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100 lines
3.3 KiB
C#
100 lines
3.3 KiB
C#
using System;
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using System.Net.Sockets;
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using System.Threading;
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namespace Telepathy
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{
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public class Client : Common
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{
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TcpClient client = new TcpClient();
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Thread thread;
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public bool Connecting
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{
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get { return thread != null && thread.IsAlive && !client.Connected; }
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}
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public bool Connected
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{
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get { return thread != null && thread.IsAlive && client.Connected; }
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}
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// the thread function
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void ThreadFunction(string ip, int port)
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{
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// absolutely must wrap with try/catch, otherwise thread
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// exceptions are silent
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try
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{
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// connect (blocking)
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// (NoDelay disables nagle algorithm. lowers CPU% and latency)
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client.NoDelay = true;
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client.Connect(ip, port);
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// run the receive loop
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ReceiveLoop(0, client);
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}
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catch (SocketException exception)
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{
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// this happens if (for example) the ip address is correct
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// but there is no server running on that ip/port
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Logger.Log("Client: failed to connect to ip=" + ip + " port=" + port + " reason=" + exception);
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// clean up properly before exiting
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client.Close();
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}
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catch (Exception exception)
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{
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// something went wrong. probably important.
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Logger.LogError("Client Exception: " + exception);
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}
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}
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public void Connect(string ip, int port)
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{
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// not if already started
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if (Connecting || Connected) return;
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// clear old messages in queue, just to be sure that the caller
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// doesn't receive data from last time and gets out of sync.
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// -> calling this in Disconnect isn't smart because the caller may
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// still want to process all the latest messages afterwards
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messageQueue.Clear();
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// client.Connect(ip, port) is blocking. let's call it in the thread
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// and return immediately.
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// -> this way the application doesn't hang for 30s if connect takes
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// too long, which is especially good in games
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// -> this way we don't async client.BeginConnect, which seems to
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// fail sometimes if we connect too many clients too fast
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thread = new Thread(() => { ThreadFunction(ip, port); });
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thread.IsBackground = true;
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thread.Start();
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}
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public void Disconnect()
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{
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// only if started
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if (!Connecting && !Connected) return;
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Logger.Log("Client: disconnecting");
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// this is supposed to disconnect gracefully, but the blocking Read
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// calls throw a 'Read failure' exception instead of returning 0.
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// (maybe it's Unity? maybe Mono?)
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client.GetStream().Close();
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client.Close();
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}
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public bool Send(byte[] data)
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{
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if (Connected)
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{
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return SendMessage(client.GetStream(), data);
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}
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Logger.LogWarning("Client.Send: not connected!");
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return false;
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}
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}
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}
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