1、介紹
前面的章節(jié)中制作的小游戲中并沒有處理TCP數(shù)據(jù)流的粘包拆包的問題伟件。這一節(jié)對其進行處理。程序采用簡單的Echo程序议经。解決粘包問題采用的方法為長度法斧账。
2谴返、客戶端
采用異步socket進行數(shù)據(jù)的收發(fā)。接收數(shù)據(jù)的處理思路為:1咧织、判斷接收緩沖區(qū)的數(shù)據(jù)長度是否超過設(shè)定的數(shù)據(jù)長度包頭headerSize嗓袱,如果超過則讀取包頭長度,解析出數(shù)據(jù)包的長度习绢;然后判斷當前緩沖區(qū)的字節(jié)數(shù)是否大于等于一個數(shù)據(jù)包渠抹,若是則處理,否則繼續(xù)接收闪萄。
直接上代碼:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System;
using System.Net.Sockets;
public class Echo : MonoBehaviour
{
Socket socket;
int bufferSize = 1024;
byte[] recvBuff;
int bufferCount = 0;
int headerSize = 4;
bool startSendMsg = false;
private void Start()
{
recvBuff = new byte[bufferSize];
socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
socket.Connect("127.0.0.1", 8888);
socket.BeginReceive(recvBuff, bufferCount, bufferSize - bufferCount, SocketFlags.None,
ReceiveCallBack, socket);
}
void ReceiveCallBack(IAsyncResult ar)
{
try
{
Socket socket = (Socket)ar.AsyncState;
int count = socket.EndReceive(ar);
bufferCount += count;
HandleReceiveData();
socket.BeginReceive(recvBuff, bufferCount, bufferSize - bufferCount, SocketFlags.None,
ReceiveCallBack, socket);
}
catch (SocketException ex)
{
Debug.Log("socket receive failed" + ex.ToString());
}
}
void HandleReceiveData()
{
Debug.Log("接收緩沖區(qū)字節(jié)數(shù) =" + bufferCount);
// 檢查數(shù)據(jù)長度是否超過包頭
if (bufferCount < headerSize)
return;
// 讀取包頭長度 -- 從緩沖區(qū)的開頭讀取4字節(jié)
int bodyLength = BitConverter.ToInt32(recvBuff, 0);
// 檢查是否足夠一條信息
if (bufferCount < headerSize + bodyLength)
return;
// 處理一條消息
string data = System.Text.Encoding.UTF8.GetString(recvBuff, headerSize, bodyLength);
Debug.Log("receive data = " + data);
// 更新緩沖區(qū)信息
int start = headerSize + bodyLength;
// 移動的字節(jié)數(shù)
int count = bufferCount - start;
// 緩沖區(qū)前移 -- Copy函數(shù)對應(yīng)C/C++中的memmove, 不是memcopy
// 相當于將緩沖區(qū)的數(shù)據(jù)從start開始的count字節(jié)數(shù)據(jù)往前推到0
Array.Copy(recvBuff, start, recvBuff, 0, count);
bufferCount -= start;
// 繼續(xù)處理消息
HandleReceiveData();
}
public void Send()
{
// 發(fā)送數(shù)據(jù)
string sendStr= "hello Python";
// 組裝消息
byte[] bodyBytes = System.Text.Encoding.Default.GetBytes(sendStr);
short length = (short)bodyBytes.Length;
byte[] lenBytes = BitConverter.GetBytes(length);
byte[] sendBytes = lenBytes.Concat(bodyBytes).ToArray();
// 異步Send
socket.BeginSend(sendBytes, 0, sendBytes.Length, SocketFlags.None, SendCallBack, socket);
string sendata = BitConverter.ToString(sendBytes);
Debug.Log("Send body length: " + length);
Debug.Log("Send data: " + sendata);
}
public void SendCallBack(IAsyncResult ar)
{
Socket socket = (Socket)ar.AsyncState;
int count = socket.EndSend(ar);
// startSendMsg = false;
// 后續(xù)處理
}
public void OnButtonStartClick()
{
startSendMsg = true;
}
private void Update()
{
if (!startSendMsg)
return;
Send();
}
}
在原書上的包頭設(shè)定的字節(jié)數(shù)為2字節(jié)梧却,但是因為我使用的服務(wù)器是用python編寫,在python中使用struct打包字節(jié)流的時候败去,int數(shù)據(jù)占4字節(jié)篮幢,并且好像沒有int16這樣的數(shù)據(jù)類型,所以這里的headerSize設(shè)定為4字節(jié)为迈。
3、服務(wù)端
服務(wù)端直接上代碼缺菌,即插即用:
# Handle The TCP problem
import socket
import time
import struct
def parse_msg_length(head):
# 解析頭兩個字節(jié)的包頭大小葫辐,得到數(shù)據(jù)包的長度。
# 因為recv直接返回的是字符串伴郁,所以需要用ord將其轉(zhuǎn)換為數(shù)值類型
# 因為是2個字節(jié)耿战,一個字節(jié)是2**8=256,相當于256進制
length = 0
for i in range(len(head)):
length += ord(head[i]) * 256 ** i
return length
def handle_message(read_buffer):
# 判斷緩沖區(qū)大小是否大于包頭大小
buffer_count = len(read_buffer)
if buffer_count < head_size:
return False, 0
# 判斷緩沖區(qū)中是否存夠了一條完整的數(shù)據(jù)
msg_body_size = parse_msg_length(read_buffer[0:head_size])
if buffer_count < head_size + msg_body_size:
return False, 0
# 處理數(shù)據(jù)
data = read_buffer[head_size:msg_body_size+head_size]
print 'data:', data
# 返回焊傅,將已經(jīng)處理的數(shù)據(jù)丟棄
return True, msg_body_size
# server socket
ip = "127.0.0.1"
port = 8888
server_address = (ip, port)
buffer_size = 1024
head_size = 2
server = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
server.bind(server_address)
server.listen(1)
read_buffer = ""
print "Waiting for Connection."
while True:
connection, client_address = server.accept()
print "client connected: ", client_address
while True:
try:
# 將發(fā)送的數(shù)據(jù)用struct類型打包成字節(jié)流
msg_body = "Hello Unity"
pack_format = 'I' + str(len(msg_body)) + 's'
send_data = (len(msg_body), msg_body)
send_bytes = struct.pack(pack_format, *send_data)
connection.send(send_bytes)
# time.sleep(1)
# 接收數(shù)據(jù)剂陡,recv返回的是字符串,直接加在read_buffer后狐胎,字符串作為緩沖區(qū)
# 字符串作為緩沖區(qū)的好處就是不需要數(shù)據(jù)包的大小超過了緩沖區(qū)的大小而導(dǎo)致要擴容
receive_data = connection.recv(buffer_size)
if receive_data:
read_buffer += receive_data
result, length = handle_message(read_buffer)
if result:
read_buffer = read_buffer[head_size + length:]
else:
pass
print 'read_buffer: ', read_buffer
else:
connection.close()
break
except socket.error:
connection.close()
4鸭栖、結(jié)語
后續(xù)還要處理的問題有:大小端兼容、send發(fā)包不完整以及線程沖突的問題握巢。
好好學習天天向上晕鹊!