[+] Network Module

[+] Network Module
This commit is contained in:
ALEXTANG
2023-04-21 10:29:42 +08:00
parent 91fff462cb
commit 4f908d46af
38 changed files with 2260 additions and 2 deletions

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namespace TEngine
{
/// <summary>
/// 网络地址类型。
/// </summary>
public enum AddressFamily : byte
{
/// <summary>
/// 未知。
/// </summary>
Unknown = 0,
/// <summary>
/// IP 版本 4。
/// </summary>
IPv4,
/// <summary>
/// IP 版本 6。
/// </summary>
IPv6
}
}

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fileFormatVersion: 2
guid: dd8e805430d24bdb8c2679b59ba7c2d6
timeCreated: 1681993653

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fileFormatVersion: 2
guid: 9aefe7f3e0fd485091a20579b29872a7
timeCreated: 1681994393

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using System;
using System.Net;
using System.Net.Sockets;
namespace TEngine
{
/// <summary>
/// 网络频道接口。
/// </summary>
public interface INetworkChannel
{
/// <summary>
/// 获取网络频道名称。
/// </summary>
string Name
{
get;
}
/// <summary>
/// 获取网络频道所使用的 Socket。
/// </summary>
Socket Socket
{
get;
}
/// <summary>
/// 获取是否已连接。
/// </summary>
bool Connected
{
get;
}
/// <summary>
/// 获取网络服务类型。
/// </summary>
ServiceType ServiceType
{
get;
}
/// <summary>
/// 获取网络地址类型。
/// </summary>
AddressFamily AddressFamily
{
get;
}
/// <summary>
/// 获取要发送的消息包数量。
/// </summary>
int SendPacketCount
{
get;
}
/// <summary>
/// 获取累计发送的消息包数量。
/// </summary>
int SentPacketCount
{
get;
}
/// <summary>
/// 获取已接收未处理的消息包数量。
/// </summary>
int ReceivePacketCount
{
get;
}
/// <summary>
/// 获取累计已接收的消息包数量。
/// </summary>
int ReceivedPacketCount
{
get;
}
/// <summary>
/// 获取或设置当收到消息包时是否重置心跳流逝时间。
/// </summary>
bool ResetHeartBeatElapseSecondsWhenReceivePacket
{
get;
set;
}
/// <summary>
/// 获取丢失心跳的次数。
/// </summary>
int MissHeartBeatCount
{
get;
}
/// <summary>
/// 获取或设置心跳间隔时长,以秒为单位。
/// </summary>
float HeartBeatInterval
{
get;
set;
}
/// <summary>
/// 获取心跳等待时长,以秒为单位。
/// </summary>
float HeartBeatElapseSeconds
{
get;
}
/// <summary>
/// 注册网络消息包处理函数。
/// </summary>
/// <param name="msgId">网络消息包id。</param>
/// <param name="msgDelegate">要注册的网络消息包处理函数。</param>
void RegisterMsgHandler(int msgId, CsMsgDelegate msgDelegate);
/// <summary>
/// 移除网络消息包处理函数。
/// </summary>
/// <param name="msgId">网络消息包id。</param>
/// <param name="msgDelegate">要注册的网络消息包处理函数。</param>
void RemoveMsgHandler(int msgId, CsMsgDelegate msgDelegate);
/// <summary>
/// 连接到远程主机。
/// </summary>
/// <param name="ipAddress">远程主机的 IP 地址。</param>
/// <param name="port">远程主机的端口号。</param>
void Connect(IPAddress ipAddress, int port);
/// <summary>
/// 连接到远程主机。
/// </summary>
/// <param name="ipAddress">远程主机的 IP 地址。</param>
/// <param name="port">远程主机的端口号。</param>
/// <param name="userData">用户自定义数据。</param>
void Connect(IPAddress ipAddress, int port, object userData);
/// <summary>
/// 关闭网络频道。
/// </summary>
void Close();
/// <summary>
/// 向远程主机发送消息包。
/// </summary>
/// <typeparam name="T">消息包类型。</typeparam>
/// <param name="packet">要发送的消息包。</param>
/// <returns>消息包是否发送成功。</returns>
bool Send<T>(T packet) where T : Packet;
/// <summary>
/// 向远程主机发送消息包并注册消息回调。
/// </summary>
/// <typeparam name="T">消息包类型。</typeparam>
/// <param name="pack">要发送的消息包。</param>
/// <param name="resHandler">要注册的回调。</param>
/// <param name="needShowWaitUI">是否需要等待UI。</param>
/// <returns>消息包是否发送成功。</returns>
bool Send<T>(T pack, CsMsgDelegate resHandler, bool needShowWaitUI = false) where T : Packet;
}
}

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fileFormatVersion: 2
guid: 09b554ed41c546a1bc40e5be392f836a
timeCreated: 1681993830

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using System.IO;
namespace TEngine
{
/// <summary>
/// 网络频道辅助器接口。
/// </summary>
public interface INetworkChannelHelper
{
/// <summary>
/// 获取消息包头长度。
/// </summary>
int PacketHeaderLength
{
get;
}
/// <summary>
/// 初始化网络频道辅助器。
/// </summary>
/// <param name="networkChannel">网络频道。</param>
void Initialize(INetworkChannel networkChannel);
/// <summary>
/// 关闭并清理网络频道辅助器。
/// </summary>
void Shutdown();
/// <summary>
/// 准备进行连接。
/// </summary>
void PrepareForConnecting();
/// <summary>
/// 发送心跳消息包。
/// </summary>
/// <returns>是否发送心跳消息包成功。</returns>
bool SendHeartBeat();
/// <summary>
/// 序列化消息包。
/// </summary>
/// <typeparam name="T">消息包类型。</typeparam>
/// <param name="packet">要序列化的消息包。</param>
/// <param name="destination">要序列化的目标流。</param>
/// <returns>是否序列化成功。</returns>
bool Serialize<T>(T packet, Stream destination) where T : Packet;
/// <summary>
/// 反序列化消息包头。
/// </summary>
/// <param name="source">要反序列化的来源流。</param>
/// <param name="customErrorData">用户自定义错误数据。</param>
/// <returns>反序列化后的消息包头。</returns>
IPacketHeader DeserializePacketHeader(Stream source, out object customErrorData);
/// <summary>
/// 反序列化消息包。
/// </summary>
/// <param name="packetHeader">消息包头。</param>
/// <param name="source">要反序列化的来源流。</param>
/// <param name="customErrorData">用户自定义错误数据。</param>
/// <returns>反序列化后的消息包。</returns>
Packet DeserializePacket(IPacketHeader packetHeader, Stream source, out object customErrorData);
}
}

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fileFormatVersion: 2
guid: 1f847791db5a4e6cbbc39dd56a6888d9
timeCreated: 1681993713

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using System;
using System.Collections.Generic;
using System.Net.Sockets;
namespace TEngine
{
/// <summary>
/// 网络管理器接口。
/// </summary>
public interface INetworkManager
{
/// <summary>
/// 获取网络频道数量。
/// </summary>
int NetworkChannelCount { get; }
/// <summary>
/// 网络连接成功事件。
/// </summary>
event Action<INetworkChannel, object> NetworkConnected;
/// <summary>
/// 网络连接关闭事件。
/// </summary>
event Action<INetworkChannel> NetworkClosed;
/// <summary>
/// 网络心跳包丢失事件。
/// </summary>
event Action<INetworkChannel, int> NetworkMissHeartBeat;
/// <summary>
/// 网络错误事件。
/// </summary>
event Action<INetworkChannel, NetworkErrorCode, SocketError, string> NetworkError;
/// <summary>
/// 用户自定义网络错误事件。
/// </summary>
event Action<INetworkChannel, object> NetworkCustomError;
/// <summary>
/// 检查是否存在网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>是否存在网络频道。</returns>
bool HasNetworkChannel(string name);
/// <summary>
/// 获取网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>要获取的网络频道。</returns>
INetworkChannel GetNetworkChannel(string name);
/// <summary>
/// 获取所有网络频道。
/// </summary>
/// <returns>所有网络频道。</returns>
INetworkChannel[] GetAllNetworkChannels();
/// <summary>
/// 获取所有网络频道。
/// </summary>
/// <param name="results">所有网络频道。</param>
void GetAllNetworkChannels(List<INetworkChannel> results);
/// <summary>
/// 创建网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <param name="serviceType">网络服务类型。</param>
/// <param name="networkChannelHelper">网络频道辅助器。</param>
/// <returns>要创建的网络频道。</returns>
INetworkChannel CreateNetworkChannel(string name, ServiceType serviceType, INetworkChannelHelper networkChannelHelper);
/// <summary>
/// 销毁网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>是否销毁网络频道成功。</returns>
bool DestroyNetworkChannel(string name);
}
}

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fileFormatVersion: 2
guid: 7de8458fc50e4cd3b49ef73d35ad9763
timeCreated: 1681993806

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namespace TEngine
{
/// <summary>
/// 网络消息包头接口。
/// </summary>
public interface IPacketHeader
{
/// <summary>
/// 获取网络消息包长度。
/// </summary>
int PacketLength
{
get;
}
}
}

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fileFormatVersion: 2
guid: 7659e4a617d84126b0a548077fb4fdcc
timeCreated: 1681994226

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@@ -10,7 +10,7 @@ namespace TEngine
int v6Count = 0; int v6Count = 0;
for (int i = 0; i < ipAddresses.Length; i++) for (int i = 0; i < ipAddresses.Length; i++)
{ {
if (AddressFamily.InterNetworkV6.Equals(ipAddresses[i].AddressFamily)) if (System.Net.Sockets.AddressFamily.InterNetworkV6.Equals(ipAddresses[i].AddressFamily))
{ {
v6Count++; v6Count++;
} }
@@ -22,7 +22,7 @@ namespace TEngine
int resIndex = 0; int resIndex = 0;
for (int i = 0; i < ipAddresses.Length; i++) for (int i = 0; i < ipAddresses.Length; i++)
{ {
if (AddressFamily.InterNetworkV6.Equals(ipAddresses[i].AddressFamily)) if (System.Net.Sockets.AddressFamily.InterNetworkV6.Equals(ipAddresses[i].AddressFamily))
{ {
outIPs[resIndex++] = ipAddresses[i]; outIPs[resIndex++] = ipAddresses[i];
} }

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namespace TEngine
{
/// <summary>
/// 网络错误码。
/// </summary>
public enum NetworkErrorCode : byte
{
/// <summary>
/// 未知错误。
/// </summary>
Unknown = 0,
/// <summary>
/// 地址族错误。
/// </summary>
AddressFamilyError,
/// <summary>
/// Socket 错误。
/// </summary>
SocketError,
/// <summary>
/// 连接错误。
/// </summary>
ConnectError,
/// <summary>
/// 发送错误。
/// </summary>
SendError,
/// <summary>
/// 接收错误。
/// </summary>
ReceiveError,
/// <summary>
/// 序列化错误。
/// </summary>
SerializeError,
/// <summary>
/// 反序列化消息包头错误。
/// </summary>
DeserializePacketHeaderError,
/// <summary>
/// 反序列化消息包错误。
/// </summary>
DeserializePacketError
}
}

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fileFormatVersion: 2
guid: 0bb8ca2ece7d49d28b1b4fd1bfa027e6
timeCreated: 1681993877

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namespace TEngine
{
public class NetworkEvent
{
/// <summary>
/// 网网络连接成功事件。
/// </summary>
public static int NetworkConnectedEvent = StringId.StringToHash("NetworkEvent.NetworkConnectedEvent");
/// <summary>
/// 网络连接关闭事件。
/// </summary>
public static int NetworkClosedEvent = StringId.StringToHash("NetworkEvent.NetworkClosedEvent");
/// <summary>
/// 网络错误事件。
/// </summary>
public static int NetworkErrorEvent = StringId.StringToHash("NetworkEvent.NetworkErrorEvent");
/// <summary>
/// 用户自定义网络错误事件。
/// </summary>
public static int NetworkCustomErrorEvent = StringId.StringToHash("NetworkEvent.NetworkCustomErrorEvent");
/// <summary>
/// 网络心跳包丢失事件。
/// </summary>
public static int NetworkMissHeartBeatEvent = StringId.StringToHash("NetworkEvent.NetworkMissHeartBeatEvent");
}
}

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fileFormatVersion: 2
guid: 8e3b5eb5b76244498181c6117f0e0b1a
timeCreated: 1681993978

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using System.Net.Sockets;
namespace TEngine
{
internal sealed partial class NetworkManager
{
private sealed class ConnectState
{
private readonly Socket _socket;
private readonly object _userData;
public ConnectState(Socket socket, object userData)
{
_socket = socket;
_userData = userData;
}
public Socket Socket => _socket;
public object UserData => _userData;
}
}
}

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fileFormatVersion: 2
guid: 36ed7026c9b6441cb8a6438b2048d7f6
timeCreated: 1681994450

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namespace TEngine
{
internal sealed partial class NetworkManager
{
private sealed class HeartBeatState
{
private float _heartBeatElapseSeconds;
private int _missHeartBeatCount;
public HeartBeatState()
{
_heartBeatElapseSeconds = 0f;
_missHeartBeatCount = 0;
}
public float HeartBeatElapseSeconds
{
get => _heartBeatElapseSeconds;
set => _heartBeatElapseSeconds = value;
}
public int MissHeartBeatCount
{
get => _missHeartBeatCount;
set => _missHeartBeatCount = value;
}
public void Reset(bool resetHeartBeatElapseSeconds)
{
if (resetHeartBeatElapseSeconds)
{
_heartBeatElapseSeconds = 0f;
}
_missHeartBeatCount = 0;
}
}
}
}

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fileFormatVersion: 2
guid: 5368d77f60554db99e9c4d0862660442
timeCreated: 1681994450

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using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
namespace TEngine
{
internal sealed partial class NetworkManager
{
/// <summary>
/// 网络频道基类。
/// </summary>
private abstract class NetworkChannelBase : INetworkChannel, IDisposable
{
private const float DefaultHeartBeatInterval = 30f;
private readonly string _name;
protected readonly Queue<Packet> SendPacketPool;
protected readonly INetworkChannelHelper NetworkChannelHelper;
protected AddressFamily MAddressFamily;
protected bool MResetHeartBeatElapseSecondsWhenReceivePacket;
protected float MHeartBeatInterval;
protected Socket MSocket;
protected readonly SendState MSendState;
protected readonly ReceiveState MReceiveState;
protected readonly HeartBeatState MHeartBeatState;
protected int MSentPacketCount;
protected int MReceivedPacketCount;
protected bool Active;
private bool _disposed;
public Action<NetworkChannelBase, object> NetworkChannelConnected;
public Action<NetworkChannelBase> NetworkChannelClosed;
public Action<NetworkChannelBase, int> NetworkChannelMissHeartBeat;
public Action<NetworkChannelBase, NetworkErrorCode, SocketError, string> NetworkChannelError;
public Action<NetworkChannelBase, object> NetworkChannelCustomError;
/// <summary>
/// 消息注册Map。
/// </summary>
private readonly Dictionary<int, List<CsMsgDelegate>> _msgHandlerMap = new Dictionary<int, List<CsMsgDelegate>>();
/// <summary>
/// 委托缓存堆栈。
/// </summary>
private readonly Queue<List<CsMsgDelegate>> _cacheHandlerQueue = new Queue<List<CsMsgDelegate>>();
/// <summary>
/// 消息包缓存堆栈。
/// </summary>
private readonly Queue<Packet> _packsQueue = new Queue<Packet>();
/// <summary>
/// 初始化网络频道基类的新实例。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <param name="networkChannelHelper">网络频道辅助器。</param>
public NetworkChannelBase(string name, INetworkChannelHelper networkChannelHelper)
{
_name = name ?? string.Empty;
SendPacketPool = new Queue<Packet>();
NetworkChannelHelper = networkChannelHelper;
MAddressFamily = AddressFamily.Unknown;
MResetHeartBeatElapseSecondsWhenReceivePacket = false;
MHeartBeatInterval = DefaultHeartBeatInterval;
MSocket = null;
MSendState = new SendState();
MReceiveState = new ReceiveState();
MHeartBeatState = new HeartBeatState();
MSentPacketCount = 0;
MReceivedPacketCount = 0;
Active = false;
_disposed = false;
NetworkChannelConnected = null;
NetworkChannelClosed = null;
NetworkChannelMissHeartBeat = null;
NetworkChannelError = null;
NetworkChannelCustomError = null;
networkChannelHelper.Initialize(this);
}
/// <summary>
/// 获取网络频道名称。
/// </summary>
public string Name => _name;
/// <summary>
/// 获取网络频道所使用的 Socket。
/// </summary>
public Socket Socket => MSocket;
/// <summary>
/// 获取是否已连接。
/// </summary>
public bool Connected
{
get
{
if (MSocket != null)
{
return MSocket.Connected;
}
return false;
}
}
/// <summary>
/// 获取网络服务类型。
/// </summary>
public abstract ServiceType ServiceType { get; }
/// <summary>
/// 获取网络地址类型。
/// </summary>
public AddressFamily AddressFamily => MAddressFamily;
/// <summary>
/// 获取要发送的消息包数量。
/// </summary>
public int SendPacketCount => SendPacketPool.Count;
/// <summary>
/// 获取累计发送的消息包数量。
/// </summary>
public int SentPacketCount => MSentPacketCount;
/// <summary>
/// 获取已接收未处理的消息包数量。
/// </summary>
public int ReceivePacketCount => _cacheHandlerQueue.Count;
/// <summary>
/// 获取累计已接收的消息包数量。
/// </summary>
public int ReceivedPacketCount => MReceivedPacketCount;
/// <summary>
/// 获取或设置当收到消息包时是否重置心跳流逝时间。
/// </summary>
public bool ResetHeartBeatElapseSecondsWhenReceivePacket
{
get => MResetHeartBeatElapseSecondsWhenReceivePacket;
set => MResetHeartBeatElapseSecondsWhenReceivePacket = value;
}
/// <summary>
/// 获取丢失心跳的次数。
/// </summary>
public int MissHeartBeatCount => MHeartBeatState.MissHeartBeatCount;
/// <summary>
/// 获取或设置心跳间隔时长,以秒为单位。
/// </summary>
public float HeartBeatInterval
{
get => MHeartBeatInterval;
set => MHeartBeatInterval = value;
}
/// <summary>
/// 获取心跳等待时长,以秒为单位。
/// </summary>
public float HeartBeatElapseSeconds => MHeartBeatState.HeartBeatElapseSeconds;
/// <summary>
/// 网络频道轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
public virtual void Update(float elapseSeconds, float realElapseSeconds)
{
if (MSocket == null || !Active)
{
return;
}
ProcessSend();
ProcessReceive();
if (MSocket == null || !Active)
{
return;
}
HandleCsMsgOnUpdate();
if (MHeartBeatInterval > 0f)
{
bool sendHeartBeat = false;
int missHeartBeatCount = 0;
lock (MHeartBeatState)
{
if (MSocket == null || !Active)
{
return;
}
MHeartBeatState.HeartBeatElapseSeconds += realElapseSeconds;
if (MHeartBeatState.HeartBeatElapseSeconds >= MHeartBeatInterval)
{
sendHeartBeat = true;
missHeartBeatCount = MHeartBeatState.MissHeartBeatCount;
MHeartBeatState.HeartBeatElapseSeconds = 0f;
MHeartBeatState.MissHeartBeatCount++;
}
}
if (sendHeartBeat && NetworkChannelHelper.SendHeartBeat())
{
if (missHeartBeatCount > 0 && NetworkChannelMissHeartBeat != null)
{
NetworkChannelMissHeartBeat(this, missHeartBeatCount);
}
}
}
}
/// <summary>
/// 关闭网络频道。
/// </summary>
public virtual void Shutdown()
{
Close();
NetworkChannelHelper.Shutdown();
}
/// <summary>
/// 注册网络消息包处理函数。
/// </summary>
/// <param name="msgId">网络消息包id。</param>
/// <param name="msgDelegate">要注册的网络消息包处理函数。</param>
public void RegisterMsgHandler(int msgId, CsMsgDelegate msgDelegate)
{
if (msgDelegate == null)
{
throw new GameFrameworkException("Msg handler is invalid.");
}
if (!_msgHandlerMap.TryGetValue(msgId, out var listHandle))
{
listHandle = new List<CsMsgDelegate>();
_msgHandlerMap[msgId] = listHandle;
}
if (listHandle != null)
{
if (!listHandle.Contains(msgDelegate))
{
listHandle.Add(msgDelegate);
}
else
{
Log.Error("-------------repeat RegCmdHandle MsgId:{0}-----------",msgId);
}
}
}
/// <summary>
/// 移除网络消息包处理函数。
/// </summary>
/// <param name="msgId">网络消息包id。</param>
/// <param name="msgDelegate">要注册的网络消息包处理函数。</param>
public void RemoveMsgHandler(int msgId, CsMsgDelegate msgDelegate)
{
if (!_msgHandlerMap.TryGetValue(msgId, out List<CsMsgDelegate> listHandle))
{
return;
}
if (listHandle != null)
{
listHandle.Remove(msgDelegate);
}
}
/// <summary>
/// 连接到远程主机。
/// </summary>
/// <param name="ipAddress">远程主机的 IP 地址。</param>
/// <param name="port">远程主机的端口号。</param>
public void Connect(IPAddress ipAddress, int port)
{
Connect(ipAddress, port, null);
}
/// <summary>
/// 连接到远程主机。
/// </summary>
/// <param name="ipAddress">远程主机的 IP 地址。</param>
/// <param name="port">远程主机的端口号。</param>
/// <param name="userData">用户自定义数据。</param>
public virtual void Connect(IPAddress ipAddress, int port, object userData)
{
if (MSocket != null)
{
Close();
MSocket = null;
}
switch (ipAddress.AddressFamily)
{
case System.Net.Sockets.AddressFamily.InterNetwork:
MAddressFamily = AddressFamily.IPv4;
break;
case System.Net.Sockets.AddressFamily.InterNetworkV6:
MAddressFamily = AddressFamily.IPv6;
break;
default:
string errorMessage = Utility.Text.Format("Not supported address family '{0}'.", ipAddress.AddressFamily);
if (NetworkChannelError != null)
{
NetworkChannelError(this, NetworkErrorCode.AddressFamilyError, SocketError.Success, errorMessage);
return;
}
throw new GameFrameworkException(errorMessage);
}
MSendState.Reset();
MReceiveState.PrepareForPacketHeader(NetworkChannelHelper.PacketHeaderLength);
}
/// <summary>
/// 关闭连接并释放所有相关资源。
/// </summary>
public void Close()
{
lock (this)
{
if (MSocket == null)
{
return;
}
Active = false;
try
{
MSocket.Shutdown(SocketShutdown.Both);
}
catch
{
// ignored
}
finally
{
MSocket.Close();
MSocket = null;
if (NetworkChannelClosed != null)
{
NetworkChannelClosed(this);
}
}
MSentPacketCount = 0;
MReceivedPacketCount = 0;
lock (SendPacketPool)
{
SendPacketPool.Clear();
}
lock (_packsQueue)
{
_packsQueue.Clear();
}
lock (_msgHandlerMap)
{
_msgHandlerMap.Clear();
}
lock (_cacheHandlerQueue)
{
_cacheHandlerQueue.Clear();
}
lock (MHeartBeatState)
{
MHeartBeatState.Reset(true);
}
}
}
/// <summary>
/// 向远程主机发送消息包。
/// </summary>
/// <typeparam name="T">消息包类型。</typeparam>
/// <param name="packet">要发送的消息包。</param>
public bool Send<T>(T packet) where T : Packet
{
if (MSocket == null)
{
string errorMessage = "You must connect first.";
if (NetworkChannelError != null)
{
NetworkChannelError(this, NetworkErrorCode.SendError, SocketError.Success, errorMessage);
return false;
}
throw new GameFrameworkException(errorMessage);
}
if (!Active)
{
string errorMessage = "Socket is not active.";
if (NetworkChannelError != null)
{
NetworkChannelError(this, NetworkErrorCode.SendError, SocketError.Success, errorMessage);
return false;
}
throw new GameFrameworkException(errorMessage);
}
if (packet == null)
{
string errorMessage = "Packet is invalid.";
if (NetworkChannelError != null)
{
NetworkChannelError(this, NetworkErrorCode.SendError, SocketError.Success, errorMessage);
return false;
}
throw new GameFrameworkException(errorMessage);
}
lock (SendPacketPool)
{
SendPacketPool.Enqueue(packet);
}
return true;
}
/// <summary>
/// 向远程主机发送消息包并注册消息回调。
/// </summary>
/// <typeparam name="T">消息包类型。</typeparam>
/// <param name="pack">要发送的消息包。</param>
/// <param name="resHandler">要注册的回调。</param>
/// <param name="needShowWaitUI">是否需要等待UI。</param>
/// <returns>消息包是否发送成功。</returns>
public bool Send<T>(T pack, CsMsgDelegate resHandler, bool needShowWaitUI = false) where T : Packet
{
//TODO
return true;
}
/// <summary>
/// 释放资源。
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// 释放资源。
/// </summary>
/// <param name="disposing">释放资源标记。</param>
private void Dispose(bool disposing)
{
if (_disposed)
{
return;
}
if (disposing)
{
Close();
MSendState.Dispose();
MReceiveState.Dispose();
}
_disposed = true;
}
protected virtual bool ProcessSend()
{
if (MSendState.Stream.Length > 0 || SendPacketPool.Count <= 0)
{
return false;
}
while (SendPacketPool.Count > 0)
{
Packet packet = null;
lock (SendPacketPool)
{
packet = SendPacketPool.Dequeue();
}
bool serializeResult = false;
try
{
serializeResult = NetworkChannelHelper.Serialize(packet, MSendState.Stream);
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.SerializeError, socketException?.SocketErrorCode ?? SocketError.Success,
exception.ToString());
return false;
}
throw;
}
if (!serializeResult)
{
string errorMessage = "Serialized packet failure.";
if (NetworkChannelError != null)
{
NetworkChannelError(this, NetworkErrorCode.SerializeError, SocketError.Success, errorMessage);
return false;
}
throw new GameFrameworkException(errorMessage);
}
}
MSendState.Stream.Position = 0L;
return true;
}
protected virtual void ProcessReceive()
{
}
protected virtual bool ProcessPacketHeader()
{
try
{
IPacketHeader packetHeader = NetworkChannelHelper.DeserializePacketHeader(MReceiveState.Stream, out var customErrorData);
if (customErrorData != null && NetworkChannelCustomError != null)
{
NetworkChannelCustomError(this, customErrorData);
}
if (packetHeader == null)
{
string errorMessage = "Packet header is invalid.";
if (NetworkChannelError != null)
{
NetworkChannelError(this, NetworkErrorCode.DeserializePacketHeaderError, SocketError.Success, errorMessage);
return false;
}
throw new GameFrameworkException(errorMessage);
}
MReceiveState.PrepareForPacket(packetHeader);
if (packetHeader.PacketLength <= 0)
{
bool processSuccess = ProcessPacket();
MReceivedPacketCount++;
return processSuccess;
}
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.DeserializePacketHeaderError, socketException?.SocketErrorCode ?? SocketError.Success,
exception.ToString());
return false;
}
throw;
}
return true;
}
protected virtual bool ProcessPacket()
{
lock (MHeartBeatState)
{
MHeartBeatState.Reset(MResetHeartBeatElapseSecondsWhenReceivePacket);
}
try
{
Packet packet = NetworkChannelHelper.DeserializePacket(MReceiveState.PacketHeader, MReceiveState.Stream, out var customErrorData);
if (customErrorData != null && NetworkChannelCustomError != null)
{
NetworkChannelCustomError(this, customErrorData);
}
if (packet != null)
{
lock (_cacheHandlerQueue)
{
if (_msgHandlerMap.TryGetValue((int)packet.Id, out var listHandle))
{
_cacheHandlerQueue.Enqueue(listHandle);
_packsQueue.Enqueue(packet);
}
}
}
MReceiveState.PrepareForPacketHeader(NetworkChannelHelper.PacketHeaderLength);
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.DeserializePacketError, socketException?.SocketErrorCode ?? SocketError.Success,
exception.ToString());
return false;
}
throw;
}
return true;
}
/// <summary>
/// 主线程从消息包缓存堆栈/委托缓存堆栈中出列。
/// </summary>
private void HandleCsMsgOnUpdate()
{
if (_cacheHandlerQueue.Count <= 0 || _packsQueue.Count <= 0)
{
return;
}
try
{
foreach (CsMsgDelegate handle in _cacheHandlerQueue.Dequeue())
{
var pack = _packsQueue.Peek();
if (pack != null)
{
handle(pack);
}
}
_packsQueue.Dequeue();
}
catch (Exception e)
{
Log.Error(e.Message);
}
}
}
}
}

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fileFormatVersion: 2
guid: 399b677044924c6bb2a4e5d56628ca42
timeCreated: 1681994450

View File

@@ -0,0 +1,91 @@
using System;
using System.IO;
namespace TEngine
{
internal sealed partial class NetworkManager
{
private sealed class ReceiveState : IDisposable
{
private const int DefaultBufferLength = 1024 * 64;
private MemoryStream _stream;
private IPacketHeader _packetHeader;
private bool _disposed;
public ReceiveState()
{
_stream = new MemoryStream(DefaultBufferLength);
_packetHeader = null;
_disposed = false;
}
public MemoryStream Stream
{
get
{
return _stream;
}
}
public IPacketHeader PacketHeader
{
get
{
return _packetHeader;
}
}
public void PrepareForPacketHeader(int packetHeaderLength)
{
Reset(packetHeaderLength, null);
}
public void PrepareForPacket(IPacketHeader packetHeader)
{
if (packetHeader == null)
{
throw new GameFrameworkException("Packet header is invalid.");
}
Reset(packetHeader.PacketLength, packetHeader);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool disposing)
{
if (_disposed)
{
return;
}
if (disposing)
{
if (_stream != null)
{
_stream.Dispose();
_stream = null;
}
}
_disposed = true;
}
private void Reset(int targetLength, IPacketHeader packetHeader)
{
if (targetLength < 0)
{
throw new GameFrameworkException("Target length is invalid.");
}
_stream.Position = 0L;
_stream.SetLength(targetLength);
_packetHeader = packetHeader;
}
}
}
}

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fileFormatVersion: 2
guid: 89feb1bba2164efea12041106391c284
timeCreated: 1681994450

View File

@@ -0,0 +1,60 @@
using System;
using System.IO;
namespace TEngine
{
internal sealed partial class NetworkManager
{
private sealed class SendState : IDisposable
{
private const int DefaultBufferLength = 1024 * 64;
private MemoryStream _stream;
private bool _disposed;
public SendState()
{
_stream = new MemoryStream(DefaultBufferLength);
_disposed = false;
}
public MemoryStream Stream
{
get
{
return _stream;
}
}
public void Reset()
{
_stream.Position = 0L;
_stream.SetLength(0L);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private void Dispose(bool disposing)
{
if (_disposed)
{
return;
}
if (disposing)
{
if (_stream != null)
{
_stream.Dispose();
_stream = null;
}
}
_disposed = true;
}
}
}
}

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fileFormatVersion: 2
guid: df8ba0ec679b463e880f8f599ba23d77
timeCreated: 1681994450

View File

@@ -0,0 +1,281 @@
using System;
using System.Net;
using System.Net.Sockets;
namespace TEngine
{
internal sealed partial class NetworkManager
{
/// <summary>
/// TCP 网络频道。
/// </summary>
private sealed class TcpNetworkChannel : NetworkChannelBase
{
private readonly AsyncCallback _connectCallback;
private readonly AsyncCallback _sendCallback;
private readonly AsyncCallback _receiveCallback;
/// <summary>
/// 初始化网络频道的新实例。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <param name="networkChannelHelper">网络频道辅助器。</param>
public TcpNetworkChannel(string name, INetworkChannelHelper networkChannelHelper)
: base(name, networkChannelHelper)
{
_connectCallback = ConnectCallback;
_sendCallback = SendCallback;
_receiveCallback = ReceiveCallback;
}
/// <summary>
/// 获取网络服务类型。
/// </summary>
public override ServiceType ServiceType
{
get
{
return ServiceType.Tcp;
}
}
/// <summary>
/// 连接到远程主机。
/// </summary>
/// <param name="ipAddress">远程主机的 IP 地址。</param>
/// <param name="port">远程主机的端口号。</param>
/// <param name="userData">用户自定义数据。</param>
public override void Connect(IPAddress ipAddress, int port, object userData)
{
base.Connect(ipAddress, port, userData);
MSocket = new Socket(ipAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
if (MSocket == null)
{
string errorMessage = "Initialize network channel failure.";
if (NetworkChannelError != null)
{
NetworkChannelError(this, NetworkErrorCode.SocketError, SocketError.Success, errorMessage);
return;
}
throw new GameFrameworkException(errorMessage);
}
NetworkChannelHelper.PrepareForConnecting();
ConnectAsync(ipAddress, port, userData);
}
protected override bool ProcessSend()
{
if (base.ProcessSend())
{
SendAsync();
return true;
}
return false;
}
private void ConnectAsync(IPAddress ipAddress, int port, object userData)
{
try
{
MSocket.BeginConnect(ipAddress, port, _connectCallback, new ConnectState(MSocket, userData));
}
catch (Exception exception)
{
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.ConnectError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
}
private void ConnectCallback(IAsyncResult ar)
{
ConnectState socketUserData = (ConnectState)ar.AsyncState;
try
{
socketUserData.Socket.EndConnect(ar);
}
catch (ObjectDisposedException)
{
return;
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.ConnectError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
MSentPacketCount = 0;
MReceivedPacketCount = 0;
lock (SendPacketPool)
{
SendPacketPool.Clear();
}
lock (MHeartBeatState)
{
MHeartBeatState.Reset(true);
}
if (NetworkChannelConnected != null)
{
NetworkChannelConnected(this, socketUserData.UserData);
}
Active = true;
ReceiveAsync();
}
private void SendAsync()
{
try
{
MSocket.BeginSend(MSendState.Stream.GetBuffer(), (int)MSendState.Stream.Position, (int)(MSendState.Stream.Length - MSendState.Stream.Position), SocketFlags.None, _sendCallback, MSocket);
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.SendError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
}
private void SendCallback(IAsyncResult ar)
{
Socket socket = (Socket)ar.AsyncState;
if (!socket.Connected)
{
return;
}
int bytesSent = 0;
try
{
bytesSent = socket.EndSend(ar);
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.SendError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
MSendState.Stream.Position += bytesSent;
if (MSendState.Stream.Position < MSendState.Stream.Length)
{
SendAsync();
return;
}
MSentPacketCount++;
MSendState.Reset();
}
private void ReceiveAsync()
{
try
{
MSocket.BeginReceive(MReceiveState.Stream.GetBuffer(), (int)MReceiveState.Stream.Position, (int)(MReceiveState.Stream.Length - MReceiveState.Stream.Position), SocketFlags.None, _receiveCallback, MSocket);
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.ReceiveError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
}
private void ReceiveCallback(IAsyncResult ar)
{
Socket socket = (Socket)ar.AsyncState;
if (!socket.Connected)
{
return;
}
int bytesReceived = 0;
try
{
bytesReceived = socket.EndReceive(ar);
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.ReceiveError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
if (bytesReceived <= 0)
{
Close();
return;
}
MReceiveState.Stream.Position += bytesReceived;
if (MReceiveState.Stream.Position < MReceiveState.Stream.Length)
{
ReceiveAsync();
return;
}
MReceiveState.Stream.Position = 0L;
bool processSuccess = false;
if (MReceiveState.PacketHeader != null)
{
processSuccess = ProcessPacket();
MReceivedPacketCount++;
}
else
{
processSuccess = ProcessPacketHeader();
}
if (processSuccess)
{
ReceiveAsync();
return;
}
}
}
}
}

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fileFormatVersion: 2
guid: a9660c1a740a423d9c855619aedbebd5
timeCreated: 1681994450

View File

@@ -0,0 +1,257 @@
using System;
using System.Net;
using System.Net.Sockets;
namespace TEngine
{
internal sealed partial class NetworkManager
{
/// <summary>
/// 使用同步接收的 TCP 网络频道。
/// </summary>
private sealed class TcpWithSyncReceiveNetworkChannel : NetworkChannelBase
{
private readonly AsyncCallback _connectCallback;
private readonly AsyncCallback _sendCallback;
/// <summary>
/// 初始化网络频道的新实例。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <param name="networkChannelHelper">网络频道辅助器。</param>
public TcpWithSyncReceiveNetworkChannel(string name, INetworkChannelHelper networkChannelHelper)
: base(name, networkChannelHelper)
{
_connectCallback = ConnectCallback;
_sendCallback = SendCallback;
}
/// <summary>
/// 获取网络服务类型。
/// </summary>
public override ServiceType ServiceType
{
get
{
return ServiceType.TcpWithSyncReceive;
}
}
/// <summary>
/// 连接到远程主机。
/// </summary>
/// <param name="ipAddress">远程主机的 IP 地址。</param>
/// <param name="port">远程主机的端口号。</param>
/// <param name="userData">用户自定义数据。</param>
public override void Connect(IPAddress ipAddress, int port, object userData)
{
base.Connect(ipAddress, port, userData);
MSocket = new Socket(ipAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp);
if (MSocket == null)
{
string errorMessage = "Initialize network channel failure.";
if (NetworkChannelError != null)
{
NetworkChannelError(this, NetworkErrorCode.SocketError, SocketError.Success, errorMessage);
return;
}
throw new GameFrameworkException(errorMessage);
}
NetworkChannelHelper.PrepareForConnecting();
ConnectAsync(ipAddress, port, userData);
}
protected override bool ProcessSend()
{
if (base.ProcessSend())
{
SendAsync();
return true;
}
return false;
}
protected override void ProcessReceive()
{
base.ProcessReceive();
while (MSocket.Available > 0)
{
if (!ReceiveSync())
{
break;
}
}
}
private void ConnectAsync(IPAddress ipAddress, int port, object userData)
{
try
{
MSocket.BeginConnect(ipAddress, port, _connectCallback, new ConnectState(MSocket, userData));
}
catch (Exception exception)
{
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.ConnectError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
}
private void ConnectCallback(IAsyncResult ar)
{
ConnectState socketUserData = (ConnectState)ar.AsyncState;
try
{
socketUserData.Socket.EndConnect(ar);
}
catch (ObjectDisposedException)
{
return;
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.ConnectError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
MSentPacketCount = 0;
MReceivedPacketCount = 0;
lock (SendPacketPool)
{
SendPacketPool.Clear();
}
lock (MHeartBeatState)
{
MHeartBeatState.Reset(true);
}
if (NetworkChannelConnected != null)
{
NetworkChannelConnected(this, socketUserData.UserData);
}
Active = true;
}
private void SendAsync()
{
try
{
MSocket.BeginSend(MSendState.Stream.GetBuffer(), (int)MSendState.Stream.Position, (int)(MSendState.Stream.Length - MSendState.Stream.Position), SocketFlags.None, _sendCallback, MSocket);
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.SendError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
}
private void SendCallback(IAsyncResult ar)
{
Socket socket = (Socket)ar.AsyncState;
if (!socket.Connected)
{
return;
}
int bytesSent = 0;
try
{
bytesSent = socket.EndSend(ar);
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.SendError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return;
}
throw;
}
MSendState.Stream.Position += bytesSent;
if (MSendState.Stream.Position < MSendState.Stream.Length)
{
SendAsync();
return;
}
MSentPacketCount++;
MSendState.Reset();
}
private bool ReceiveSync()
{
try
{
int bytesReceived = MSocket.Receive(MReceiveState.Stream.GetBuffer(), (int)MReceiveState.Stream.Position, (int)(MReceiveState.Stream.Length - MReceiveState.Stream.Position), SocketFlags.None);
if (bytesReceived <= 0)
{
Close();
return false;
}
MReceiveState.Stream.Position += bytesReceived;
if (MReceiveState.Stream.Position < MReceiveState.Stream.Length)
{
return false;
}
MReceiveState.Stream.Position = 0L;
bool processSuccess = false;
if (MReceiveState.PacketHeader != null)
{
processSuccess = ProcessPacket();
MReceivedPacketCount++;
}
else
{
processSuccess = ProcessPacketHeader();
}
return processSuccess;
}
catch (Exception exception)
{
Active = false;
if (NetworkChannelError != null)
{
SocketException socketException = exception as SocketException;
NetworkChannelError(this, NetworkErrorCode.ReceiveError, socketException != null ? socketException.SocketErrorCode : SocketError.Success, exception.ToString());
return false;
}
throw;
}
}
}
}
}

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fileFormatVersion: 2
guid: ce9312d4603b4eda99cec01fa82364af
timeCreated: 1681994450

View File

@@ -0,0 +1,302 @@
using System;
using System.Collections.Generic;
using System.Net.Sockets;
namespace TEngine
{
/// <summary>
/// 网络消息委托。
/// </summary>
public delegate void CsMsgDelegate(Packet packet);
/// <summary>
/// 网络管理器。
/// </summary>
internal sealed partial class NetworkManager : GameFrameworkModule, INetworkManager
{
private readonly Dictionary<string, NetworkChannelBase> _networkChannels;
private Action<INetworkChannel, object> _networkConnectedEventHandler;
private Action<INetworkChannel> _networkClosedEventHandler;
private Action<INetworkChannel, int> _networkMissHeartBeatEventHandler;
private Action<INetworkChannel, NetworkErrorCode, SocketError, string> _networkErrorEventHandler;
private Action<INetworkChannel, object> _networkCustomErrorEventHandler;
/// <summary>
/// 初始化网络管理器的新实例。
/// </summary>
public NetworkManager()
{
_networkChannels = new Dictionary<string, NetworkChannelBase>(StringComparer.Ordinal);
_networkConnectedEventHandler = null;
_networkClosedEventHandler = null;
_networkMissHeartBeatEventHandler = null;
_networkErrorEventHandler = null;
_networkCustomErrorEventHandler = null;
}
/// <summary>
/// 获取网络频道数量。
/// </summary>
public int NetworkChannelCount => _networkChannels.Count;
/// <summary>
/// 网络连接成功事件。
/// </summary>
public event Action<INetworkChannel, object> NetworkConnected
{
add => _networkConnectedEventHandler += value;
remove => _networkConnectedEventHandler -= value;
}
/// <summary>
/// 网络连接关闭事件。
/// </summary>
public event Action<INetworkChannel> NetworkClosed
{
add => _networkClosedEventHandler += value;
remove => _networkClosedEventHandler -= value;
}
/// <summary>
/// 网络心跳包丢失事件。
/// </summary>
public event Action<INetworkChannel, int> NetworkMissHeartBeat
{
add => _networkMissHeartBeatEventHandler += value;
remove => _networkMissHeartBeatEventHandler -= value;
}
/// <summary>
/// 网络错误事件。
/// </summary>
public event Action<INetworkChannel, NetworkErrorCode, SocketError, string> NetworkError
{
add => _networkErrorEventHandler += value;
remove => _networkErrorEventHandler -= value;
}
/// <summary>
/// 用户自定义网络错误事件。
/// </summary>
public event Action<INetworkChannel, object> NetworkCustomError
{
add => _networkCustomErrorEventHandler += value;
remove => _networkCustomErrorEventHandler -= value;
}
/// <summary>
/// 网络管理器轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
foreach (KeyValuePair<string, NetworkChannelBase> networkChannel in _networkChannels)
{
networkChannel.Value.Update(elapseSeconds, realElapseSeconds);
}
}
/// <summary>
/// 关闭并清理网络管理器。
/// </summary>
internal override void Shutdown()
{
foreach (KeyValuePair<string, NetworkChannelBase> networkChannel in _networkChannels)
{
NetworkChannelBase networkChannelBase = networkChannel.Value;
networkChannelBase.NetworkChannelConnected -= OnNetworkChannelConnected;
networkChannelBase.NetworkChannelClosed -= OnNetworkChannelClosed;
networkChannelBase.NetworkChannelMissHeartBeat -= OnNetworkChannelMissHeartBeat;
networkChannelBase.NetworkChannelError -= OnNetworkChannelError;
networkChannelBase.NetworkChannelCustomError -= OnNetworkChannelCustomError;
networkChannelBase.Shutdown();
}
_networkChannels.Clear();
}
/// <summary>
/// 检查是否存在网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>是否存在网络频道。</returns>
public bool HasNetworkChannel(string name)
{
return _networkChannels.ContainsKey(name ?? string.Empty);
}
/// <summary>
/// 获取网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>要获取的网络频道。</returns>
public INetworkChannel GetNetworkChannel(string name)
{
if (_networkChannels.TryGetValue(name ?? string.Empty, out var networkChannel))
{
return networkChannel;
}
return null;
}
/// <summary>
/// 获取所有网络频道。
/// </summary>
/// <returns>所有网络频道。</returns>
public INetworkChannel[] GetAllNetworkChannels()
{
int index = 0;
INetworkChannel[] results = new INetworkChannel[_networkChannels.Count];
foreach (KeyValuePair<string, NetworkChannelBase> networkChannel in _networkChannels)
{
results[index++] = networkChannel.Value;
}
return results;
}
/// <summary>
/// 获取所有网络频道。
/// </summary>
/// <param name="results">所有网络频道。</param>
public void GetAllNetworkChannels(List<INetworkChannel> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<string, NetworkChannelBase> networkChannel in _networkChannels)
{
results.Add(networkChannel.Value);
}
}
/// <summary>
/// 创建网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <param name="serviceType">网络服务类型。</param>
/// <param name="networkChannelHelper">网络频道辅助器。</param>
/// <returns>要创建的网络频道。</returns>
public INetworkChannel CreateNetworkChannel(string name, ServiceType serviceType, INetworkChannelHelper networkChannelHelper)
{
if (networkChannelHelper == null)
{
throw new GameFrameworkException("Network channel helper is invalid.");
}
if (networkChannelHelper.PacketHeaderLength < 0)
{
throw new GameFrameworkException("Packet header length is invalid.");
}
if (HasNetworkChannel(name))
{
throw new GameFrameworkException(Utility.Text.Format("Already exist network channel '{0}'.", name ?? string.Empty));
}
NetworkChannelBase networkChannel = null;
switch (serviceType)
{
case ServiceType.Tcp:
networkChannel = new TcpNetworkChannel(name, networkChannelHelper);
break;
case ServiceType.TcpWithSyncReceive:
networkChannel = new TcpWithSyncReceiveNetworkChannel(name, networkChannelHelper);
break;
default:
throw new GameFrameworkException(Utility.Text.Format("Not supported service type '{0}'.", serviceType));
}
networkChannel.NetworkChannelConnected += OnNetworkChannelConnected;
networkChannel.NetworkChannelClosed += OnNetworkChannelClosed;
networkChannel.NetworkChannelMissHeartBeat += OnNetworkChannelMissHeartBeat;
networkChannel.NetworkChannelError += OnNetworkChannelError;
networkChannel.NetworkChannelCustomError += OnNetworkChannelCustomError;
_networkChannels.Add(name, networkChannel);
return networkChannel;
}
/// <summary>
/// 销毁网络频道。
/// </summary>
/// <param name="name">网络频道名称。</param>
/// <returns>是否销毁网络频道成功。</returns>
public bool DestroyNetworkChannel(string name)
{
if (_networkChannels.TryGetValue(name ?? string.Empty, out var networkChannel))
{
networkChannel.NetworkChannelConnected -= OnNetworkChannelConnected;
networkChannel.NetworkChannelClosed -= OnNetworkChannelClosed;
networkChannel.NetworkChannelMissHeartBeat -= OnNetworkChannelMissHeartBeat;
networkChannel.NetworkChannelError -= OnNetworkChannelError;
networkChannel.NetworkChannelCustomError -= OnNetworkChannelCustomError;
networkChannel.Shutdown();
return name != null && _networkChannels.Remove(name);
}
return false;
}
private void OnNetworkChannelConnected(NetworkChannelBase networkChannel, object userData)
{
if (_networkConnectedEventHandler != null)
{
lock (_networkConnectedEventHandler)
{
_networkConnectedEventHandler(networkChannel, userData);
}
}
}
private void OnNetworkChannelClosed(NetworkChannelBase networkChannel)
{
if (_networkClosedEventHandler != null)
{
lock (_networkClosedEventHandler)
{
_networkClosedEventHandler(networkChannel);
}
}
}
private void OnNetworkChannelMissHeartBeat(NetworkChannelBase networkChannel, int missHeartBeatCount)
{
if (_networkMissHeartBeatEventHandler != null)
{
lock (_networkMissHeartBeatEventHandler)
{
_networkMissHeartBeatEventHandler(networkChannel, missHeartBeatCount);
}
}
}
private void OnNetworkChannelError(NetworkChannelBase networkChannel, NetworkErrorCode errorCode, SocketError socketErrorCode, string errorMessage)
{
if (_networkErrorEventHandler != null)
{
lock (_networkErrorEventHandler)
{
_networkErrorEventHandler(networkChannel, errorCode, socketErrorCode, errorMessage);
}
}
}
private void OnNetworkChannelCustomError(NetworkChannelBase networkChannel, object customErrorData)
{
if (_networkCustomErrorEventHandler != null)
{
lock (_networkCustomErrorEventHandler)
{
_networkCustomErrorEventHandler(networkChannel, customErrorData);
}
}
}
}
}

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fileFormatVersion: 2
guid: 96c0584a53cd4b8e88949b77eac8e1ce
timeCreated: 1681994450

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namespace TEngine
{
/// <summary>
/// 网络消息包基类。
/// </summary>
public abstract class Packet : IMemory
{
/// <summary>
/// 获取类型编号。
/// </summary>
public abstract int Id { get; }
/// <summary>
/// 清理引用。
/// </summary>
public abstract void Clear();
}
}

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fileFormatVersion: 2
guid: b840df90fc73484d94cf06e87190f9e2
timeCreated: 1681994166

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namespace TEngine
{
/// <summary>
/// 网络服务类型。
/// </summary>
public enum ServiceType : byte
{
/// <summary>
/// TCP 网络服务。
/// </summary>
Tcp = 0,
/// <summary>
/// 使用同步接收的 TCP 网络服务。
/// </summary>
TcpWithSyncReceive = 1,
/// <summary>
/// UDP 网络服务。
/// </summary>
Udp = 2,
/// <summary>
/// KCP 网络服务。
/// </summary>
Kcp = 3,
}
}

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fileFormatVersion: 2
guid: c80c2ca9fea74504a4a79c2ecd01d065
timeCreated: 1681993754