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https://github.com/project-redbud/FunGame-Server.git
synced 2025-12-05 16:16:34 +00:00
封装Socket,添加心跳检测
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parent
38b2ca9b33
commit
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@ -9,7 +9,6 @@
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<ItemGroup>
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<Folder Include="Models\Entity\" />
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<Folder Include="Models\Config\" />
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</ItemGroup>
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</Project>
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40
Main.cs
40
Main.cs
@ -5,27 +5,27 @@ using System.Text.RegularExpressions;
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using System;
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using FunGameServer.Sockets;
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using System.Net.WebSockets;
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using FunGameServer.Models.Config;
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bool Running = true;
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Socket? ServerSocket = null;
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string host = "127.0.0.1";
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int port = 22222;
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string host = Config.SERVER_IPADRESS;
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int port = Config.SERVER_PORT;
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try
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{
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Task t = Task.Factory.StartNew(() =>
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{
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// 创建IP地址终结点对象
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IPAddress ip = IPAddress.Parse(host);
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IPEndPoint ipe = new IPEndPoint(ip, port);
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IPEndPoint ip = new(IPAddress.Parse(host), port);
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// 创建TCP Socket对象并绑定终结点
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ServerSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
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ServerSocket.Bind(ipe);
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ServerSocket.Bind(ip);
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// 开始监听连接
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ServerSocket.Listen(0);
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ServerSocket.Listen(Config.MAX_PLAYERS);
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Console.WriteLine("服务器启动成功,正在监听 . . .");
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while (Running)
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@ -39,14 +39,16 @@ try
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Console.WriteLine("客户端" + clientIP.ToString() + "连接 . . .");
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else
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Console.WriteLine("未知地点客户端连接 . . .");
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if (Read(socket) && Send(socket))
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Task.Factory.StartNew(() =>
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{
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new ClientSocket(socket, Running).Start();
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});
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// 接收客户端消息
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Read(socket);
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// 发送给客户端消息
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Send(socket);
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else
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if (clientIP != null)
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Console.WriteLine("客户端" + clientIP.ToString() + "连接失败。");
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else
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Console.WriteLine("客户端连接失败。");
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}
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catch (Exception e)
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{
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@ -87,7 +89,7 @@ Console.WriteLine("服务器已关闭,按任意键退出程序。");
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Console.ReadKey();
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void Read(Socket socket)
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bool Read(Socket socket)
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{
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// 接收客户端消息
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byte[] buffer = new byte[2048];
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@ -95,20 +97,28 @@ void Read(Socket socket)
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if (length > 0)
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{
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string msg = Encoding.GetEncoding("unicode").GetString(buffer, 0, length);
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Console.WriteLine("收到来自:客户端 -> " + msg);
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Console.WriteLine("收到来自:客户端(玩家ID) -> " + msg);
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return true;
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}
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else
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Console.WriteLine("客户端没有回应。");
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return false;
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}
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void Send(Socket socket)
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bool Send(Socket socket)
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{
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// 发送消息给客户端
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string msg = ">> 已连接至服务器 -> [ " + host + " ] 连接成功";
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Console.WriteLine("发送给:客户端 <- " + msg);
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byte[] buffer = new byte[2048];
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buffer = Encoding.GetEncoding("unicode").GetBytes(msg);
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socket.Send(buffer);
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if (socket.Send(buffer) > 0)
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{
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Console.WriteLine("发送给:客户端 <- " + msg);
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return true;
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}
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else
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Console.WriteLine("无法传输数据,与客户端的连接可能丢失。");
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return false;
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}
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bool IsIP(string ip)
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34
Models/Config/Config.cs
Normal file
34
Models/Config/Config.cs
Normal file
@ -0,0 +1,34 @@
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net.Sockets;
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using System.Reflection.Metadata;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGameServer.Models.Config
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{
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public static class Config
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{
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public static int MAX_PLAYERS = 16; // 最多接受连接的玩家数量
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public static int ONLINE_PLAYERS = 0; // 已连接的玩家数量
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public static int CONNECTING_PLAYERS = 0; // 正在连接的玩家数量
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public static string SERVER_IPADRESS = "127.0.0.1"; // 默认IP地址
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public static int SERVER_PORT = 22222; // 默认端口
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/// <summary>
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/// string: 玩家标识ID
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/// Task:玩家线程
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/// </summary>
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public static ConcurrentDictionary<string, Task> OnlinePlayers = new ConcurrentDictionary<string, Task>();
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/**
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* string:房间号
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* string:玩家标识ID
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* Task:玩家线程
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*/
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public static ConcurrentDictionary<string, ConcurrentDictionary<string, Task>> PlayingPlayers= new ConcurrentDictionary<string, ConcurrentDictionary<string, Task>>();
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}
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}
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27
Models/Config/SocketEnums.cs
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27
Models/Config/SocketEnums.cs
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@ -0,0 +1,27 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FunGameServer.Models.Config
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{
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public static class SocketEnums
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{
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public enum SendType
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{
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Login = 1,
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CheckLogin = 2,
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Logout = 3,
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HeartBeat = 4,
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}
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public enum ReadType
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{
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Login = 1,
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CheckLogin = 2,
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Logout = 3,
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HeartBeat = 4,
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}
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}
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}
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@ -1,6 +1,8 @@
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using System;
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using FunGameServer.Models.Config;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using System.Net.Sockets;
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using System.Text;
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using System.Threading.Tasks;
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@ -18,6 +20,59 @@ namespace FunGameServer.Sockets
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Running = running;
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}
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bool Read(Socket socket)
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{
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// 接收客户端消息
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byte[] buffer = new byte[2048];
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int length = socket.Receive(buffer);
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if (length > 0)
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{
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string type = Encoding.GetEncoding("unicode").GetString(buffer, 0, length);
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Console.Write("收到来自:客户端(" + type + ") -> ");
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buffer = new byte[2048];
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length = socket.Receive(buffer);
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if (length > 0)
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{
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string msg = Encoding.GetEncoding("unicode").GetString(buffer, 0, length);
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Console.WriteLine(msg);
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int getType = Convert.ToInt32(type);
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if (getType == (int)SocketEnums.ReadType.HeartBeat) // 检测心跳包
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Send(socket, getType, msg);
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return true;
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}
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else
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Console.WriteLine("客户端没有回应。");
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return false;
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}
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else
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Console.WriteLine("客户端没有回应。");
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return false;
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}
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bool Send(Socket socket, int type, string msg)
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{
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// 发送消息给客户端
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byte[] buffer = new byte[2048];
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buffer = Encoding.GetEncoding("unicode").GetBytes(Convert.ToString(type));
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if (socket.Send(buffer) > 0)
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{
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Console.Write("发送给:客户端(" + type + ") <- ");
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buffer = new byte[2048];
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buffer = Encoding.GetEncoding("unicode").GetBytes(msg);
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if (socket.Send(buffer) > 0)
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{
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Console.WriteLine("发送给:客户端(" + msg + ") <- ");
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return true;
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}
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else
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Console.WriteLine("无法传输数据,与客户端的连接可能丢失。");
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return false;
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}
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else
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Console.WriteLine("无法传输数据,与客户端的连接可能丢失。");
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return false;
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}
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public void Start()
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{
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Task StringStream = Task.Factory.StartNew(() =>
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@ -44,7 +99,14 @@ namespace FunGameServer.Sockets
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Console.WriteLine("Creating: StringStream...OK");
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while (Running)
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{
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if (Socket != null)
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Read(Socket);
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else
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{
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Console.WriteLine("ERROR: Socket is Closed.");
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Console.WriteLine("DONE: StringStream is Closed.");
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break;
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}
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}
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}
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@ -54,7 +116,8 @@ namespace FunGameServer.Sockets
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Console.WriteLine("Creating: IntStream...OK");
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while (Running)
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{
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Console.WriteLine("DONE: IntStream is Closed.");
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break;
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}
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}
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@ -64,7 +127,8 @@ namespace FunGameServer.Sockets
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Console.WriteLine("Creating: DecimalStream...OK");
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while (Running)
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{
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Console.WriteLine("DONE: DecimalStream is Closed.");
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break;
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}
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}
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@ -74,7 +138,8 @@ namespace FunGameServer.Sockets
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Console.WriteLine("Creating: ObjectStream...OK");
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while (Running)
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{
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Console.WriteLine("DONE: ObjectStream is Closed.");
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break;
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}
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}
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}
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