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文章目录
- 1 分包与黏包
- 2 解决方案
- 2.1 数据接口
- 2.2 定义消息
- 2.3 NetManager
- 2.4 分包、黏包处理
- 3 测试
- 3.1 服务端
- 3.2 客户端
- 3.3 直接发送
- 3.4 黏包发送
- 3.5 分包发送
- 3.6 分包、黏包发送
- 3.7 其他
1 分包与黏包
分包、黏包指在网络通信中由于各种因素(网络环境、API 规则等)造成的消息与消息之间出现的两种状态。
- 分包:一个消息分成了多个消息进行发送。
- 黏包:一个消息和另一个消息黏在了一起。

注意:
分包和黏包可能同时发生。
2 解决方案
为消息添加头部,记录消息的长度。
当接收到消息时,通过消息长度来判断是否分包、黏包,从而对消息进行拆分、合并处理。
每次只处理完整的消息。
2.1 数据接口
- 消息接口。
public interface INetMessage
{int MessageId { get; }int BytesLength { get; }byte[] ToBytes();int FromBytes(byte[] bytes, int index);
}
- 接口扩展类,用于封装基本类型的序列化。
public static class ByteLengthExtension
{public static int GetBytesLength(this INetMessage message, int value){return sizeof(int);}public static int GetBytesLength(this INetMessage message, string value){return sizeof(int) + Encoding.UTF8.GetByteCount(value);}public static int GetBytesLength(this INetMessage message, bool value){return sizeof(bool);}public static int GetBytesLength(this INetMessage message, float value){return sizeof(float);}
}public static class INetMessageExtension
{public static int Write(this INetMessage message, byte[] bytes, int index, int value){BitConverter.GetBytes(value).CopyTo(bytes, index);return index + sizeof(int);}public static int Read(this INetMessage message, byte[] bytes, int index, ref int value){value = BitConverter.ToInt32(bytes, index);return index + sizeof(int);}public static int Write(this INetMessage message, byte[] bytes, int index, string value){var strBytes = Encoding.UTF8.GetBytes(value);BitConverter.GetBytes(strBytes.Length).CopyTo(bytes, index);index += sizeof(int);strBytes.CopyTo(bytes, index);return index + strBytes.Length;}public static int Read(this INetMessage message, byte[] bytes, int index, ref string value){int length = BitConverter.ToInt32(bytes, index);index += sizeof(int);value = Encoding.UTF8.GetString(bytes, index, length);return index + length;}public static int Write(this INetMessage message, byte[] bytes, int index, bool value){BitConverter.GetBytes(value).CopyTo(bytes, index);return index + sizeof(bool);}public static int Read(this INetMessage message, byte[] bytes, int index, ref bool value){value = BitConverter.ToBoolean(bytes, index);return index + sizeof(bool);}public static int Write(this INetMessage message, byte[] bytes, int index, float value){BitConverter.GetBytes(value).CopyTo(bytes, index);return index + sizeof(float);}public static int Read(this INetMessage message, byte[] bytes, int index, ref float value){value = BitConverter.ToSingle(bytes, index);return index + sizeof(float);}public static int Write(this INetMessage message, byte[] bytes, int index, INetMessage value){value.ToBytes().CopyTo(bytes, index);return index + value.BytesLength;}public static int Read(this INetMessage message, byte[] bytes, int index, ref INetMessage value){value.FromBytes(bytes, index);return index + value.BytesLength;}
}
2.2 定义消息
在 ToBytes()
方法中,先写入消息 Id,然后写入该消息的长度,最后写入消息内容。
public class PlayerMessage : INetMessage
{public int PlayerId;public string Name;public int Atk;public int Lev;public int MessageId { get => 1001; }public int BytesLength{get => this.GetBytesLength(MessageId) + sizeof(int) + // 消息长度this.GetBytesLength(PlayerId) +this.GetBytesLength(Name) +this.GetBytesLength(Atk) +this.GetBytesLength(Lev);}public byte[] ToBytes(){var length = BytesLength;var bytes = new byte[length];var index = 0;index = this.Write(bytes, index, MessageId);// 写入消息长度index = this.Write(bytes, index, length - sizeof(int) * 2); // 减去消息长度和消息 Id 的长度index = this.Write(bytes, index, PlayerId);index = this.Write(bytes, index, Name);index = this.Write(bytes, index, Atk);index = this.Write(bytes, index, Lev);return bytes;}public int FromBytes(byte[] bytes, int index){// 反序列化不需要解析 Id,在此之前应解析 Id 从而使用该方法index = this.Read(bytes, index, ref PlayerId);index = this.Read(bytes, index, ref Name);index = this.Read(bytes, index, ref Atk);index = this.Read(bytes, index, ref Lev);return index;}public override string ToString(){return $"PlayerMessage: {PlayerId}, {Name}, {Atk}, {Lev}";}
}
2.3 NetManager
使用单例管理器 NetManager
对消息的发送与接受进行管理。
_socket
:客户端的 Socket。_sendMessages
:发送消息的公共队列,主线程塞消息,发送线程拿消息进行发送。_receiveMessages
:接收消息的公共队列,主线程拿消息,接收线程获取消息塞进去。_isConnected
:是否与服务器连接。_cacheBytes
:消息缓冲区。_cacheBytesLength
:当前缓冲长度。
public class NetManager : MonoBehaviour
{public static NetManager Instance { get; private set; } // 单例模式private Socket _socket;private Queue<INetMessage> _sendMessages = new Queue<INetMessage>();private Queue<INetMessage> _receiveMessages = new Queue<INetMessage>();private bool _isConnected = false;private byte[] _cacheBytes = new byte[1024 * 1024]; // 大小为 1MBprivate int _cacheBytesLength;private void Awake() {Instance = this;}private void OnDestroy(){Close();Instance = null;}...
}
- 连接与断开
Connect()
:连接指定 ip 与 port 的服务器。Close()
:断开连接。
public class NetManager : MonoBehaviour
{...public void Connect(string ip, int port){_socket ??= new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);try{_socket.Connect(ip, port);_isConnected = true;// 开启两个线程,一个负责发送消息,一个负责接收消息ThreadPool.QueueUserWorkItem(SendMessageThread);ThreadPool.QueueUserWorkItem(ReceiveMessageThread);}catch (SocketException e){if (e.ErrorCode == 10061){Debug.LogError("服务器拒绝连接");}else{Debug.LogError("连接失败");}}}public void Close(){_isConnected = false;_socket?.Shutdown(SocketShutdown.Both);_socket?.Close();}/// <summary>/// 发送线程的任务/// </summary>private void SendMessageThread(object state){while (_isConnected){if (_sendMessages.Count > 0) // 有消息就发送{var message = _sendMessages.Dequeue();_socket.Send(message.ToBytes());}}}private void ReceiveMessageThread(object state){while (_isConnected){if (_socket.Available > 0){var receiveBytes = new byte[1024];var length = _socket.Receive(receiveBytes);HandleReceiveMessage(receiveBytes, length); // 核心方法,依据消息长度进行处理}}}...
}
- 发送消息
Send()
:发送指定消息。SendTest()
:发送字节数组(测试分包、黏包使用)。
public class NetManager : MonoBehaviour
{...public void Send(INetMessage message){_sendMessages.Enqueue(message); // 塞入消息队列}public void SendTest(byte[] bytes){_socket.Send(bytes);}...
}
-
接收消息
在
Update()
方法中不断判断接收消息队列,有消息则打印出来。
public class NetManager : MonoBehaviour
{...private void Update(){if (_receiveMessages.Count > 0){var message = _receiveMessages.Dequeue();Debug.Log(message); // 主线程处理消息}}...
}
2.4 分包、黏包处理
- 收到消息时看之前有没有缓存,如果有,直接拼接到后面。
- 循环处理消息体
- 处理前置信息(Id、解析长度)。
- if 缓冲区 + 该条消息体 >= 一条完整信息时
- 判断消息 Id。
- 塞入消息队列。
- 更新
index
与_cacheBytesLength
。
- else 还没有接收到一条完整消息
- 解析了前置信息,但是没有成功解析消息体,则回退到解析 Id 的位置。
- 缓存剩余数据。
public class NetManager : MonoBehaviour
{...private void HandleReceiveMessage(byte[] receiveBytes, int receiveNum){var messageId = 0;var index = 0; // receiveBytes 的处理进度(下标)// 收到消息时看之前有没有缓存// 如果有,直接拼接到后面receiveBytes.CopyTo(_cacheBytes, _cacheBytesLength);_cacheBytesLength += receiveNum;while (true){var messageLength = -1; // 当前消息长度// 处理前置信息if (_cacheBytesLength - index >= 8){// 解析 IdmessageId = BitConverter.ToInt32(_cacheBytes, index);index += sizeof(int);// 解析长度messageLength = BitConverter.ToInt32(_cacheBytes, index);index += sizeof(int);}// 处理消息体if (messageLength != -1 && _cacheBytesLength - index >= messageLength){// 解析消息体INetMessage message = default;switch (messageId){case 1001:message = new PlayerMessage();message.FromBytes(_cacheBytes, index);break;}if (message != default){_receiveMessages.Enqueue(message); // 塞入消息队列}index += messageLength;// 如果消息体长度等于缓存长度,证明缓存已经处理完毕if (index == _cacheBytesLength){_cacheBytesLength = 0;break;}}else // 消息体还没有接收完毕{// 解析了前置信息,但是没有成功解析消息体if (messageLength != -1){index -= 8; // 回退到解析 Id 的位置}// 缓存剩余的数据_cacheBytesLength -= index;Array.Copy(_cacheBytes, index, _cacheBytes, 0, _cacheBytesLength);break;}}}
}
3 测试
服务端、客户端配置见 2025-03-25 Unity 网络基础4——TCP同步通信_unity tcp-CSDN博客。
3.1 服务端
封装 ServerSocket 和 ClientSocket 方便通信。
- Program.cs
- 创建 ServerSocket,使用本地 ip 127.0.0.1 作为服务器地址。
- 循环监听指令。
- “exit”:退出。
- “B:1001”:向所有客户端发送消息。
// See https://aka.ms/new-console-template for more informationusing NetLearningTcpServerExercise2;var serverSocket = new ServerSocket();
serverSocket.Start("127.0.0.1", 8080, 1024);
Console.WriteLine("Server Start!");while (true)
{var input = Console.ReadLine();if (input == "exit"){serverSocket.Close();break;}else if (input?[..2] == "B:") // 输入命令向所有客户端广播消息{if (input[2..] == "1001"){var playerMsg = new PlayerMessage(){PlayerId = 1,Name = "张三",Atk = 100,Lev = 10};serverSocket.Broadcast(playerMsg);}}
}
- ServerSocket.cs
// ------------------------------------------------------------
// @file ServerSocket.cs
// @brief
// @author zheliku
// @Modified 2025-03-24 02:03:06
// @Copyright Copyright (c) 2025, zheliku
// ------------------------------------------------------------namespace NetLearningTcpServerExercise2;using System.Net;
using System.Net.Sockets;public class ServerSocket
{private readonly Socket _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);private Dictionary<int, ClientSocket> _clientSockets = new Dictionary<int, ClientSocket>();private bool _Running;public void Start(string ip, int port, int maxClientCount){_socket.Bind(new IPEndPoint(IPAddress.Parse(ip), port));_socket.Listen(maxClientCount);_Running = true;ThreadPool.QueueUserWorkItem(AcceptClient);ThreadPool.QueueUserWorkItem(ReceiveMessage);}public void Close(){_Running = false;foreach (var clientSocket in _clientSockets.Values){clientSocket.Close();}_clientSockets.Clear();try{_socket.Shutdown(SocketShutdown.Both);}catch { }finally{_socket.Close();}}public void Broadcast(INetMessage message){foreach (var clientSocket in _clientSockets.Values){clientSocket.SendMessage(message);}}private void AcceptClient(object? state){while (_Running){try{// 连入客户端var clientSocket = new ClientSocket(_socket.Accept());// clientSocket.SendMessage("Welcome to the server!");_clientSockets.Add(clientSocket.Id, clientSocket);}catch (Exception e){Console.WriteLine("ClientSocket Accept Wrong: " + e);}}}private void ReceiveMessage(object? state){while (_Running){if (_clientSockets.Count > 0){foreach (var clientSocket in _clientSockets.Values){clientSocket.ReceiveMessage();}}}}
}
- ClientSocket.cs
// ------------------------------------------------------------
// @file ClientSocket.cs
// @brief
// @author zheliku
// @Modified 2025-03-24 01:03:42
// @Copyright Copyright (c) 2025, zheliku
// ------------------------------------------------------------namespace NetLearningTcpServerExercise2;using System.Net.Sockets;
using System.Text;public class ClientSocket
{private static int _ClientBeginId = 1;private readonly Socket _socket;private byte[] _cacheBytes = new byte[1024 * 1024]; // 缓冲区,大小为 1MBprivate int _cacheBytesLength;public int Id;public bool Connected{get => _socket.Connected;}public ClientSocket(Socket socket){Id = _ClientBeginId++;_socket = socket;}public void Close(){try{_socket.Shutdown(SocketShutdown.Both);}catch { }finally{_socket.Close();}}public void SendMessage(INetMessage message){try{_socket.Send(message.ToBytes());}catch (Exception e){Console.WriteLine("SendMessage Wrong: " + e);Close();}}public void ReceiveMessage(){try{if (_socket.Available > 0){var buffer = new byte[1024 * 5];var receiveLength = _socket.Receive(buffer);HandleReceiveMessage(buffer, receiveLength);}}catch (Exception e){Console.WriteLine("ReceiveMessage Wrong: " + e);Close();}}private void MessageHandle(object? state){if (state == null) return;Console.WriteLine($"Receive message from client {_socket} (ID {Id}): {state}");}private void HandleReceiveMessage(byte[] receiveBytes, int receiveNum){var messageId = 0;var index = 0;// 收到消息时看之前有没有缓存// 如果有,直接拼接到后面receiveBytes.CopyTo(_cacheBytes, _cacheBytesLength);_cacheBytesLength += receiveNum;while (true){var messageLength = -1;// 处理前置信息if (_cacheBytesLength - index >= 8){// 解析 IdmessageId = BitConverter.ToInt32(_cacheBytes, index);index += sizeof(int);// 解析长度messageLength = BitConverter.ToInt32(_cacheBytes, index);index += sizeof(int);}// 处理消息体if (messageLength != -1 && _cacheBytesLength - index >= messageLength){// 解析消息体INetMessage message = default;switch (messageId){case 1001:message = new PlayerMessage();message.FromBytes(_cacheBytes, index);break;}if (message != default){ThreadPool.QueueUserWorkItem(MessageHandle, message);}index += messageLength;// 如果消息体长度等于缓存长度,证明缓存已经处理完毕if (index == _cacheBytesLength){_cacheBytesLength = 0;break;}}else // 消息体还没有接收完毕{// 解析了前置信息,但是没有成功解析消息体if (messageLength != -1){index -= 8; // 回退到解析 Id 的位置}// 缓存剩余的数据_cacheBytesLength -= index;Array.Copy(_cacheBytes, index, _cacheBytes, 0, _cacheBytesLength);break;}}}
}
3.2 客户端
在 Unity 中创建场景,4 个按钮分别发送不同消息。

编写 Lesson7.cs 测试脚本,挂载到 Lesson7 场景物体上。
“发送”、“黏包”、“分包”、“分包、黏包”按钮分别挂载到 Lesson7 的 BtnSend
、BtnSend1
、BtnSend2
、BtnSend3
成员上。
// ------------------------------------------------------------
// @file Lesson7.cs
// @brief
// @author zheliku
// @Modified 2025-03-24 02:03:40
// @Copyright Copyright (c) 2025, zheliku
// ------------------------------------------------------------namespace Lesson
{using System;using System.Threading.Tasks;using UnityEngine;using UnityEngine.UI;public class Lesson7 : MonoBehaviour{public Button BtnSend;public Button BtnSend1;public Button BtnSend2;public Button BtnSend3;private void Start(){NetManager.Instance.Connect("127.0.0.1", 8080);BtnSend.onClick.AddListener(() =>{...});BtnSend1.onClick.AddListener(() =>{...});BtnSend2.onClick.AddListener(async () =>{...});BtnSend3.onClick.AddListener(async () =>{...});}}
}
3.3 直接发送
启动服务端,再启动 Unity。直接发送的逻辑如下:
BtnSend.onClick.AddListener(() =>
{var playerMsg = new PlayerMessage(){PlayerId = 1001,Name = "发送",Atk = 100,Lev = 1};NetManager.Instance.Send(playerMsg);
});
点击 Unity 中的“发送”按钮,服务器端接收到消息。

3.4 黏包发送

黏包发送定义了两条消息,顺序存放在一个长字节数组中一并发送。具体逻辑如下:
BtnSend1.onClick.AddListener(() =>
{var playerMsg1 = new PlayerMessage(){PlayerId = 1002,Name = "黏包1",Atk = 100,Lev = 1};var playerMsg2 = new PlayerMessage(){PlayerId = 1003,Name = "黏包2",Atk = 63,Lev = 5};var bytes = new byte[playerMsg1.BytesLength + playerMsg2.BytesLength];playerMsg1.ToBytes().CopyTo(bytes, 0);playerMsg2.ToBytes().CopyTo(bytes, playerMsg1.BytesLength);NetManager.Instance.SendTest(bytes);
});
点击 Unity 中的“黏包”按钮,服务器端一次性接收到 2 条消息。

3.5 分包发送

分包发送定义了 1 条消息,将前 10 个字节拷贝到一个数组中,剩余字节拷贝到另一个数组中。两个数组间隔 0.5s 发送。具体逻辑如下:
BtnSend2.onClick.AddListener(async () =>
{var playerMsg = new PlayerMessage(){PlayerId = 1004,Name = "分包",Atk = 100,Lev = 1};var bytes = playerMsg.ToBytes();var bytes1 = new byte[10];var bytes2 = new byte[bytes.Length - 10];Array.Copy(bytes, 0, bytes1, 0, 10);Array.Copy(bytes, 10, bytes2, 0, bytes.Length - 10);NetManager.Instance.SendTest(bytes1);await Task.Delay(500); // 注释改行后会自动黏包,服务端立刻接收到消息NetManager.Instance.SendTest(bytes2);
});
点击 Unity 中的“分包”按钮,服务器端等待 0.5s 后,才接收到消息。

3.6 分包、黏包发送

分包、黏包发送定义了 2 条消息,将消息 1 和消息 2 的前 10 个字节拷贝到一个数组中,消息 2 剩余字节拷贝到另一个数组中。两个数组间隔 0.5s 发送。具体逻辑如下:
BtnSend3.onClick.AddListener(async () =>
{var playerMsg1 = new PlayerMessage(){PlayerId = 1005,Name = "分包黏包1",Atk = 9,Lev = 1};var playerMsg2 = new PlayerMessage(){PlayerId = 1006,Name = "分包黏包2",Atk = 63,Lev = 55};var bytes1 = playerMsg1.ToBytes();var bytes2 = playerMsg2.ToBytes();var bytes2_1 = new byte[10];var bytes2_2 = new byte[bytes2.Length - 10];Array.Copy(bytes2, 0, bytes2_1, 0, 10);Array.Copy(bytes2, 10, bytes2_2, 0, bytes2.Length - 10);var firstBytes = new byte[bytes1.Length + bytes2_1.Length];Array.Copy(bytes1, 0, firstBytes, 0, bytes1.Length);Array.Copy(bytes2_1, 0, firstBytes, bytes1.Length, bytes2_1.Length);var secondBytes = bytes2_2;NetManager.Instance.SendTest(firstBytes);await Task.Delay(500); // 注释改行后会自动黏包,服务端立刻接收到消息NetManager.Instance.SendTest(secondBytes);
});
点击 Unity 中的“分包、黏包”按钮,服务器端立刻接收到消息 1。

等待 0.5s 后,接收到消息 2。

3.7 其他
在服务端输入 “B:1001” 命令后,回到 Unity,发现接收到消息。

