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