KCPServer.cs 13 KB

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  1. #if COMBAT_SERVER
  2. using System;
  3. using System.Buffers;
  4. using System.Collections.Generic;
  5. using System.IO.Compression;
  6. using System.Net;
  7. using System.Net.Sockets;
  8. using System.Net.Sockets.Kcp;
  9. using System.Threading;
  10. using Com.Fort23.Protocol.Protobuf;
  11. using Fort23.UTool;
  12. using Utility;
  13. namespace Core.KCPTool
  14. {
  15. public class KCPServer : IServer
  16. {
  17. private Socket socket;
  18. private Thread _udpClientThread;
  19. private byte[] buffer = new byte[2048];
  20. private ArraySegment<byte> ArraySegment;
  21. public Map<long, IServerConnection> KcpServerConnections = new Map<long, IServerConnection>();
  22. private List<CombatSynchronizeRequest> CombatSynchronizeRequests = new List<CombatSynchronizeRequest>();
  23. // private List<IServerConnection> awaitConnections = new List<IServerConnection>();
  24. private IServerManager iServerManager;
  25. private Queue<SendDataBuffer> _sendDataBuffers = new Queue<SendDataBuffer>();
  26. private long lasetSendTime = 0;
  27. public KCPServer(int port, IServerManager iServerManager)
  28. {
  29. this.iServerManager = iServerManager;
  30. LogTool.Log("创建UDP链接端口"+port+"__");
  31. socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
  32. socket.Bind(new IPEndPoint(IPAddress.Any, port));
  33. ArraySegment = new ArraySegment<byte>(buffer);
  34. _udpClientThread = new Thread(BeginRecv);
  35. _udpClientThread.Start();
  36. }
  37. public void SocketSendTo(byte[] buffer, EndPoint endPoint)
  38. {
  39. // if (_sendDataBuffers.Count > 0)
  40. {
  41. // LogTool.Log("发送消息:"+endPoint.GetHashCode());
  42. SendDataBuffer sendDataBuffer = new SendDataBuffer();
  43. sendDataBuffer.buffer = buffer;
  44. sendDataBuffer.endPoint = endPoint;
  45. _sendDataBuffers.Enqueue(sendDataBuffer);
  46. }
  47. // else
  48. // {
  49. // SocketSendToForBuffer(buffer, endPoint);
  50. // }
  51. }
  52. private void SocketSendToForBuffer(byte[] buffer, EndPoint endPoint)
  53. {
  54. socket.SendTo(buffer, endPoint);
  55. }
  56. private byte[] AssembleData(SendDataType sendDataType, byte[] buffer)
  57. {
  58. byte[] sendBuff = new byte[buffer.Length + 1];
  59. sendBuff[0] = (byte)sendDataType;
  60. Array.Copy(buffer, 0, sendBuff, 1, buffer.Length);
  61. return sendBuff;
  62. }
  63. public bool SendToPlayer(SendDataType sendDataType, CombatSynchronizeType combatSynchronizeType, byte[] buffer,
  64. long playerId)
  65. {
  66. if (KcpServerConnections.Count <= 0)
  67. {
  68. return true;
  69. }
  70. byte[] sendBuff = AssembleData(sendDataType, buffer);
  71. bool isOk = false;
  72. lock (KcpServerConnections)
  73. {
  74. for (KcpServerConnections.Begin(); KcpServerConnections.Next();)
  75. {
  76. if (KcpServerConnections.Value.isConnected)
  77. {
  78. isOk = true;
  79. }
  80. if (playerId != -1 && KcpServerConnections.Value.playerId != playerId)
  81. {
  82. continue;
  83. }
  84. KcpServerConnections.Value.SendData(sendBuff, sendBuff.Length);
  85. }
  86. }
  87. return isOk;
  88. }
  89. public void AddCombatSynchronizeRequest(CombatSynchronizeRequest combatSynchronizeRequest)
  90. {
  91. lock (CombatSynchronizeRequests)
  92. {
  93. CombatSynchronizeRequests.Add(combatSynchronizeRequest);
  94. }
  95. }
  96. public CombatSynchronizeRequest[] GetCombatSynchronizeRequest(bool isClear)
  97. {
  98. if (CombatSynchronizeRequests.Count <= 0)
  99. {
  100. return null;
  101. }
  102. lock (CombatSynchronizeRequests)
  103. {
  104. CombatSynchronizeRequest[] allData = CombatSynchronizeRequests.ToArray();
  105. CombatSynchronizeRequests.Clear();
  106. return allData;
  107. }
  108. }
  109. public bool UpdateKCP()
  110. {
  111. bool isConnected = false;
  112. if (_sendDataBuffers.TryDequeue(out SendDataBuffer sendDataBuffer))
  113. {
  114. SocketSendToForBuffer(sendDataBuffer.buffer, sendDataBuffer.endPoint);
  115. }
  116. long currTime = DateTime.Now.Ticks;
  117. if (currTime - lasetSendTime > 50000000)
  118. {
  119. lasetSendTime = currTime;
  120. SendToPlayer(SendDataType.Heartbeat, CombatSynchronizeType.PrepareStart, new byte[1], -1);
  121. }
  122. lock (KcpServerConnections)
  123. {
  124. for (KcpServerConnections.Begin(); KcpServerConnections.Next();)
  125. {
  126. if (KcpServerConnections.Value.isConnected)
  127. {
  128. isConnected = true;
  129. KcpServerConnections.Value.Update();
  130. }
  131. }
  132. }
  133. // lock (awaitConnections)
  134. // {
  135. // for (int i = 0; i < awaitConnections.Count; i++)
  136. // {
  137. // awaitConnections[i].Update();
  138. // }
  139. // }
  140. return isConnected;
  141. }
  142. public void RecvKCP()
  143. {
  144. lock (KcpServerConnections)
  145. {
  146. for (KcpServerConnections.Begin(); KcpServerConnections.Next();)
  147. {
  148. if (KcpServerConnections.Value.isConnected)
  149. {
  150. KcpServerConnections.Value.ReceiveAsync();
  151. }
  152. }
  153. }
  154. // lock (awaitConnections)
  155. // {
  156. // for (int i = 0; i < awaitConnections.Count; i++)
  157. // {
  158. // awaitConnections[i].ReceiveAsync();
  159. // }
  160. // }
  161. }
  162. private async void BeginRecv()
  163. {
  164. while (_udpClientThread != null)
  165. {
  166. EndPoint newClientEP = new IPEndPoint(IPAddress.Any, 0);
  167. try
  168. {
  169. SocketReceiveFromResult receiveFromResult =
  170. await socket.ReceiveFromAsync(ArraySegment, SocketFlags.None, newClientEP);
  171. if (receiveFromResult.ReceivedBytes <= 0)
  172. {
  173. Thread.Sleep(10);
  174. continue;
  175. }
  176. newClientEP = receiveFromResult.RemoteEndPoint;
  177. byte[] data = new byte[receiveFromResult.ReceivedBytes];
  178. Array.Copy(buffer, 0, data, 0, data.Length);
  179. if (receiveFromResult.ReceivedBytes == 8) //链接到了
  180. {
  181. long playerId = SocketTool.ByteToLong(data);
  182. CreateNewConnections(newClientEP, playerId);
  183. continue;
  184. }
  185. else
  186. {
  187. IServerConnection kcpServerConnection = GetConnection(newClientEP.GetHashCode());
  188. if (kcpServerConnection == null)
  189. {
  190. LogTool.Error("没有找到对应的客户端链接");
  191. }
  192. else
  193. {
  194. int ok = kcpServerConnection.Input(data);
  195. }
  196. }
  197. }
  198. catch (Exception e)
  199. {
  200. // SocketException socketException = e as SocketException;
  201. // if (socketException.ErrorCode == 10054)
  202. // {
  203. // IServerConnection kcpServerConnection = GetConnection(newClientEP.GetHashCode());
  204. // if (kcpServerConnection != null) //链接已经断开
  205. // {
  206. // kcpServerConnection.isConnected = false;
  207. // }
  208. // }
  209. LogTool.Error(e);
  210. Thread.Sleep(10);
  211. // socket.Disconnect();
  212. }
  213. }
  214. }
  215. public void RemovePlayer(long playerId)
  216. {
  217. lock (KcpServerConnections)
  218. {
  219. KcpServerConnections.Remove(playerId);
  220. }
  221. }
  222. public IServerConnection GetConnection(long playerId)
  223. {
  224. lock (KcpServerConnections)
  225. {
  226. for (KcpServerConnections.Begin(); KcpServerConnections.Next();)
  227. {
  228. if (playerId != -1 && KcpServerConnections.Value.playerId != playerId)
  229. {
  230. continue;
  231. }
  232. return KcpServerConnections.Value;
  233. }
  234. }
  235. return null;
  236. }
  237. public IServerConnection GetConnection(int connectionId)
  238. {
  239. lock (KcpServerConnections)
  240. {
  241. for (KcpServerConnections.Begin(); KcpServerConnections.Next();)
  242. {
  243. if (connectionId != -1 && KcpServerConnections.Value.connectionID != connectionId)
  244. {
  245. continue;
  246. }
  247. return KcpServerConnections.Value;
  248. }
  249. }
  250. return null;
  251. }
  252. public void RemoveServerConnection(long playerId)
  253. {
  254. lock (KcpServerConnections)
  255. {
  256. if (KcpServerConnections.TryGetValue(playerId, out IServerConnection serverConnection))
  257. {
  258. LogTool.Log("移除成功UDP" + playerId);
  259. serverConnection.Dispose();
  260. KcpServerConnections.Remove(playerId);
  261. }
  262. }
  263. }
  264. public void ConnectionUpdate()
  265. {
  266. if (socket != null)
  267. {
  268. try
  269. {
  270. UpdateKCP();
  271. RecvKCP();
  272. }
  273. catch (Exception e)
  274. {
  275. LogTool.Exception(e);
  276. }
  277. }
  278. }
  279. public async void SendGameFrame(int gameFrame, IServerConnection kcpServerConnection)
  280. {
  281. // if (gameFrame > 0)
  282. {
  283. LogTool.Log("重传数据开始" + gameFrame);
  284. int maxCount = iServerManager.GetSendBufferSize();
  285. for (int i = gameFrame; i < maxCount; i++)
  286. {
  287. byte[] _sendBufferdata = iServerManager.GetSendBuffer(i);
  288. if (_sendBufferdata != null)
  289. {
  290. _sendBufferdata = AssembleData(SendDataType.Data, _sendBufferdata);
  291. kcpServerConnection.SendData(_sendBufferdata, _sendBufferdata.Length);
  292. await System.Threading.Tasks.Task.Delay(1);
  293. }
  294. }
  295. }
  296. }
  297. public void AddServerConnection(long playerId, int gameFrame, IServerConnection kcpServerConnection)
  298. {
  299. lock (KcpServerConnections)
  300. {
  301. RemoveServerConnection(playerId);
  302. iServerManager.AddServerConnection(this, kcpServerConnection);
  303. KcpServerConnections.Add(playerId, kcpServerConnection);
  304. LogTool.Log("握手成功UDP" + playerId);
  305. iServerManager.AddServerConnection(this, kcpServerConnection);
  306. byte[] data = SocketTool.LongToByte(playerId);
  307. SendToPlayer(SendDataType.ShakeHands, CombatSynchronizeType.PrepareStart, data, playerId);
  308. }
  309. // lock (awaitConnections)
  310. // {
  311. // awaitConnections.Remove(kcpServerConnection);
  312. // }
  313. }
  314. public IServerConnection CreateNewConnections(EndPoint newClientEP, long playerId)
  315. {
  316. // int code = newClientEP.GetHashCode();
  317. KCPServerConnection kcpServerConnection = new KCPServerConnection(this, (IPEndPoint)newClientEP);
  318. kcpServerConnection.playerId = playerId;
  319. kcpServerConnection.connectionID = newClientEP.GetHashCode();
  320. LogTool.Log("创建新的链接UDP" + newClientEP);
  321. AddServerConnection(playerId, 0, kcpServerConnection);
  322. return kcpServerConnection;
  323. }
  324. public void Dispose()
  325. {
  326. _udpClientThread = null;
  327. socket?.Dispose();
  328. socket = null;
  329. }
  330. }
  331. }
  332. #endif