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  • lidgren 介绍和使用 (一)

    有一年多没写东西了,一懒惰就会找借口,今夜擦拭了堆满灰尘的笔记本电脑,插上电源,写了一些代码,时光好像又回到了以前,那个充满梦想的自己。还能回来吗?

    好了,废话不多说了,今天主要说说 实时通讯,因为手机游戏 现在 越来越 需要 这类高速的通信 来交互,不然不好玩!c++有udt,rudp这一类快速稳定不丢包的 开源库,c# 有人用raknet,不过它不能组播也不能p2p。所以我今天推荐的是 lidgren 。这个框架 国内很少有人用,但它能快速安全udp发送,也能p2p发送。最重要的是  相比国内2万一套ESFramework,它是免费的! 

     先来一点  我修改后的代码。

    using Lidgren.Network;
    using System;
    using System.Collections.Generic;
    using System.Linq;
    using System.Text;
    using System.Threading;
    using System.Threading.Tasks;
    
    namespace lidgrenwin
    {
        class Program
        {
            private static NetServer s_server;
            static void Main(string[] args)
            {
                NetPeerConfiguration config = new NetPeerConfiguration("chat");
                config.MaximumConnections = 100;
                config.Port = 14242;
                s_server = new NetServer(config);
                s_server.Start();
    
                while (true)
                {
                    NetIncomingMessage msg;
                    while ((msg = s_server.ReadMessage()) != null)
                    {
                        switch (msg.MessageType)
                        {
                            case NetIncomingMessageType.StatusChanged:
                                NetConnectionStatus status = (NetConnectionStatus)msg.ReadByte();
    
                                string reason = msg.ReadString();
                                Output(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " " + status + ": " + reason);
    
                                if (status == NetConnectionStatus.Connected)
                                    Output("Remote hail: " + msg.SenderConnection.RemoteHailMessage.ReadString());
    
                                UpdateConnectionsList();
                                break;
                            case NetIncomingMessageType.WarningMessage:
                            case NetIncomingMessageType.VerboseDebugMessage:
                                string text = msg.ReadString();
                                Output(text);
                                break;
                            case NetIncomingMessageType.ErrorMessage:
                            case NetIncomingMessageType.DebugMessage:
    
                                var str = msg.ReadString();
                                if (str.StartsWith("Malformed packet; stated") ||
                                    str.StartsWith("Received unhandled library message") ||
                                    str.StartsWith("Unexpected NetMessageType"))
                                    break; // we'll get a bunch of these and we're fine with that
    
                                Console.WriteLine(msg.MessageType + ": " + str);
                                break;
                            case NetIncomingMessageType.Data:
                                string chat = msg.ReadString();
    
                                Output("Broadcasting '" + chat + "'");
    
                                List<NetConnection> all = s_server.Connections; // get copy
                                all.Remove(msg.SenderConnection);
    
                                if (all.Count > 0)
                                {
                                    NetOutgoingMessage om = s_server.CreateMessage();
                                    om.Write(NetUtility.ToHexString(msg.SenderConnection.RemoteUniqueIdentifier) + " said: " + chat);
                                    s_server.SendMessage(om, all, NetDeliveryMethod.ReliableOrdered, 0);
                                }
                                break;
                            case NetIncomingMessageType.UnconnectedData:
                                Console.WriteLine("Received " + msg.LengthBits + " bits of unconnected data");
                                break;
                            default:
                                Output("Unhandled type: " + msg.MessageType + " " + msg.LengthBytes + " bytes " + msg.DeliveryMethod + "|" + msg.SequenceChannel);
                                break;
                        } s_server.Recycle(msg);
                    } Thread.Sleep(1);
                }
            }
            private static void Output(string text)
            {
                Console.WriteLine(text);
            }
            private static void UpdateConnectionsList()
            {
    
                foreach (NetConnection conn in s_server.Connections)
                {
                    string str = NetUtility.ToHexString(conn.RemoteUniqueIdentifier) + " from " + conn.RemoteEndPoint.ToString() + " [" + conn.Status + "]";
                    Output(str);
                }
            }
        }
    }

    这一段是  服务器代码,目的就是 接收  客户端来的消息,并且发送给所以 客户端。

    这里面最主要的是switch  NetIncomingMessageType以及下面代码,快速有序发送。不丢包

        s_server.SendMessage(om, all, NetDeliveryMethod.ReliableOrdered, 0);

    今天让大家认识一下,从下次开始,我会编写更多的demo和大家讲使用方法,包括unity运用,包括p2p,等等

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  • 原文地址:https://www.cnblogs.com/big-zhou/p/10093093.html
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