将命令发送到其他文件中的服务器

时间:2019-01-24 12:54:09

标签: c#

我有一个C#脚本,可以连接到服务器并发送/接收一些命令和响应。

const defaults= {}
module.exports= function(options) {
  options=Object.assign({},defaults,options)
  return function(hook) {
    hook.params.sequelize= {
      include:[hook.app.services.movie.Model]
    }
  }
}

我正在寻找响应中的关键字(returnValue = 0),并根据查询时根据该数据进行搜索。

using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using System.Collections;

// State object for receiving data from remote device.  
public class StateObject
{
    // Size of receive buffer.  
    public const int BufferSize = 256;

    // Receive buffer.  
    public byte[] buffer = new byte[BufferSize];

    // Received data string.  
    public StringBuilder sb = new StringBuilder();

    // Client socket.  
    public Socket workSocket;
}

public class AsynchronousClient : MonoBehaviour
{

    public GameObject chatContainer;
    public GameObject messagePrefab;

    // The port number for the remote device.  
    private const int port = 5002;

    // ManualResetEvent instances signal completion.  
    private static readonly ManualResetEvent connectDone =
        new ManualResetEvent(false);

    private static readonly ManualResetEvent sendDone =
        new ManualResetEvent(false);

    private static readonly ManualResetEvent receiveDone =
        new ManualResetEvent(false);

    // The response from the remote device.  
    private static string response = string.Empty;

    public void StartClient()
    {

        // Connect to a remote device.  
        try
        {
            // Establish the remote endpoint for the socket.  


            var ipAddress = IPAddress.Parse("localhost");
            var remoteEP = new IPEndPoint(ipAddress, port);

            // Create a TCP/IP socket.  
            var client = new Socket(ipAddress.AddressFamily,
                SocketType.Stream, ProtocolType.Tcp);

            // Connect to the remote endpoint.  
            client.BeginConnect(remoteEP,
                ConnectCallback, client);
            connectDone.WaitOne();

            var data1 =
                "example request 1";
           data1 += '\0';
            var data2 =
                 "example request2";
            data2 += '\0';


            //Send test data to the remote device.  
            Send(client, data1);
          Send(client, data2);
            //sendDone.WaitOne();
           // Receive the response from the remote device.  
            Receive(client);

            // 10 saniye gozleyir sonra socket ve clienti close edir
            //receiveDone.WaitOne(1000);

            // yield return new WaitForSeconds(1);
            // Write the response to the console.  



            // Release the socket.  
            // client.Shutdown(SocketShutdown.Both);
            //client.Close();

        }
        catch (Exception e)
        {
            Debug.Log(e.ToString());


        }
    }



    private void ConnectCallback(IAsyncResult ar)
    {
        try
        {
            // Retrieve the socket from the state object.  
            var client = (Socket)ar.AsyncState;

            // Complete the connection.  
            client.EndConnect(ar);

            Debug.Log("Socket connected to {0}" +
                client.RemoteEndPoint);

            // Signal that the connection has been made.  
            connectDone.Set();
        }
        catch (Exception e)
        {
            Debug.Log(e.ToString());
        }
    }

    private void Receive(Socket client)
    {
        try
        {
            // Create the state object.  
            var state = new StateObject();
            state.workSocket = client;

            // Begin receiving the data from the remote device.  
            client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                ReceiveCallback, state);
        }
        catch (Exception e)
        {
            Debug.Log(e.ToString());
        }
    }

    private void ReceiveCallback(IAsyncResult ar)
    {
        try
        {
            // Retrieve the state object and the client socket   
            // from the asynchronous state object.  
            var state = (StateObject)ar.AsyncState;
            var client = state.workSocket;

            // Read data from the remote device.  
            var bytesRead = client.EndReceive(ar);

            if (bytesRead > 0)
            {
                // There might be more data, so store the data received so far.  
                string receieved = Encoding.ASCII.GetString(state.buffer, 1, bytesRead);
                state.sb.Append(receieved);
                Debug.Log(receieved);
                var ok = "returnValue=\"0\"";
                if (receieved.Contains(ok)){
                    Debug.Log("yehuuuuu");
                }
                // Get the rest of the data.  
                client.BeginReceive(state.buffer, 0, StateObject.BufferSize, 0,
                    ReceiveCallback, state);
            }
            else
            {
                // All the data has arrived; put it in response.  
                if (state.sb.Length > 1) response = state.sb.ToString();
                // Signal that all bytes have been received.  
                receiveDone.Set();
            }
        }
        catch (Exception e)
        {
            Debug.Log(e.ToString());
        }
    }



    private void Send(Socket client, string data)
    {
        // Convert the string data to byte data using ASCII encoding.  
        var byteData = Encoding.ASCII.GetBytes(data);

        // Begin sending the data to the remote device.  
        client.BeginSend(byteData, 0, byteData.Length, 0,
            SendCallback, client);
    }

    private void SendCallback(IAsyncResult ar)
    {
        try
        {
            // Retrieve the socket from the state object.  
            var client = (Socket)ar.AsyncState;

            // Complete sending the data to the remote device.  
            var bytesSent = client.EndSend(ar);
            Debug.Log("Sent {0} bytes to server." + bytesSent);

            // Signal that all bytes have been sent.  
            sendDone.Set();
        }
        catch (Exception e)
        {
            Debug.Log(e.ToString());
        }
    }


}

但是我需要做的是:我想在服务器之间来回发送/接收数据,并在不同的文件和位置中设置一些条件,如上面的“ if”。因此,我将拥有一个可以进行常规控制的文件,以及一个可以发送/接收数据的文件(还可以进行一些查询)。

我试图使用全局类在另一个文件中调用public函数,但是无法产生工作结果。我是否必须做一个新功能,使我可以在任何文件中与服务器之间收发数据?任何帮助将不胜感激。

1 个答案:

答案 0 :(得分:0)

解决方法可能很多,因此您可能需要使用最佳判断。首先管理客户端本身。您可以有一个静态类来处理它,但要注意并发问题。

public static class RemoteClient
{
     // Prepare and maintain
}

您还可以通过构造函数将客户端传递到将使用该客户端的对象中。

public class GameBehavior
{
    private readonly AsynchronousClient _client;

    public GameBehavior(AsynchronousClient client)
    {
        _client = client;
    }
}

请记住,如果有多个事物正在访问客户端,那么您将需要一个支持多线程访问它的客户端。服务器代码也是如此。并发本身是知识的整个子领域,您真正需要从底层开始进行理解。