在游戏中我们经常能够看到玩家在世界频道聊天,在QQ或微信中也有群聊功能。抽象成计算机网络,就是多个客户端通过服务器进行同频道通信,所有连接的客户端都可以看到其他客户端发送的消息。这种多客户端同频道通信是如何实现的呢?在本篇文章我们就来探讨一下。
这个需求的重点部分在于网络通信,需要我们掌握基本的计算机网络通信知识,具体到每种编程语言又有对应的API。如果把这个需求抽象到计算机网络中,我们就可以理解成多个客户端向服务器发送信息,服务器接收信息后又把信息发送给所有连接的客户端。这样,在各个客户端就可以接收到其他客户端发送的信息了。
服务器基于本地服务器开发,通过一个单独的C#控制台项目模拟,编程语言使用C#,客户端通过Unity3D构建GUI并编写客户端脚本。多客户端则通过打开多个Unity3D项目的可执行文件进行模拟,客户端的GUI需要有调试面板、客户端名称下拉菜单、连接和断开连接按钮、消息显示面板、消息输入框和消息发送按钮等。
由于代码中引用了自定义的网络通信共享库NetShare,关于NetShare请阅读这篇文章。
客户端
- using System;
- using System.Collections.Generic;
- using System.Net;
- using System.Net.Sockets;
- using System.Text;
- using UnityEngine;
- using UnityEngine.UI;
- using NetShare;//自定义网络通信共享库,包括通用数据包DataPacket等
- using System.Threading;
-
- //世界频道客户端
- public class WorldChannelClient : MonoBehaviour
- {
- public Text BaseInfo;//显示Socket连接基本信息的文本
- public Text EchoContents;//Socket回显信息的文本
- public Text ChatContents;//聊天信息的文本
- public Dropdown ClientMenu;//客户端名称下拉菜单
- public Button Connect;//连接按钮
- public Button DisConnect;//断开连接按钮
- public InputField SendInput;//聊天消息输入框
- public Button Send;//聊天信息发送按钮
-
- static string ipAddressStr;//IP地址字符串
- static int port;//端口
- static IPAddress iPAddress;//IP地址对象
- static IPEndPoint iPEndPoint;//IP端点对象
- string clientName;//客户端名称
- Socket currentClientSocket;//当前客户端Socket
- bool isLockSend;//是否锁定聊天信息发送按钮
- byte[] buffer;//消息接收缓冲区
- Queue<string> echoContentQueue, chatContentQueue;//回显信息队列和聊天信息队列
- DataPacket dataPacket;//通用数据包
-
- //反映Socket是否与服务器有效连接的属性
- bool isConnected
- {
- get
- {
- if (currentClientSocket == null) return false;
- return !currentClientSocket.Poll(10, SelectMode.SelectRead) && currentClientSocket.Connected;
- }
- }
-
- void Start()
- {
- //初始化
- ipAddressStr = "8.137.8.206";
- clientName = ClientMenu.options.Count > 0 ? ClientMenu.options[0].text : "";
- port = 5500;
- iPAddress = IPAddress.Parse(ipAddressStr);
- iPEndPoint = new IPEndPoint(iPAddress, port);
- buffer = new byte[1024];
- echoContentQueue = new Queue<string>();
- chatContentQueue = new Queue<string>();
-
- //为UI控件添加监听事件
- ClientMenu.onValueChanged.AddListener((index) =>
- {
- clientName = ClientMenu.options[index].text;
- });
- Connect.onClick.AddListener(() =>
- {
- Thread thread = new Thread(new ThreadStart(ConnectDeal));
- thread.Start();
- });
- DisConnect.onClick.AddListener(() =>
- {
- Thread thread = new Thread(new ThreadStart(DisConnectDeal));
- thread.Start();
- });
- Send.onClick.AddListener(() =>
- {
- Thread thread = new Thread(new ThreadStart(SendDeal));
- thread.Start();
- });
- }
-
- void Update()
- {
- //不断更新Socket基本信息
- BaseInfo.text = $"ClientName:{clientName}" +
- string.Format("\nSocketHashCode:{0}", currentClientSocket == null ? "None" : currentClientSocket.GetHashCode().ToString()) +
- $"\nisLock:{isLockSend}" +
- string.Format("\nPoll:{0}", currentClientSocket == null ? "None" : (!currentClientSocket.Poll(10, SelectMode.SelectRead)).ToString()) +
- string.Format("\nIsConnected:{0}", currentClientSocket == null ? "False" : currentClientSocket.Connected.ToString());
- //更新回显信息
- if (echoContentQueue.Count > 0)
- {
- while (echoContentQueue.Count > 0)
- {
- SetEchoContents(echoContentQueue.Dequeue());
- }
- }
- //更新聊天信息
- if (chatContentQueue.Count > 0)
- {
- while (chatContentQueue.Count > 0)
- {
- SetChatContents(chatContentQueue.Dequeue());
- }
- }
- }
-
- //设置回显信息相关UI的内容
- void SetEchoContents(string text)
- {
- EchoContents.text += text;
- }
-
- //设置聊天信息相关UI的内容
- void SetChatContents(string text)
- {
- ChatContents.text += text;
- }
-
- //执行逻辑:Socket异步连接处理
- void ConnectDeal()
- {
- echoContentQueue.Enqueue($"\n客户端{clientName}正在请求服务器连接...");
- Socket clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
- clientSocket.BeginConnect(iPEndPoint, ConnectCallback, clientSocket);
- }
-
- //执行逻辑:Socket异步断开连接处理
- void DisConnectDeal()
- {
- echoContentQueue.Enqueue($"\n客户端{clientName}正在断开与服务器的连接...");
- if (isConnected)
- {
- currentClientSocket.Shutdown(SocketShutdown.Both);//关闭Socket的发送和接收消息功能
- currentClientSocket.BeginDisconnect(false, DisConnectCallback, currentClientSocket);
- }
- else echoContentQueue.Enqueue($"\n客户端{clientName}未与服务器建立连接,无法进行断开连接的操作...");
- }
-
- //执行逻辑:Socket异步接收信息处理
- void ReceiveDeal()
- {
- echoContentQueue.Enqueue($"\n客户端{clientName}开始监听服务器响应...");
- currentClientSocket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, ReceiveCallback, currentClientSocket);
- }
-
- //执行逻辑:Socket异步发送信息处理
- void SendDeal()
- {
- if (!isLockSend && !string.IsNullOrEmpty(SendInput.text))
- {
- dataPacket.mContent = SendInput.text;
- SendInput.text = string.Empty;
- byte[] bytes = dataPacket.ToBytes();
- currentClientSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendCallback, currentClientSocket);
- }
- }
-
- //执行逻辑:Socket异步连接处理回调
- void ConnectCallback(IAsyncResult ar)
- {
- try
- {
- Socket socket = ar.AsyncState as Socket;
- socket.EndConnect(ar);
- currentClientSocket = socket;
- if (isConnected)
- {
- dataPacket = new ClientDataPacket()
- {
- mLocalEndPointStr = socket.LocalEndPoint.ToString(),
- mClientName = clientName
- };
- isLockSend = false;
- echoContentQueue.Enqueue($"\n
客户端{clientName}与服务器连接成功! "); - ReceiveDeal();
- }
- else echoContentQueue.Enqueue($"\n
客户端{clientName}与服务器连接失败! "); - }
- catch (SocketException se)
- {
- echoContentQueue.Enqueue($"\n
客户端{clientName}与服务器连接失败! \n错误信息:{se.Message}"); - }
- }
-
- //执行逻辑:Socket异步断开连接处理回调
- void DisConnectCallback(IAsyncResult ar)
- {
- try
- {
- isLockSend = true;
- Socket socket = ar.AsyncState as Socket;
- socket.EndDisconnect(ar);
- dataPacket = null;
- echoContentQueue.Enqueue($"\n
客户端{clientName}与服务器断开连接操作成功! "); - }
- catch (SocketException se)
- {
- echoContentQueue.Enqueue($"\n客户端{clientName}与服务器断开连接操作失败!\n错误信息:{se.Message}");
- }
- }
-
- //执行逻辑:Socket异步发送信息处理回调
- void SendCallback(IAsyncResult ar)
- {
- try
- {
- Socket socket = ar.AsyncState as Socket;
- socket.EndSend(ar);
- echoContentQueue.Enqueue($"\n客户端{clientName}向服务器发送了一条消息!");
- }
- catch (SocketException se)
- {
- echoContentQueue.Enqueue($"\n客户端{clientName}向服务器发送信息操作失败!\n错误信息:{se.Message}");
- }
- }
-
- //执行逻辑:Socket异步接收信息处理回调
- void ReceiveCallback(IAsyncResult ar)
- {
- try
- {
- Socket socket = ar.AsyncState as Socket;
- int count = socket.EndReceive(ar);
- string res = Encoding.UTF8.GetString(buffer, 0, count);
- if (!string.IsNullOrEmpty(res)) chatContentQueue.Enqueue("\n" + res);
- //若Socket连接有效则继续接收消息
- if (isConnected)
- socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, ReceiveCallback, socket);
- }
- catch (SocketException se)
- {
- echoContentQueue.Enqueue($"\n客户端{clientName}接收服务器消息失败!\n错误信息:{se.Message}");
- }
- }
- }
服务器
- using System.Net.Sockets;
- using System.Net;
- using System.Text;
- using NetShare;//自定义网络通信共享库,其中包括了通用数据包DataPacket、客户端数据包ClientDataPacket等
-
- namespace UnityServer
- {
- //世界频道服务器
- internal class WorldChannelServer
- {
- private static string ipAddressStr = "127.0.0.1";//IP地址字符串
- private static int port = 5500;//端口
- private static int maxConnectCount = 20;//最大连接数
- private static byte[] buffer = new byte[1024];//消息缓冲区
-
- //客户端Socket合集,key为IPEndPoint字符串,value为服务器为客户端分配的Socket
- private static Dictionary<string, Socket> clients = new Dictionary<string, Socket>();
-
- private static Socket? serverSocket;//服务器Socket
-
- private static void Main(string[] args)
- {
- Thread thread = new Thread(new ThreadStart(ServerDeal));
- thread.Start();
- Console.ReadLine();
- }
-
- //判断Socket是否进行有效连接
- private static bool IsConnected(Socket socket)
- {
- if (socket == null) return false;
- return !socket.Poll(10, SelectMode.SelectRead) && socket.Connected;
- }
-
- //执行逻辑:服务器处理
- private static void ServerDeal()
- {
- serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
- IPAddress v_ipAddress = IPAddress.Parse(ipAddressStr);
- serverSocket.Bind(new IPEndPoint(v_ipAddress, port));
- serverSocket.Listen(maxConnectCount);
- Console.WriteLine($"开启服务器[{serverSocket.LocalEndPoint}]...");
-
- serverSocket.BeginAccept(AcceptCallback, null);
- }
-
- //执行逻辑:Socket异步接收消息
- private static void ReceiveDeal(object? clientSocket)
- {
- Console.WriteLine("********************");
- if (clientSocket == null) return;
- Socket? v_clientSocket = clientSocket as Socket;
- if (v_clientSocket == null) return;
- Console.WriteLine("接收到客户端的连接请求!");
-
- if (IsConnected(v_clientSocket))
- v_clientSocket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, ReceiveCallback, v_clientSocket);
- }
-
- //添加客户端Socket到客户端Socket合集
- private static void AddClient(Socket clientSocket)
- {
- if (clientSocket == null) return;
- EndPoint? endPoint = clientSocket.RemoteEndPoint;
- if (endPoint != null)
- {
- string? v_endPointStr = endPoint.ToString();
- if (v_endPointStr != null) clients[v_endPointStr] = clientSocket;
- }
- }
-
- //向所有客户端发送指定信息
- private static void SendToAll(string? content)
- {
- if (string.IsNullOrEmpty(content)) return;
- byte[] bytes = Encoding.UTF8.GetBytes(content);
- foreach (Socket clientSocket in clients.Values)
- {
- if (IsConnected(clientSocket))
- {
- Thread thread = new Thread(() =>
- {
- clientSocket.BeginSend(bytes, 0, bytes.Length, SocketFlags.None, SendCallback, clientSocket);
- });
- thread.Start();
- }
- }
- }
-
- //Socket监听请求回调
- private static void AcceptCallback(IAsyncResult ar)
- {
- try
- {
- if (serverSocket != null)
- {
- Socket clientSocket = serverSocket.EndAccept(ar);
- AddClient(clientSocket);
- Thread thread = new Thread(new ParameterizedThreadStart(ReceiveDeal));
- thread.Start(clientSocket);
- serverSocket.BeginAccept(AcceptCallback, null);
- }
- }
- catch (SocketException se)
- {
- Console.WriteLine("AcceptException:" + se.Message);
- }
- }
-
- //Socket发送信息回调
- private static void SendCallback(IAsyncResult ar)
- {
- try
- {
- Socket? clientSocket = ar.AsyncState as Socket;
- if (clientSocket != null) clientSocket.EndSend(ar);
- }
- catch (SocketException se)
- {
- Console.WriteLine("SendException:" + se.Message);
- }
- }
-
- //Socket接收信息回调
- private static void ReceiveCallback(IAsyncResult ar)
- {
- try
- {
- Socket? clientSocket = ar.AsyncState as Socket;
- if (clientSocket != null)
- {
- int bytesCount = clientSocket.EndReceive(ar);
- ClientDataPacket? dataPacket = DataPacket.ToObject
(buffer.Take(bytesCount).ToArray()); - if (dataPacket != null)
- {
- string v_content = $"客户端{dataPacket.mClientName}:{dataPacket.mContent}";
- SendToAll(v_content);
- }
- if (IsConnected(clientSocket))
- clientSocket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, ReceiveCallback, clientSocket);
- }
- }
- catch (SocketException se)
- {
- Console.WriteLine("ReceiveException:" + se.Message);
- }
- }
- }
- }
测试流程大概是先启动服务器,然后启动三个客户端,三个客户端分别以A、B、C的名称作为客户端名称与服务器建立连接,连接后再由客户端A、B、C分别向服务器发送信息,通过观察三个客户端的消息面板来确定测试结果,具体测试流程请观看下列视频:
本地服务器多客户端通信
在服务器端,我们通过一个C#控制台项目来模拟服务器后台,服务器与客户端具有类似的功能,同样具有发送、接收消息的功能,不同的是服务器具有监听客户端连接的功能,而客户端具有向服务器发送连接请求的功能,本质上这些都是通过Socket实现的功能,人为划分成服务器端和客户端。在客户端我们通过GUI将用户的操作进行可视化构建,实现了回显、客户端名称选择、连接、断开连接、发送和显示消息等基本交互。
为了模拟多客户端并发操作,所有功能我们都采用了异步的方式启动,对于真正的网络通信而言,这对我们来说才刚刚开始,不过通过这个案例也让我们了解了基本的网络通信流程。
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