正如标题所说,我在 C# 中遇到了 UDP 问题。我正在尝试为 DayZ 游戏的 rcon 协议构建一个库。
我的问题是我没有收到我应该收到的每个数据包。发送命令后,服务器回复一个拆分答案。数据包头包含总数据包计数和当前数据包的索引。现在,如果我应该得到 17 个数据包,我的应用程序中只会得到 8-15 个数据包。
在使用 WireShark 进行测试后,我现在知道所有包裹都到达了我的计算机上。他们只是没有得到我的应用程序或类似的东西的认可。
我的实际问题是: 是否可以防止丢失我的网卡和我的应用程序之间的包?或者为什么会这样?
这是我当前的代码。它很脏,因为我在没有按预期工作后把它撕开了:
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) { }
}
}
}
}