帮助Silverlight套接字和消息传递

时间:2010-04-23 14:28:01

标签: silverlight sockets

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。

  1. 是否要进行任何设置以使客户端一次只发送一条消息,或
  2. 即使我在1中收到3条消息,它们是否一直都是完整的消息(我不想在一条大消息中收到2.5条消息)?因为如果他们是,我可以阅读它们并对待这种新情况

1 个答案:

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。