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zinxDev/UDPNetwork

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UDPNetwork 基于Unity提供的UDP通信和同步服务

API提供一下类的实现:

1.UDPServer服务器实现;

2.UDPClient实现;

3.可靠UDP实现;

4.可靠UDP消息互发机制的通讯实现;

5.UDP状态同步的实现。

API介绍:

1.开启服务器 开启服务器使用UDPServer类,用法如下: UDPServer server = new UDPServer(serverName, ip, serverLocalPort, serverListenPort, syncThreadNum); 参数含义: serverName:服务器名字;ip:监听客户端的ip地址;serverLocalPort:服务器用于监听客户端连接的端口;serverListenPort:服务器用于监听客户端消息的端口;syncThreadNum:用于状态同步的线程数;

2.启动客户端 UDPClient client = new UDPClient(clientName, localIp, clientLocalPort, serverHost, serverPort, syncThreadNum); 参数含义: clientName:客户端名字;localIp:客户端用于监听消息的ip地址;clientLocalPort:客户端用于监听消息的端口号;serverHost:服务器的地址;serverPort:服务器的端口(serverLocalPort);syncThreadNum:用于状态同步的线程数;

3.状态同步的使用 SynContainer类提供同步服务,用法如下: (1)服务器开启同步:SynContainer synContainer = new SynContainer(syncName, udpServer); 参数含义: syncName:同步的名字; udpServer:UDPServer对象; (2)客户端开启同步:SynContainer synContainer = new SynContainer(syncName, udpClient); 参数含义: syncName:同步的名字; udpClient:UDPClient对象;

4.可靠UDP消息收发

使用RpcItemSync类进行消息量化处理,用法: RpcItemSync item = new RpcItemSync(messageName, id, syncId, udpServer, argLen, (syncId, args) =>{}); udpServer.Register(id, new INetworkSync[] { item }); 此操作之后,在服务器可以发送和收到消息名字为messageName、id、syncId的消息,客户端注册消息与此类似;

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