C#委托
异步委托【理解】
异步委托【原理】
异步委托【实验】
注意:Action.BeginInvoke方法是在.NET Framework中引入的,而在.NET Core和.NET 5及更高版本中已被弃用。如果在使用异步编程时需要进行委托的异步调用,可以使用.NET Core和.NET 5及更高版本中提供的Task.Run方法或Task.Factory.StartNew方法代替。
当客户端发起连接时,如果网络情况不好或服务端没有回应,同步Connect方法会使客户端卡住一段时间。而在卡住的时间内,用户不能做任何操作,游戏体验感会很差。
BeginConnect和EndConnect的调用形式为:
public IAsyncResult BeginConnect(string host,int port,AsyncCallback requestCallback,object state)
参数 | 含义 |
---|---|
host | 远程主机的IP |
port | 远程主机的端口 |
requestCallback | 回调函数 |
state | 用户自定义对象 |
注意:回调函数是一个AsyncCallback委托,回调函数的参数形式必须是:void Name(IAsyncResult ar) 。
public void EndConnect(IAsyncResult asyncResult)
基于异步Connect实现异步连接后的客户端程序如下:
public class Echo : MonoBehaviour
{private Socket socket;public InputField inputField;public Text text;private byte[] readBuff = new byte[1024];private string recvStr = "";//异步Connectionpublic void Connection(){socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//启动新线程执行Connectsocket.BeginConnect("127.0.0.1", 8888, ConnectCallback, socket);}//回调方法public void ConnectCallback(IAsyncResult ar){try{//传参为连接socket(强制类型转换)Socket socket = (Socket)ar.AsyncState;//EndConnect结束线程socket.EndConnect(ar);Debug.Log("Socket Connect Succ");}catch (SocketException e){Debug.Log("Socket Connect fail:"+e.ToString());}}
}
注意:回调函数中需要得到委托实例,然后才可以调用EndInvoke方法来获取异步方法执行的结果。
Receive是个阻塞方法,直到收到服务端数据为止。如果服务端没有回应,则客户端程序会卡死无响应。而BeginReceive和EndReceive方法是解决这个问题的关键。
BeginReceive和EndReceive的调用形式为:
public IAsyncResult BeginReceive(byte[] buffer;int offset;int size;SocketFlags socketFlags;AsyncCallback requestCallback,object state)
参数 | 含义 |
---|---|
buffer | 存储接收到的数据 |
offset | buffer中存储数据的位置 |
size | 最多接收的字节数 |
socketFlags | SocketFlags值的按位组合,这里设置为0 |
requestCallback | 回调函数 |
object | 用户自定义对象 |
public int EndReceive(IAsyncResult asyncResult;)
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using UnityEngine;
using UnityEngine.UI;public class Echo : MonoBehaviour
{private Socket socket;public InputField inputField;public Text text;private byte[] readBuff = new byte[1024];private string recvStr = "";//异步Connectionpublic void Connection(){socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//启动新线程执行Connectsocket.BeginConnect("127.0.0.1", 8888, ConnectCallback, socket);}//回调方法public void ConnectCallback(IAsyncResult ar){try{//传参为连接socket(强制类型转换)Socket socket = (Socket)ar.AsyncState;//EndConnect结束线程socket.EndConnect(ar);Debug.Log("Socket Connect Succ");//客户端连上服务器就开始接收信息(存储于readBuff)socket.BeginReceive(readBuff, 0, 1024, 0, ReceiveCallback, socket);}catch (SocketException e){Debug.Log("Socket Connect fail:"+e.ToString());}}public void ReceiveCallback(IAsyncResult ar){try{//处理接收到的数据readBuffSocket socket = (Socket)ar.AsyncState;int count = socket.EndReceive(ar);//得到接收字符串recvStrstring s = System.Text.Encoding.Default.GetString(readBuff, 0, count);recvStr = s ;//继续在独立线程中接收客户端消息(更新readBuff,并处理为字符串recvStr)socket.BeginReceive(readBuff, 0, 1024, 0, ReceiveCallback, socket);}catch (SocketException e){Debug.Log("Socket Receive fail:"+e.ToString());} }public void Send(){string sendStr = inputField.text;byte[] sendBytes = System.Text.Encoding.Default.GetBytes(sendStr);socket.Send(sendBytes);}public void Update(){//显示客户端接收到的消息recvStrtext.text = recvStr;}
}
Send是个阻塞方法,直到Send成功将发送数据写入操作系统的发送缓冲区为止。异步Send方法不会卡住程序。
BeginSend和EndSend的调用形式为:
public IAsyncResult BeginSend(byte[] buffer;int offset;int size;SocketFlags socketFlags;AsyncCallback callback,object state
)
参数 | 含义 |
---|---|
buffer | 存储接收到的数据 |
offset | buffer中发送数据的位置 |
size | 要发送的字节数 |
socketFlags | SocketFlags值的按位组合,这里设置为0 |
callback | 回调函数 |
object | 用户自定义对象 |
public int EndSend(IAsyncResult asyncResult;)
注意:EndSend方法返回值代表发送的字节数,如果发送失败会抛出异常。一般情况下,EndSend方法返回值与要发送的数据长度相同,代表全部发完,但有时会不同,如果EndSend的返回值指示数据未全部发完,需要再次调用BeginSend方法发出未发出的数据。
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using UnityEngine;
using UnityEngine.UI;public class Echo : MonoBehaviour
{private Socket socket;public InputField inputField;public Text text;private byte[] readBuff = new byte[1024];private string recvStr = "";//异步Connectionpublic void Connection(){socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//启动新线程执行Connectsocket.BeginConnect("127.0.0.1", 8888, ConnectCallback, socket);}//回调方法public void ConnectCallback(IAsyncResult ar){try{//传参为连接socket(强制类型转换)Socket socket = (Socket)ar.AsyncState;//EndConnect结束线程socket.EndConnect(ar);Debug.Log("Socket Connect Succ");//客户端连上服务器就开始接收信息(存储于readBuff)socket.BeginReceive(readBuff, 0, 1024, 0, ReceiveCallback, socket);}catch (SocketException e){Debug.Log("Socket Connect fail:"+e.ToString());}}public void ReceiveCallback(IAsyncResult ar){try{//处理接收到的数据readBuffSocket socket = (Socket)ar.AsyncState;int count = socket.EndReceive(ar);//得到接收字符串recvStrstring s = System.Text.Encoding.Default.GetString(readBuff, 0, count);recvStr = s + "\n" + recvStr;//继续在独立线程中接收客户端消息(更新readBuff,并处理为字符串recvStr)socket.BeginReceive(readBuff, 0, 1024, 0, ReceiveCallback, socket);}catch (SocketException e){Debug.Log("Socket Receive fail:"+e.ToString());} }public void Send(){string sendStr = inputField.text;byte[] sendBytes = System.Text.Encoding.Default.GetBytes(sendStr);socket.BeginSend(sendBytes,0,sendBytes.Length,0,SendCallback,socket);}public void SendCallback(IAsyncResult ar){try{Socket socket = (Socket)ar.AsyncState;int count = socket.EndSend(ar);Debug.Log("Socket Send succ"+count);}catch(SocketException ex){Debug.Log("Socket Send fail:" + ex.ToString());}}public void Update(){//显示客户端接收到的消息recvStrtext.text = recvStr;}
}
上一篇:抖音短视频账号运营方案
下一篇:C语言变量和数据类型的使用