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December 6, 2018 03:20
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NetSocket.cs
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using System; | |
using System.IO; | |
using System.Net; | |
using System.Collections; | |
using System.Net.Sockets; | |
using UnityEngine; | |
class Stream { | |
private byte[] buffer = null; | |
private int length = 0; | |
public int Length { | |
get { | |
return length; | |
} | |
} | |
public byte[] GetBuffer() { | |
return buffer; | |
} | |
public int Write(byte[]dat, int offset, int size) { | |
//Debug.Log(":: Write:" + size); | |
int need = length + size; | |
if (buffer == null) | |
buffer = new byte[need]; | |
else if (buffer.Length < need) { | |
byte[] old = buffer; | |
buffer = new byte[need]; | |
Buffer.BlockCopy(old, 0, buffer, 0, length); | |
} | |
Buffer.BlockCopy(dat, offset, buffer, length, size); | |
length = need; | |
return size; | |
} | |
public int Read(byte[] dat, int offset, int size) { | |
//Debug.Log(":: Begin Read:" + size + ":" + length); | |
if (length < size) | |
return 0; | |
Buffer.BlockCopy(buffer, 0, dat, offset, size); | |
length -= size; | |
Buffer.BlockCopy(buffer, size, buffer, 0, length); | |
//Debug.Log(":: Read:" + size + ":" + length); | |
return size; | |
} | |
public void Clear() { | |
Debug.Log(":: Clear"); | |
length = 0; | |
} | |
} | |
public class NetSocket { | |
public const int CONNECTING = 1; | |
public const int CONNECTED = 2; | |
public const int DISCONNECT = 3; | |
private Socket s = null; | |
private int status = DISCONNECT; | |
private Queue sendq = new Queue(); | |
private byte[] buffer = new byte[128]; | |
private Stream readstream = new Stream(); | |
private static void SendCB(IAsyncResult ar) { | |
NetSocket obj = (NetSocket) ar.AsyncState; | |
if (obj.sendq.Count == 0) | |
return ; | |
byte[] a = (byte[]) obj.sendq.Dequeue(); | |
obj.doSend(a); | |
return ; | |
} | |
private static void RecvCB(IAsyncResult ar) { | |
NetSocket obj = (NetSocket) ar.AsyncState; | |
int read = obj.s.EndReceive(ar); | |
if (read > 0) { | |
lock (obj.readstream) { | |
obj.readstream.Write(obj.buffer, 0, read); | |
} | |
obj.doRecv(); | |
} else { | |
Debug.Log("RecvCB: Disconnect"); | |
obj.status = DISCONNECT; | |
obj.s.Close(); | |
lock (obj.readstream) { | |
obj.readstream.Clear(); | |
} | |
} | |
} | |
private static void ConnectCB(IAsyncResult ar) { | |
NetSocket obj = (NetSocket) ar.AsyncState; | |
obj.status = CONNECTED; | |
Debug.Log("Connect:" + obj.s.Connected); | |
obj.doRecv(); | |
return ; | |
} | |
private void doRecv() { | |
s.BeginReceive(buffer, 0, buffer.Length, | |
SocketFlags.None, | |
new AsyncCallback(RecvCB), this); | |
return ; | |
} | |
private SocketError doSend(byte[] data) { | |
SocketError err; | |
s.BeginSend(data, 0, data.Length, | |
SocketFlags.None, | |
out err, | |
new AsyncCallback(SendCB), this); | |
return err; | |
} | |
public void Connect(string addr, int port) { | |
s = new Socket(AddressFamily.InterNetwork, | |
SocketType.Stream, ProtocolType.Tcp); | |
status = CONNECTING; | |
s.BeginConnect(addr, port, | |
new AsyncCallback(ConnectCB), this); | |
return ; | |
} | |
public void Close() { | |
lock(readstream) { | |
readstream.Clear(); | |
} | |
s.Close(); | |
status = DISCONNECT; | |
} | |
public int Status { | |
get { | |
return status; | |
} | |
} | |
public SocketError Send(byte[] data) { | |
if (sendq.Count != 0) { | |
sendq.Enqueue(data); | |
return SocketError.Success; | |
} | |
return doSend(data); | |
} | |
public int Length { | |
get { | |
return (int)readstream.Length; | |
} | |
} | |
public int Read(byte[] data, int sz) { | |
if (readstream.Length < sz) | |
return 0; | |
lock (readstream) { | |
return readstream.Read(data, 0, sz); | |
} | |
} | |
} |
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