119 lines
4.1 KiB
C#
119 lines
4.1 KiB
C#
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using System;
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using Unity.RenderStreaming.Signaling;
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using UnityEngine;
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using Unity.WebRTC;
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namespace Unity.RenderStreaming.Samples
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{
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/// <summary>
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/// 心跳接收通道 - 继承 DataChannelBase(对应博客中的 ReceiveChannel)
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/// 接收服务端发送的 Ping,回复 Pong
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/// </summary>
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class HeartbeatReceiveChannel : DataChannelBase
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{
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// 消息类型(必须与服务端保持一致)
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private const int MSG_TYPE_PING = 1;
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private const int MSG_TYPE_PONG = 2;
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// 统计信息
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public long LastRtt { get; private set; }
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public float AverageRtt { get; private set; }
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public int ReceivedPingCount { get; private set; }
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// 事件
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public event Action<long> OnPingReceived; // 参数:RTT
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public event Action OnTimeoutWarning; // 超时警告
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private System.Collections.Generic.Queue<long> _latencyHistory = new System.Collections.Generic.Queue<long>(10);
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[Serializable]
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private class HeartbeatMessage
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{
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public int type; // 1=ping, 2=pong
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public long timestamp; // 服务端发送时间戳
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public int seq; // 序列号
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}
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/// <summary>
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/// 重写 OnMessage - 当收到数据时自动调用(对应博客中的 ReceiveChannel 实现)
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/// </summary>
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protected override void OnMessage(byte[] bytes)
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{
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try
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{
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string json = System.Text.Encoding.UTF8.GetString(bytes);
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var msg = JsonUtility.FromJson<HeartbeatMessage>(json);
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if (msg.type == MSG_TYPE_PING)
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{
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HandlePing(msg);
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}
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}
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catch (Exception e)
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{
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Debug.LogError($"[心跳接收通道] 消息解析失败: {e.Message}");
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}
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}
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/// <summary>
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/// 处理 Ping 消息并回复 Pong
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/// </summary>
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private void HandlePing(HeartbeatMessage ping)
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{
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long now = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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long latency = now - ping.timestamp;
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ReceivedPingCount++;
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LastRtt = latency;
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// 更新平均延迟
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_latencyHistory.Enqueue(latency);
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if (_latencyHistory.Count > 10)
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_latencyHistory.Dequeue();
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long sum = 0;
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foreach (var lat in _latencyHistory)
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sum += lat;
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AverageRtt = sum / (float)_latencyHistory.Count;
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Debug.Log($"[心跳接收通道] 收到 Ping #{ping.seq}, 延迟: {latency}ms, 平均: {AverageRtt:F1}ms");
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// 立即回复 Pong(关键:回传原始时间戳,方便服务端计算 RTT)
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SendPong(ping.timestamp, ping.seq);
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// 触发事件
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OnPingReceived?.Invoke(latency);
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}
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/// <summary>
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/// 发送 Pong 响应
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/// </summary>
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private void SendPong(long originalTimestamp, int seq)
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{
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if (Channel == null || Channel.ReadyState != RTCDataChannelState.Open)
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{
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Debug.LogWarning("[心跳接收通道] 通道未打开,无法发送 Pong");
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return;
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}
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var pong = new HeartbeatMessage
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{
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type = MSG_TYPE_PONG,
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timestamp = originalTimestamp, // 回传服务端的时间戳
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seq = seq
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};
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string json = JsonUtility.ToJson(pong);
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byte[] bytes = System.Text.Encoding.UTF8.GetBytes(json);
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Channel.Send(bytes);
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Debug.Log($"[心跳接收通道] 发送 Pong #{seq}");
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}
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/// <summary>
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/// 获取当前连接状态
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/// </summary>
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public bool IsConnected => Channel != null && Channel.ReadyState == RTCDataChannelState.Open;
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}
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}
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