returns></returns> static MemoryStream DecompressMessagePacks(params PacketNetWorkMsg[] packs) { try { //尝试解压缩,先排序 Array.Sort(packs); var msout = new MemoryStream(); using (var ms = new System.IO.MemoryStream()) { //合并写入 //Array.ForEach(packs, s => ms.Write(s.Data, 32, s.Data.Length-32)); Array.ForEach(packs, s => ms.Write(s.Data, 0, s.Data.Length)); ms.Seek(0, SeekOrigin.Begin); //解压缩 using (var gz = new GZipStream(ms, CompressionMode.Decompress)) { var buffer = new byte[0x400]; var count = 0; while ((count = gz.Read(buffer, 0, buffer.Length)) > 0) { msout.Write(buffer, 0, count); } } } msout.Seek(0, SeekOrigin.Begin); return msout; } catch (Exception) { return null; } } /// <summary> /// 尝试将收到的网络包解析为实体 /// </summary> /// <param name="pack">收到的网络包</param> /// <returns></returns> /// <remarks>如果收到的包是分片包,且其所有子包尚未接受完全,则会返回空值</remarks> public static Msg TryToTranslateMessage(PacketNetWorkMsg pack) { if (pack == null || pack.PackageIndex > pack.PackageCount - 1) return null; else if (pack.PackageCount == 1) return ParseToMessage(pack); else { lock (packageCache) { if (packageCache.ContainsKey(pack.PackageNo)) { PacketNetWorkMsg[] array = packageCache[pack.PackageNo]; array[pack.PackageIndex] = pack; //检测是否完整 if (Array.FindIndex(array, s => s == null) == -1) { packageCache.Remove(pack.PackageNo); return ParseToMessage(array); } else { return null; } } else { PacketNetWorkMsg[] array = new PacketNetWorkMsg[pack.PackageCount]; array[pack.PackageIndex] = pack; packageCache.Add(pack.PackageNo, array); return null; } } } } /// <summary> /// 将网络信息解析为封包 /// </summary> /// <param name="buffer"></param> /// <returns></returns> public static PacketNetWorkMsg Parse(byte[] buffer, IPEndPoint clientAddress) { if (!Test(buffer)) return null; PacketNetWorkMsg p = new PacketNetWorkMsg() { RemoteIP = clientAddress, SendTimes = 0 }; p.PackageNo = BitConverter.ToInt64(buffer, 1);//包编号 p.DataLength = (int)BitConverter.ToInt64(buffer, 9); //内容长度 p.PackageCount = BitConverter.ToInt32(buffer, 13);//分包总数 p.PackageIndex = BitConverter.ToInt32(buffer, 17);//索引 p.IsRequireReceiveCheck = buffer[21] == 1;//是否需要回包 p.Data = new byte[buffer.Length - PackageHeaderLength]; Array.Copy(buffer, PackageHeaderLength, p.Data, 0, p.Data.Length); return p; } void CheckForOutdateMessage() { lock (packageCache) { //TODO 这里设置最短的过期时间为5分钟,也就是说五分钟之前的消息会被干掉 var minTime = DateTime.Now.AddMinutes(5.0); var targetList = new List<long>(); foreach (var pkgid in packageCache.Keys) { if (Array.TrueForAll(packageCache[pkgid], s => s == null || s.CreationTime < minTime)) { targetList.Add(pkgid); } } foreach (var pkgid in targetList) { packageCache.Remove(pkgid); } } } #region 事件 /// <summary> /// 网络层数据包解压缩失败 /// </summary> public static event EventHandler<PackageEventArgs> DecompressFailed; /// <summary> /// 触发解压缩失败事件 /// </summary> /// <param name="e">事件包含的参数</param> protected static void OnDecompressFailed(PackageEventArgs e) { if (DecompressFailed != null) DecompressFailed(typeof(MessagePacker),e); } #endregion }
通过BuildNetworkMessage方法可以把一个Msg对象分为1个或多个packet,然后的话就可以通过以前所用的方法把分好的包挨个发送了。收到数据包后用TryToTranslateMessage方法把数据包组装成为一个Msg
接下来是一个 UDP底层通信的类
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; using Netframe.Model; using System.Net; using System.Threading; using Netframe.Tool; using Netframe.Event; namespace Netframe.Core { /// <summary> /// 基本通信类 UDP,能够进行基本数据发送,UdpPacketMsg的发送,数据收到时触发事件 /// </summary> public class UDPThread { #region 私有变量 /// <summary> /// 配置信息 /// </summary> Config _config; /// <summary> /// UDP客户端 /// </summary> UdpClient client; /// <summary> /// 用于轮询是否发送成功的记录 /// </summary> List<PacketNetWorkMsg> SendList; #endregion #region 属性 /// <summary> /// 是否已经初始化了 /// </summary> public bool IsInitialized { get; private set; } /// <summary> /// 是否建立连接 /// </summary> public bool IsConnect { get; private set; } /// <summary> /// 检查发送队列间隔 /// </summary> public int CheckQueueTimeInterval { get; set; } /// <summary> /// 没有收到确认包时,最大重新发送的数目,超过此数目会丢弃并触发PackageSendFailture 事件。 /// </summary> public int MaxResendTimes { get; set; } #endregion #region 构造函数 /// <summary> /// 构造一个新的消息对象,并绑定到指定的端口和IP上。 /// </summary> /// <param name="ip">绑定的IP</param> /// <param name="port">绑定的端口</param> public UDPThread(int port) { IsInitialized = false; IPAddress LocalIPAddress = null; //获得本机当前的ip try { IPAddress[] address = Dns.GetHostAddresses(Dns.GetHostName()); foreach (IPAddress addr in address) { if (addr.AddressFamily.ToString().Equals("InterNetwork")) { LocalIPAddress = addr; break; } } } catch (Exception) { OnLocalIpError(new EventArgs()); //获取本机ip异常 return; } try { client = new UdpClient(new IPEndPoint(LocalIPAddress, port)); IsConnect = false; } catch (Exception) { OnNetworkError(new EventArgs()); return; } SendList = new List<PacketNetWorkMsg>(); client.EnableBroadcast = true; CheckQueueTimeInterval = 2000; MaxResendTimes = 5; new Thread(new ThreadStart(CheckUnConfirmedQueue)) { IsBackground = true }.Start(); IsInitialized = true; //开始监听 client.BeginReceive(ReceiveDataAsync, null); //ReceiveData(); } public UDPThread(Config config) { IsInitialized = false; try { client = new UdpClient(new IPEndPoint(config.BindedIP, config.Port)); } catch (Exception) { OnNetworkError(new EventArgs()); return; } SendList = new List<PacketNetWorkMsg>(); client.EnableBroadcast = true; this._config = config; CheckQueueTimeInterval = 2000; MaxResendTimes = 5; new Thread(new ThreadStart(CheckUnConfirmedQueue)) { IsBackground = true }.Start(); IsInitialized = true; //开始监听 client.BeginReceive(ReceiveDataAsync, null); } /// <summary> /// 构造函数与远程主机连接 /// </summary> /// <param name="ipaddress">绑定ip</param> /// <param name="port">端口</param> public UDPThread(string ip, int port) { IsInitialized = false; IPAddress ipaddress = IPAddress.Parse(ip);//构造远程连接的参数 try { client = new UdpClient(); client.Connect(new IPEndPoint(ipaddress, port));//与远程服务器建立连接ps:只是形式上,udp本身无连接的 IsConnect = true; } catch (Exception) { OnNetworkError(new EventArgs()); return; } SendList = new List<PacketNetWorkMsg>(); client.EnableBroadcast = true; CheckQueueTimeInterval = 2000; MaxResendTimes = 5; new Thread(new ThreadStart(CheckUnConfirmedQueue)) { IsBackground = true }.Start(); IsInitialized = true; //开始监听 client.BeginReceive(ReceiveDataAsync, null); //ReceiveData(); } #endregion #region 私有方法 /// <summary> /// 接收数据的方法 /// </summary> /// <param name="ar"></param> void ReceiveDataAsync(IAsyncResult ar) { IPEndPoint ipend = null; byte[] buffer = null; try { buffer = client.EndReceive(ar, ref ipend); } catch (Exception) { return; } finally { if (IsInitialized && client != null) client.BeginReceive(ReceiveDataAsync, null); } if (buffer == null || buffer.Length == 0) return; //触发已收到事件 OnPackageReceived(new PackageEventArgs() { RemoteIP = ipend, Data = buffer }); } /// <summary> /// 同步数据接收方法 /// </summary> private void ReceiveData() { while (true) { IPEndPoint retip = null; byte[] buffer = null; try { buffer = client.Receive(ref retip);//接收数据,当Client端连接主机的时候,retip就变成Cilent端的IP了 } catch (Exception) { //异常处理操作 return; } if (buffer == null || buffer.Length == 0) return; PackageEventArgs arg = new PackageEventArgs(buffer, retip); OnPackageReceived(arg);//数据包收到触发事件 } } /// <summary> /// 异步接受数据 /// </summary> private void AsyncReceiveData() { try { client.BeginReceive(new AsyncCallback(ReceiveCallback), null); } catch (SocketException ex) { throw ex; } } /// <summary> /// 接收数据的回调函数 /// </summary> /// <param name="param"></param> private void ReceiveCallback(IAsyncResult param) { if (param.IsCompleted) { IPEndPoint retip = null; byte[] buffer = null; try { buffer = client.EndReceive(param, ref retip);//接收数据,当Client端连接主机的时候,test就变成Cilent端的IP了 } catch (Exception ex) { //异常处理操作 } finally { AsyncReceiveData(); } if (buffer == null || buffer.Length == 0) return; OnPackageReceived(new PackageEventArgs() { RemoteIP = retip, Data = buffer }); } } #endregion #region 公共函数 /// <summary> /// 关闭客户端 /// </summary> public void Close() { if (IsInitialized) { IsInitialized = false; if (IsInitialized) client.Close(); IsConnect = false; client = null; } } /// <summary> /// 发送数据,不进行检查 /// </summary> /// <param name="address">远程主机地址</param> /// <param name="port">远程主机端口</param> /// <param name="data">数据流</param> /// <param name="packageNo">数据包编号</param> /// <param name="packageIndex">分包索引</param> private void Send(IPAddress address, int port, byte[] data, long packageNo, int packageIndex) { Send(false, new IPEndPoint(address, port), data, packageNo, packageIndex); } /// <summary> /// 发送数据,并判断是否对数据作回应检查。将会在每隔 <see cref="CheckQueueTimeInterval"/> 的间隔后重新发送,直到收到对方的回应。 /// 注意:网络层不会解析回应,请调用 <see cref="PopSendItemFromList"/> 方法来告知已收到数据包。 /// </summary> /// <param name="receiveConfirm">消息是否会回发确认包</param> /// <param name="address">远程主机地址</param> /// <param name="port">远程主机端口</param> /// <param name="data">数据流</param> /// <param name="packageNo">数据包编号</param> /// <param name="packageIndex">分包索引</param> private void Send(bool receiveConfirm, IPAddress address, int port, byte[] data, long packageNo, int packageIndex) { Send(receiveConfirm, new IPEndPoint(address, port), data, packageNo, packageIndex); } /// <summary> /// 发送数据,并对数据作回应检查。当 <see cref="receiveConfirm"/> 为 true 时,将会在每隔 <see cref="CheckQueueTimeInterval"></see> 的间隔后重新发送,直到收到对方的回应。 /// 注意:网络层不会解析回应,请调用 <see cref="PopSendItemFromList"></see> 方法来告知已收到数据包。 /// </summary> /// <param name="receiveConfirm">消息是否会回发确认包</param> /// <param name="address">远程主机地址</param> /// <param name="data">数据流</param> /// <param name="packageNo">数据包编号</param> /// <param name="packageIndex">分包索引</param> private void Send(bool receiveConfirm, IPEndPoint address, byte[] data, long packageNo, int packageIndex) { if (IsInitialized) { client.Send(data, data.Length, address); if (receiveConfirm) PushSendItemToList(new PacketNetWorkMsg() { Data = data, RemoteIP = address, SendTimes = 0, PackageIndex = packageIndex, PackageNo = packageNo }); } } /// <summary> /// 同步发送分包数据 /// </summary> /// <param name="message"></param> public void SendMsg(Msg message) { if (IsInitialized) { ICollection<PacketNetWorkMsg> udpPackets = MessagePacker.BuildNetworkMessage(message); foreach (PacketNetWorkMsg packedMessage in udpPackets) { //使用同步发送 SendPacket(packedMessage); } } } /// <summary> /// 将已经打包的消息发送出去 /// </summary> /// <param name="packet"></param> public void SendPacket(PacketNetWorkMsg packet) { if (IsInitialized) { //使用同步的方法发送数据 if (!IsConnect) client.Send(packet.Data, packet.Data.Length, packet.RemoteIP); else client.Send(packet.Data, packet.Data.Length); if (packet.IsRequireReceiveCheck) PushSendItemToList(packet); } } /// <summary> /// 异步分包发送数组的方法 /// </summary> /// <param name="message"></param> public void AsyncSendMsg(Msg message) { if (IsInitialized) { ICollection<PacketNetWorkMsg> udpPackets = MessagePacker.BuildNetworkMessage(message); foreach (PacketNetWorkMsg packedMessage in udpPackets) { //使用异步的方法发送数据 AsyncSendPacket(packedMessage); } } } /// <summary> /// 发送完成后的回调方法 /// </summary> /// <param name="param"></param> private void SendCallback(IAsyncResult param) { if (param.IsCompleted) { try { client.EndSend(param);//这句话必须得写,BeginSend()和EndSend()是成对出现的 } catch (Exception) { PackageEventArgs e = new PackageEventArgs(); OnPackageSendFailure(e);//触发发送失败事件 } } } /// <summary> /// 异步将将已经打包的消息发送出去,不进行发送检查 /// </summary> /// <param name="packet"></param> public void AsyncSendPacket(PacketNetWorkMsg packet) { //使用异步的方法发送数据 if (IsInitialized) { if (!IsConnect) this.client.BeginSend(packet.Data, packet.Data.Length, packet.RemoteIP, new AsyncCallback(SendCallback), null); else this.client.BeginSend(packet.Data, packet.Data.Length, new AsyncCallback(SendCallback), null); if (packet.IsRequireReceiveCheck) PushSendItemToList(packet);//将该消息压入列表 } } #endregion System.Threading.SendOrPostCallback cucqCallpack; System.Threading.SendOrPostCallback resendCallback; /// <summary> /// *线程,检测未发送的数据并发出 /// </summary> void CheckUnConfirmedQueue() { //异步调用委托 if (cucqCallpack == null) cucqCallpack = (s) => OnPackageSendFailure(s as PackageEventArgs); if (resendCallback == null) resendCallback = (s) => OnPackageResend(s as PackageEventArgs); do { if (SendList.Count > 0) { PacketNetWorkMsg[] array = null; lock (SendList) { array = SendList.ToArray(); } //挨个重新发送并计数 Array.ForEach(array, s => { s.SendTimes++; if (s.SendTimes >= MaxResendTimes) { //发送失败啊 PackageEventArgs e = new PackageEventArgs(); if (SeiClient.NeedPostMessage) { SeiClient.SendSynchronizeMessage(cucqCallpack, e); } else { OnPackageSendFailure(e);//触发发送失败事件 } SendList.Remove(s); } else { //重新发送 AsyncSendPacket(s); PackageEventArgs e = new PackageEventArgs() { PacketMsg = s }; if (SeiClient.NeedPostMessage) { SeiClient.SendASynchronizeMessage(resendCallback, e); } else { OnPackageResend(e);//触发重新发送事件 } } }); } Thread.Sleep(CheckQueueTimeInterval); } while (IsInitialized); } static object lockObj = new object(); /// <summary> /// 将数据信息压入列表 /// </summary> /// <param name="item"></param> public void PushSendItemToList(PacketNetWorkMsg item) { SendList.Add(item); } /// <summary> /// 将数据包从列表中移除 /// 网络层不会解析 /// </summary> /// <param name="packageNo">数据包编号</param> /// <param name="packageIndex">数据包分包索引</param> public void PopSendItemFromList(long packageNo, int packageIndex) { lock (lockObj) { Array.ForEach(SendList.Where(s => s.PackageNo == packageNo && s.PackageIndex == packageIndex).ToArray(), s => SendList.Remove(s)); } } #region 事件 /// <summary> /// 网络出现异常,无法获取本地ip地址 /// </summary> public event EventHandler IPError; protected void OnLocalIpError(EventArgs e) { if (IPError != null) IPError(this, e); } /// <summary> /// 网络出现异常(如端口无法绑定等,此时无法继续工作) /// </summary> public event EventHandler NetworkError; protected void OnNetworkError(EventArgs e) { if (NetworkError != null) NetworkError(this, e); } /// <summary> /// 当数据包收到时触发 /// </summary> public event EventHandler<PackageEventArgs> PackageReceived; /// <summary> /// 当数据包收到事件触发时,被调用 /// </summary> /// <param name="e">包含事件的参数</param> protected virtual void OnPackageReceived(PackageEventArgs e) { if (PackageReceived != null) PackageReceived(this, e); } /// <summary> /// 数据包发送失败 /// </summary> public event EventHandler<PackageEventArgs> PackageSendFailure; /// <summary> /// 当数据发送失败时调用 /// </summary> /// <param name="e">包含事件的参数</param> protected virtual void OnPackageSendFailure(PackageEventArgs e) { if (PackageSendFailure != null) PackageSendFailure(this, e); } /// <summary> /// 数据包未接收到确认,重新发送 /// </summary> public event EventHandler<PackageEventArgs> PackageResend; /// <summary> /// 触发重新发送事件 /// </summary> /// <param name="e">包含事件的参数</param> protected virtual void OnPackageResend(PackageEventArgs e) { if (PackageResend != null) PackageResend(this, e); } #endregion #region IDisposable 成员 /// <summary> /// 关闭客户端并释放资源 /// </summary> public void Dispose() { Close(); } #endregion } }
再然后来一个 UDP上层的类,用来把收到的包组装合并成为一个msg
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net; using Netframe.Event; using Netframe.Model; using Netframe.Tool; using System.Threading; namespace Netframe.Core { /// <summary> /// 对底层收到数据的解析 /// </summary> public class MsgTranslator { #region 属性 /// <summary> /// 用来发送和接收消息的对象 /// </summary> public UDPThread Client { get; set; } Config _config; //用来检测重复收到的消息包 Queue<long> ReceivedQueue; #endregion public MsgTranslator(UDPThread udpClient,Config config) { this.Client = udpClient; this._config = config; ReceivedQueue = new Queue<long>(); Client.PackageReceived += PackageReceived; } /// <summary> /// 发送信息实体 /// </summary> /// <param name="msg"></param> public void Send(Msg msg) { //消息正在发送事件 OnMessageSending(new MessageEventArgs(msg)); Client.AsyncSendMsg(msg); //消息已发送事件 OnMessageSended(new MessageEventArgs(msg)); } static object lockObj = new object(); /// <summary> /// 消息包接收到时的事件 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void PackageReceived(object sender, PackageEventArgs e) { if (!e.IsHandled) { e.IsHandled = true; Msg m = ResolveToMessage(e.Data, e.RemoteIP); if (m == null) return; if (m.Command == Commands.RecvConfirm) { long pno = m.NormalMsg.TryParseToInt(0); int pindex = m.ExtendMessage.TryParseToInt(0); if (pno != 0) this.Client.PopSendItemFromList(pno, pindex); return; } //检查最近收到的消息队列里面是否已经包含了这个消息包,如果是,则丢弃 if (!ReceivedQueue.Contains(m.PackageNo)) { ReceivedQueue.Enqueue(m.PackageNo); if (ReceivedQueue.Count > 100) ReceivedQueue.Dequeue(); OnMessageReceived(new MessageEventArgs(m)); } else OnMessageDroped(new MessageEventArgs(m)); } } public Msg ResolveToMessage(byte[] buffer, IPEndPoint remoteEndPoint) { if (buffer == null || buffer.Length < 0) return null; Msg m = null; if (MessagePacker.Test(buffer)) { PacketNetWorkMsg pack = MessagePacker.Parse(buffer, remoteEndPoint); if (pack == null) return null; if (DetermineConfirm(pack)) { //发送确认标志 Msg cm = Helper.CreateRecivedCheck(remoteEndPoint, pack.PackageNo, pack.PackageIndex, _config); Client.SendMsg(cm); } m = MessagePacker.TryToTranslateMessage(pack); } return m; } /// <summary> /// 检测是否需要发送回复包来确认收到 /// </summary> /// <param name="message"></param> /// <returns></returns> static bool DetermineConfirm(PacketNetWorkMsg packet) { return packet.IsRequireReceiveCheck; } static bool DetermineConfirm(Msg message) { return message.IsRequireReceive; } #region 事件 /// <summary> /// 接收到消息包(UDP) /// </summary> public event EventHandler<MessageEventArgs> MessageReceived; SendOrPostCallback messageReceivedCallBack; /// <summary> /// 引发接收到消息包事件 /// </summary> /// <param name="e"></param> protected virtual void OnMessageReceived(MessageEventArgs e) { if (MessageReceived == null) return; if (!SeiClient.NeedPostMessage) { MessageReceived(this, e); } else { if (messageReceivedCallBack == null) messageReceivedCallBack = s => MessageReceived(this, s as MessageEventArgs); SeiClient.SendSynchronizeMessage(messageReceivedCallBack, e); } } /// <summary> /// 消息将要发送事件 /// </summary> public event EventHandler<MessageEventArgs> MessageSending; SendOrPostCallback messageSendingCallBack; /// <summary> /// 引发消息将要发送事件 /// </summary> /// <param name="e"></param> protected virtual void OnMessageSending(MessageEventArgs e) { if (MessageSending == null) return; if (!SeiClient.NeedPostMessage) { MessageSending(this, e); } else { if (messageSendingCallBack == null) messageSendingCallBack = s => MessageSending(this, s as MessageEventArgs); SeiClient.SendSynchronizeMessage(messageSendingCallBack, e); } } /// <summary> /// 消息已经发送事件 /// </summary> public event EventHandler<MessageEventArgs> MessageSended; SendOrPostCallback messageSendedCall; /// <summary> /// 引发消息已经发送事件 /// </summary> /// <param name="e"></param> protected virtual void OnMessageSended(MessageEventArgs e) { if (MessageSended == null) return; if (!SeiClient.NeedPostMessage) { MessageSended(this, e); } else { if (messageSendedCall == null) messageSendedCall = s => MessageSended(this, s as MessageEventArgs); SeiClient.SendSynchronizeMessage(messageSendedCall, e); } } /// <summary> /// 重复收包然后丢包事件 /// </summary> public event EventHandler<MessageEventArgs> MessageDroped; /// <summary> /// 引发丢弃Msg事件 /// </summary> /// <param name="e"></param> protected virtual void OnMessageDroped(MessageEventArgs e) { if (MessageDroped == null) return; MessageDroped(this, e); } #endregion } }
以上就是c#基于事件模型的UDP通讯框架(适用于网络包编解码)的内容,更多相关内容请关注PHP中文网(www.php.cn)!
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