我停止开发Silverlight多人国际象棋游戏已有4个月了。
alt text http://img408.imageshack.us/img408/8355/chess.gif
问题是我无法重现的错误。我很伤心,因为这是一个测试,如果这将取得成功,许多Silverlight多人游戏将会到来。互联网上没有关于如何做这类事情的例子,更不用说只有少数人在编程生活中使用套接字。
由于本周我有空闲时间,我设法发现问题,现在我能够重现这个错误。
似乎如果我一个接一个地从客户端发送10条消息,它们之间没有延迟,就像在下面的示例中一样
// when I press Enter, the client will 10 messages with no delay between them
private void textBox_KeyDown(object sender, KeyEventArgs e)
{
if (e.Key == Key.Enter && textBox.Text.Length > 0)
{
for (int i = 0; i < 10; i++)
{
MessageBuilder mb = new MessageBuilder();
mb.Writer.Write((byte)GameCommands.NewChatMessageInTable);
mb.Writer.Write(string.Format("{0}{2}: {1}", ClientVars.PlayerNickname, textBox.Text, i));
SendChatMessageEvent(mb.GetMessage());
//System.Threading.Thread.Sleep(100);
}
textBox.Text = string.Empty;
}
}
// the method used by client to send a message to server
public void SendData(Message message)
{
if (socket.Connected)
{
SocketAsyncEventArgs myMsg = new SocketAsyncEventArgs();
myMsg.RemoteEndPoint = socket.RemoteEndPoint;
byte[] buffer = message.Buffer;
myMsg.SetBuffer(buffer, 0, buffer.Length);
socket.SendAsync(myMsg);
}
else
{
string err = "Server does not respond. You are disconnected.";
socket.Close();
uiContext.Post(this.uiClient.ProcessOnErrorData, err);
}
}
// the method used by server to receive data from client
private void OnDataReceived(IAsyncResult async)
{
ClientSocketPacket client = async.AsyncState as ClientSocketPacket;
int count = 0;
try
{
if (client.Socket.Connected)
count = client.Socket.EndReceive(async);
// THE PROBLEM IS HERE
// IF SERVER WAS RECEIVE ALL MESSAGES SEPARATELY, ONE BY ONE, THE COUNT
// WAS ALWAYS 15, BUT BECAUSE THE SERVER RECEIVE 3 MESSAGES IN 1, THE COUNT
// IS SOMETIME 45
}
catch
{
HandleException(client);
}
client.MessageStream.Write(client.Buffer, 0, count);
Message message;
while (client.MessageStream.Read(out message))
{
message.Tag = client;
ThreadPool.QueueUserWorkItem(new WaitCallback(this.processingThreadEvent.ServerGotData), message);
totalReceivedBytes += message.Buffer.Length;
}
try
{
if (client.Socket.Connected)
client.Socket.BeginReceive(client.Buffer, 0, client.Buffer.Length, 0, new AsyncCallback(OnDataReceived), client);
}
catch
{
HandleException(client);
}
}
只发送了3条大消息,每条大消息包含3或4条小消息。这不是我想要的行为。
如果我在消息传递之间延迟100毫秒,一切正常,但在现实世界中,用户甚至可以在1毫秒之间向服务器发送消息。
答案 0 :(得分:2)
您错过了TCP的主要功能 - 它不是基于消息的协议。它通过单个“管道”发送所有数据。当你将5杯水倒入管道时,另一端会有一桶水,而不是五杯。如果你足够快,可以从水桶中取出水,你可以得到5杯或10个半杯或一个桶。与TCP相同。如果需要消息,则必须在每条消息的开头和结尾放置一些标记,并在接收端解析流。