报错修改
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@@ -0,0 +1,332 @@
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using System;
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using System.IO;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using System.Timers;
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/// <summary>
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/// Socket客户端
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/// </summary>
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public class SocketClient
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{
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/// <summary>
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/// 主线程
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/// </summary>
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private readonly SynchronizationContext _mainThread;
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private readonly string _ip;
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private readonly int _port;
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private const int TIMEOUT_CONNECT = 3000; // 连接超时时间 毫秒
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private const int TIMEOUT_SEND = 3000; // 发送超时时间 毫秒
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private const int TIMEOUT_RECEIVE = 3000; //接收超时时间 毫秒
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private const int HEAD_OFFSET = 2000; //心跳包发送间隔 毫秒
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private const int RECONN_MAX_SUM = 3; //最大重连次数
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private Socket _client;
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private Thread _receiveThread;
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private System.Timers.Timer _connTimeoutTimer;
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private System.Timers.Timer _headTimer;
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private readonly DataBuffer _dataBuffer = new DataBuffer();
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public event Action OnConnectSuccess; // 连接成功回调
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public event Action OnConnectError; // 连接失败回调
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public event Action OnDisconnect; // 断开回调
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public event Action<SocketDataPack> OnReceive; // 接收报文回调
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public event Action<SocketDataPack> OnSend; // 发送报文回调
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public event Action<SocketException> OnError; // 异常捕获回调
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public event Action<int> OnReConnectSuccess; // 重连成功回调
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public event Action<int> OnReConnectError; // 单次重连失败回调
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public event Action<int> OnReconnecting; // 单次重连中回调
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private bool _isConnect = false;
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private bool _isReconnect = false;
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public SocketClient(string ip, int port)
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{
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_mainThread = SynchronizationContext.Current;
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_ip = ip;
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_port = port;
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}
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public void Connect(Action success = null, Action error = null)
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{
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OnDisconnect += () => { UnityEngine.Debug.Log("UnityEvo:断开连接"); };
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OnReceive += (dataPack) => { UnityEngine.Debug.LogFormat("UnityEvo:接收数据>>>{0}", (SocketEvent)dataPack.Type); };
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OnSend += (dataPack) => { UnityEngine.Debug.LogFormat("UnityEvo:发送数据>>>{0}", (SocketEvent)dataPack.Type); };
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OnError += (ex) => { UnityEngine.Debug.LogFormat("UnityEvo:出现异常>>>{0}", ex); };
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OnReConnectSuccess += (num) => { UnityEngine.Debug.LogFormat("UnityEvo:第{0}次重连成功", num); };
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OnReConnectError += (num) => { UnityEngine.Debug.LogFormat("UnityEvo:第{0}次重连失败", num); };
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OnReconnecting += (num) => { UnityEngine.Debug.LogFormat("UnityEvo:正在进行第{0}次重连", num); };
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void OnTrigger(bool flag)
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{
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if (flag)
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{
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PostMainThreadAction(success);
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PostMainThreadAction(OnConnectSuccess);
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}
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else
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{
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PostMainThreadAction(error);
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PostMainThreadAction(OnConnectError);
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}
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if (_connTimeoutTimer != null)
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{
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_connTimeoutTimer.Stop();
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_connTimeoutTimer = null;
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}
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}
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try
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{
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_client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//创建套接字
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_client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.SendTimeout, TIMEOUT_SEND);
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_client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveTimeout, TIMEOUT_RECEIVE);
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IPAddress ipAddress = IPAddress.Parse(_ip);//解析IP地址
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IPEndPoint ipEndpoint = new IPEndPoint(ipAddress, _port);
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IAsyncResult result = _client.BeginConnect(ipEndpoint, new AsyncCallback((iar) =>
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{
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try
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{
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Socket client = (Socket)iar.AsyncState;
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client.EndConnect(iar);
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_isConnect = true;
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// 开始发送心跳包
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_headTimer = new System.Timers.Timer(HEAD_OFFSET);
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_headTimer.AutoReset = true;
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_headTimer.Elapsed += delegate (object sender, ElapsedEventArgs args)
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{
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Send((UInt16)SocketEvent.ClientHead);
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};
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_headTimer.Start();
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// 开始接收数据
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_receiveThread = new Thread(new ThreadStart(ReceiveEvent));
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_receiveThread.IsBackground = true;
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_receiveThread.Start();
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OnTrigger(true);
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}
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catch (SocketException ex)
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{
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OnTrigger(false);
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}
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}), _client);//异步连接
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_connTimeoutTimer = new System.Timers.Timer(TIMEOUT_CONNECT);
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_connTimeoutTimer.AutoReset = false;
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_connTimeoutTimer.Elapsed += delegate (object sender, ElapsedEventArgs args)
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{
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OnTrigger(false);
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};
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_connTimeoutTimer.Start();
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}
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catch (SocketException ex)
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{
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OnTrigger(false);
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// throw;
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}
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}
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/// <summary>
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/// 断线重连
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/// </summary>
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/// <param name="num"></param>
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/// <param name="index"></param>
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public void ReConnect(int num = RECONN_MAX_SUM, int index = 0)
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{
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_isReconnect = true;
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num--;
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index++;
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if (num < 0)
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{
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onDisconnect();
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_isReconnect = false;
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return;
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}
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PostMainThreadAction<int>(OnReconnecting, index);
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Connect(() =>
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{
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PostMainThreadAction<int>(OnReConnectSuccess, index);
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_isReconnect = false;
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}, () =>
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{
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PostMainThreadAction<int>(OnReConnectError, index);
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ReConnect(num, index);
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});
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}
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public void Send(UInt16 e, byte[] buff = null, Action<SocketDataPack> onTrigger = null)
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{
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buff = buff ?? new byte[] { };
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var dataPack = new SocketDataPack(e, buff);
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var data = dataPack.Buff;
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try
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{
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_client.BeginSend(data, 0, data.Length, SocketFlags.None, new AsyncCallback((asyncSend) =>
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{
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Socket c = (Socket)asyncSend.AsyncState;
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c.EndSend(asyncSend);
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PostMainThreadAction<SocketDataPack>(onTrigger, dataPack);
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PostMainThreadAction<SocketDataPack>(OnSend, dataPack);
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}), _client);
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}
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catch (SocketException ex)
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{
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onError(ex);
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}
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}
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/// <summary>
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/// 线程内接收数据的函数
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/// </summary>
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private void ReceiveEvent()
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{
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while (true)
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{
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try
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{
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if (!_isConnect) break;
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if (_client.Available <= 0) continue;
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byte[] rbytes = new byte[8 * 1024];
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int len = _client.Receive(rbytes);
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if (len > 0)
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{
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_dataBuffer.AddBuffer(rbytes, len); // 将收到的数据添加到缓存器中
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if (_dataBuffer.TryUnpack(out var dataPack)) // 尝试解包
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{
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if (dataPack.Type == (UInt16)SocketEvent.ServerKickout)
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{
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// 服务端踢出
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onDisconnect();
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}
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else if (dataPack.Type == (UInt16)SocketEvent.ServerMessage)
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{
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// 收到消息
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PostMainThreadAction<SocketDataPack>(OnReceive, dataPack);
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}
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}
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}
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}
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catch (SocketException ex)
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{
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onError(ex);
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// throw;
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}
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}
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}
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/// <summary>
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/// 业务逻辑 - 客户端主动断开
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/// </summary>
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public void DisConnect()
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{
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Send((UInt16)SocketEvent.ClientDisconn);
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onDisconnect();
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}
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/// <summary>
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/// 缓存数据清理
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/// </summary>
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public void Close()
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{
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if (!_isConnect) return;
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_isConnect = false;
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if (_headTimer != null)
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{
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_headTimer.Stop();
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_headTimer = null;
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}
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// if (_receiveThread != null)
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// {
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// _receiveThread.Abort();
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// _receiveThread = null;
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// }
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if (_connTimeoutTimer != null)
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{
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_connTimeoutTimer.Stop();
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_connTimeoutTimer = null;
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}
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if (_client != null)
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{
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_client.Close();
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_client = null;
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}
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}
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/// <summary>
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/// 错误回调
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/// </summary>
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/// <param name="e"></param>
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private void onError(SocketException ex)
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{
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Close();
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PostMainThreadAction<SocketException>(OnError, ex);
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if (!_isReconnect)
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{
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ReConnect();
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}
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}
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/// <summary>
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/// 断开回调
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/// </summary>
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private void onDisconnect()
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{
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Close();
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PostMainThreadAction(OnDisconnect);
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}
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/// <summary>
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/// 通知主线程回调
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/// </summary>
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private void PostMainThreadAction(Action action)
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{
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_mainThread.Post(new SendOrPostCallback((o) =>
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{
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Action e = (Action)o.GetType().GetProperty("action")?.GetValue(o);
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if (e != null) e();
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}), new { action = action });
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}
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private void PostMainThreadAction<T>(Action<T> action, T arg1)
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{
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_mainThread.Post(new SendOrPostCallback((o) =>
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{
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Action<T> e = (Action<T>)o.GetType().GetProperty("action")?.GetValue(o);
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T t1 = (T)o.GetType().GetProperty("arg1")?.GetValue(o);
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if (e != null) e(t1);
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}), new { action = action, arg1 = arg1 });
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}
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public void PostMainThreadAction<T1, T2>(Action<T1, T2> action, T1 arg1, T2 arg2)
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{
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_mainThread.Post(new SendOrPostCallback((o) =>
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{
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Action<T1, T2> e = (Action<T1, T2>)o.GetType().GetProperty("action")?.GetValue(o);
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T1 t1 = (T1)o.GetType().GetProperty("arg1")?.GetValue(o);
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T2 t2 = (T2)o.GetType().GetProperty("arg2")?.GetValue(o);
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if (e != null) e(t1, t2);
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}), new { action = action, arg1 = arg1, arg2 = arg2 });
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}
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}
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