Files
GameServer/MistoxServer/Client/UDPClient.cs
T

72 lines
2.8 KiB
C#

using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Threading.Tasks;
// Network Sync
namespace Mistox.Client {
public class mUDPClient : IDisposable {
public string UserName { get; set; } = ""; // The remote players UserName
public bool Alive { get; set; } = true; // Is the connection alive
Socket _udpClient;
IPEndPoint _remoteHost;
MistoxClient _parent;
public mUDPClient( MistoxClient parent, long RemoteIP, int Port ) {
_parent = parent;
_remoteHost = new IPEndPoint( RemoteIP, Port );
_udpClient = new Socket( AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp );
_udpClient.SetSocketOption( SocketOptionLevel.IP, SocketOptionName.ReuseAddress, true );
_udpClient.SetSocketOption( SocketOptionLevel.IP, SocketOptionName.IpTimeToLive, 128 );
_udpClient.Bind( new IPEndPoint( IPAddress.Any, Port ) );
_parent.Alive = true;
Thread Client = new Thread(async() => { await ReceiveThread(); });
Client.Start();
}
async Task ReceiveThread() {
byte[] buffer = new byte[65535];
while( _parent.Alive ) {
try {
// Read the data out of the UDP packet with a buffer that has the maximum possible UDP packet size
// As UDP reads the whole next packet then drops. Im guaranteed to receive 1 packet at a time
int bytesRead = await _udpClient.ReceiveAsync( buffer );
// Create the data readers
ReadOnlyMemory<byte> dataMemory = buffer.AsMemory(0, bytesRead);
ReadOnlySpan<byte> dataPacket = dataMemory.Span;
// Split apart the packet
byte dataType = dataPacket[0];
ushort DataLength = (ushort)((dataPacket[1] << 8) | dataPacket[2]);
ReadOnlyMemory<byte> data = dataMemory.Slice(DataPacket.HeaderLength, DataLength);
// Extract the object
dynamic buildObj = DataPacket.Deserialize( dataType, DataLength, data );
// Return the object
_parent.InvokeOnReceived( buildObj );
} catch( Exception e ) {
Console.WriteLine( "UDP Receive exception : " + e.Message );
}
}
}
public async Task Send<T>( T Data ) {
byte[] byteData = DataPacket.Serialize( Data );
await _udpClient.SendToAsync( byteData, SocketFlags.None, _remoteHost );
}
public void Dispose() {
_parent.Alive = false;
_udpClient.Close();
_udpClient = null;
}
}
}