我正在将AS3客户端移植到C#,并且在完成到服务器的登录过程时遇到了很大的问题。
我无权访问服务器,只访问协议,并且不知道服务器是否期望任何关于套接字的特定行为。
我已设法连接到服务器并完成登录过程。然后,我就能够发送一条消息,请求数据,这会导致一系列消息被发送到我的客户端。
在客户端的AS3版本中,我在三个不同的缓冲区中接收消息。
在我的C#中,我只获得前2个缓冲区,然后是短时间,然后重置连接。
协议是二进制的。前2个字节告诉我消息的长度,第2个2字节的消息类型。休息是数据。
在第一次读取时,我得到一个91字节的策略文件,我将其丢弃。之后,我收到了我能够处理的数据,前20条奇怪的消息都没问题。第三个缓冲区虽然从未到过。
有什么想法吗?是我的AsyncSocket实现有错还是我应该在套接字上使用一些标志?
任何指针都会非常感激。
public abstract class AsyncSocket
{
public class StateObject
{
public Socket workSocket = null;
public const int BufferSize = 4096;
public byte[] buffer = new byte[BufferSize];
public byte[] messageBuffer = new byte[0];
}
public delegate void MessageReceivedHandler(object sender, MessageReceivedEventArgs e);
public delegate void ConnectedHandler(object sender, EventArgs e);
public event MessageReceivedHandler MessageReceived;
public event ConnectedHandler Connected;
private IPAddress[] addresses;
private int port;
private WaitHandle addressesSet;
private Socket socket;
private int failedConnectionCount;
private StateObject state;
public AsyncSocket(IPAddress address, int port) : this(new[] { address }, port) { }
public AsyncSocket(IPAddress[] addresses, int port) : this(port)
{
this.addresses = addresses;
}
public AsyncSocket(string hostNameOrAddress, int port) : this(port)
{
addressesSet = new AutoResetEvent(false);
Dns.BeginGetHostAddresses(hostNameOrAddress, GetHostAddressesCallback, null);
}
private void GetHostAddressesCallback(IAsyncResult result)
{
addresses = Dns.EndGetHostAddresses(result);
((AutoResetEvent)addressesSet).Set();
}
private AsyncSocket(int port)
{
this.port = port;
this.socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
this.Encoding = Encoding.Default;
this.state = new StateObject();
state.workSocket = socket;
}
public Encoding Encoding { get; set; }
public Account Account { get; set; }
public void Connect()
{
if (addressesSet != null)
addressesSet.WaitOne();
Interlocked.Exchange(ref failedConnectionCount, 0);
socket.BeginConnect(addresses, port, ConnectCallback, socket);
}
private void ConnectCallback(IAsyncResult result)
{
try
{
Socket client = (Socket)result.AsyncState;
client.EndConnect(result);
if (Connected != null)
{
Connected(this, new EventArgs());
}
Receive(client);
}
catch
{
Interlocked.Increment(ref failedConnectionCount);
if (failedConnectionCount >= addresses.Length)
{
return;
}
}
}
public void Send(string data)
{
byte[] bytes = Encoding.GetBytes(data);
Send(bytes);
}
public void Send(MsgHead msg)
{
byte[] bytes = msg.write();
Send(bytes);
}
public void Send(byte[] bytes)
{
int messageLength = BitConverter.ToUInt16(bytes, 0);
int messageType = BitConverter.ToUInt16(bytes, 2);
Console.Out.WriteLine("Sending:len:{0} msg:{1}", messageLength, messageType);
socket.BeginSend(bytes, 0, bytes.Length, 0, new AsyncCallback(WriteCallback), socket);
}
private void WriteCallback(IAsyncResult result)
{
Socket client = (Socket)result.AsyncState;
int bytesSent = client.EndSend(result);
Console.WriteLine("Sent {0} bytes to server.", bytesSent);
}
private void Receive(Socket client)
{
try
{
client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
new AsyncCallback(ReceiveCallback), state);
}
catch (Exception e)
{
Account.Window.Exit(string.Format("Error on receive: {0}",e.Message));
}
}
private void ReceiveCallback(IAsyncResult result)
{
StateObject state = (StateObject)result.AsyncState;
Socket client = state.workSocket;
SocketError errorCode;
int bytesRead = client.EndReceive(result, out errorCode);
if (errorCode != SocketError.Success)
{
Account.Window.Exit(string.Format("Disconnected, {0}", errorCode.ToString()));
return;
}
if (bytesRead == 0)
{
Account.Window.Exit("Disconnected, zero bytes");
return;
}
state.messageBuffer = state.messageBuffer.Concat(state.buffer.Take(bytesRead).ToArray()).ToArray();
int messageLength = BitConverter.ToUInt16(state.messageBuffer, 0);
if (messageLength > 4096)
{
state.messageBuffer = state.messageBuffer.Skip(91).ToArray();
messageLength = state.messageBuffer.Length == 0 ? 0 : BitConverter.ToUInt16(state.messageBuffer, 0);
}
while (messageLength > 0 && state.messageBuffer.Length >= messageLength)
{
int messageType = BitConverter.ToUInt16(state.messageBuffer, 2);
Console.Out.WriteLine("Received:len:{0} msg:{1}", messageLength, messageType);
if (MessageReceived != null)
{
MessageReceived(this, new MessageReceivedEventArgs(state.messageBuffer.Take(messageLength).ToArray()));
}
state.messageBuffer = state.messageBuffer.Skip(messageLength).ToArray();
messageLength = state.messageBuffer.Length == 0 ? 0 : BitConverter.ToUInt16(state.messageBuffer, 0);
}
Receive(client);
}
}
答案 0 :(得分:0)
有时TCP框架可能很棘手。您永远不会知道您可能获得的三个缓冲区的预期接收次数。以下是一些要检查的事项:
在ReceiveCallback()方法中可能出现的一个问题是,如果只收到1个字节,则尝试将messageLength解码为2字节的Int16将会失败。
确保MessageBuffer方法都正常工作。
MessageLength的2个字节是否包含在MessageLength的值中?如果没有,请确保在解码消息字节之前跳过这2个字节。
更安全地丢弃完整数量的Message字节,以防它总是不超过91个字节。
我会将所有“完整”消息缓冲区分配到另一个方法中,并在那里丢弃或处理,以保持ReceiveCallback()方法简洁明了。