正如标题所述,我在C#中使用UDP遇到了问题。 我正在尝试构建一个适用于游戏DayZ的rcon协议的库。
我的问题是,我没有收到应该接收到的每个数据包。 发送命令后,服务器会回复一个分割的答案。 数据包头包含总数据包数和当前数据包的索引。 如果我应该获得17个数据包,则我的应用程序只会收到8-15个数据包。
经过使用WireShark测试,我现在知道所有数据包都到达了我的计算机。 它们只是没有被我的应用程序识别或类似的东西。
我的实际问题是:是否有可能防止在我的网络卡和应用程序之间丢失数据包? 或者为什么会发生这种情况?
以下是我的当前代码。 它相当混乱,因为它没有按预期工作而被拆开:
我的问题是,我没有收到应该接收到的每个数据包。 发送命令后,服务器会回复一个分割的答案。 数据包头包含总数据包数和当前数据包的索引。 如果我应该获得17个数据包,则我的应用程序只会收到8-15个数据包。
经过使用WireShark测试,我现在知道所有数据包都到达了我的计算机。 它们只是没有被我的应用程序识别或类似的东西。
我的实际问题是:是否有可能防止在我的网络卡和应用程序之间丢失数据包? 或者为什么会发生这种情况?
以下是我的当前代码。 它相当混乱,因为它没有按预期工作而被拆开:
private Socket _udpClient;
private Thread _receiverThread;
private Thread _workerThread;
private Queue<byte[]> _packetQueue;
private PacketBuffer[] MessageBuffer;
private byte SenderSequence = 0;
private IPEndPoint connection;
public RCon(IPAddress ip, int port)
{
connection = new IPEndPoint(ip, port);
_udpClient = new Socket(connection.Address.AddressFamily, SocketType.Dgram, ProtocolType.Udp);
_udpClient.Connect(connection);
MessageBuffer = new PacketBuffer[256];
_packetQueue = new Queue<byte[]>();
_receiverThread = new Thread(new ThreadStart(ReceiveCallback));
_receiverThread.IsBackground = true;
_receiverThread.Priority = ThreadPriority.AboveNormal;
_receiverThread.Start();
_workerThread = new Thread(new ThreadStart(WorkerCallback));
_workerThread.IsBackground = true;
_workerThread.Start();
}
public void Login(string password)
{
LoginPacket packet = new LoginPacket(password);
_udpClient.Send(packet.Bytes);
}
public void SendCommand(string command)
{
CommandPacket packet = new CommandPacket(SenderSequence, command);
SenderSequence++;
_udpClient.Send(packet.Bytes);
}
private void ReceiveCallback()
{
while (true)
{
byte[] buffer = new byte[1036];
if (_udpClient.Receive(buffer) > 0)
_packetQueue.Enqueue(buffer);
}
}
private void WorkerCallback()
{
while (true)
{
if (_packetQueue.Count > 0)
{
byte[] buffer = _packetQueue.Dequeue();
if (buffer != null)
{
try
{
Packet receivedPacket = Packet.ParseIncoming(buffer);
OnPacketReceived(new PacketReceivedEventArgs(receivedPacket));
switch (receivedPacket.Type)
{
case PacketType.Message:
OnMessageReceived(new MessageReceivedEventArgs(receivedPacket.Content));
MessageCallbackPacket packet = new MessageCallbackPacket(receivedPacket.SequenceNumber);
_udpClient.Send(packet.Bytes);
break;
case PacketType.CommandCallback:
if (MessageBuffer[receivedPacket.SequenceNumber] == null)
MessageBuffer[receivedPacket.SequenceNumber] = new PacketBuffer(receivedPacket);
else
MessageBuffer[receivedPacket.SequenceNumber].AddPacket(receivedPacket);
if (MessageBuffer[receivedPacket.SequenceNumber].IsComplete)
OnCommandCallback(new CommandCallbackEventArgs(MessageBuffer[receivedPacket.SequenceNumber].GetContent()));
break;
}
}
catch (ArgumentException) { }
catch (OverflowException) { }
catch (FormatException) { }
}
}
}
}
_udpClient.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReceiveBuffer, a big value like 0x40000);
- L.B