Lij*_*mas 0 disconnect node.js node.js-stream
我正在使用node.js作为游戏服务器.
这是我的服务器脚本
var net = require('net');
var http = require('http');
var host = '192.168.1.77';
var portNum = 12345;//
function policy()
{
var xml = '<?xml version="1.0"?>\n<!DOCTYPE cross-domain-policy SYSTEM' +
'"http://www.macromedia.com/xml/dtds/cross-domain-policy.dtd">\n<cross-domain-policy>\n';
xml += '<allow-access-from domain="*" to-ports="*"/>\n';
xml += '</cross-domain-policy>\n\0' + "\0";
return xml;
}
var server = net.createServer(function (stream)
{
stream.setEncoding('utf8');
stream.on('data', function (data) {
if (data == '<policy-file-request/>\0')
{
var x = policy();
stream.write(x);
var server_date = new Date();
var serv_sec = server_date.getSeconds();
return;
}
var comm = JSON.parse(data);
if (comm.action == "Join_Request" && comm.gameId =="game1") // join request getting from client
{
var reply0 = new Object();
reply0.message = "WaitRoom";
stream.write(JSON.stringify(reply0) + "\0");
}
});
stream.on('disconnect', function()
{
console.log("disconnect");
});
stream.on('close', function ()
{
console.log("Close");
});
//stream.setNoDelay(true);
//stream.setKeepAlive(true, 200);
//stream.setTimeout(10, function(){
// console.log('timeout');
//});
stream.on('connect', function() {
console.log('check 2', stream.connected);
} );
stream.on('error', function () {
console.log("Error");
}); // close function
}); // ===== create server end
server.listen(portNum,host,{'heartbeat interval':1, 'heartbeat timeout' : 2} );
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================================================== =============================================
客户端脚本
using UnityEngine;
using System.Collections;
using System;
using System.Xml;
using System.Linq;
using System.Threading;
using Boomlagoon.JSON;
using JsonFx.Json;
using System.Net.Sockets;
try
{
tcpClient.Connect (host,portNum);
serverStream = tcpClient.GetStream ();
serverStream.Flush ();
ThreadPool.QueueUserWorkItem( new WaitCallback( ReceiveFromServer ) );
isConnectionActive = true;
isReadyToJoinRoom = true;
connected = 1;
disconnected =0;
c_global.isClientConnectOn = false;
c_global.isClientDisconnectOn = false;
}
catch( ArgumentException l_exception )
{
c_global.isClientDisconnectOn = true;
isConnectionActive = false;
}
catch( SocketException l_exception )
{
c_global.isClientDisconnectOn = true;
isConnectionActive = false;
}
catch(Exception e)
{
c_global.isClientDisconnectOn = true;
isConnectionActive = false;
connected = 0;
disconnected =1;
}
public void ReceiveFromServer(object stateInfo) // Please call this function once
{
print (" $$$$$$$$$$$ ReceiveFromServer and isConnectionActive"+isConnectionActive);
while(isConnectionActive) // receive message continuously
{
try
{
byte [] inStream = new byte[tcpClient.ReceiveBufferSize];
serverStream.Read (inStream,0,(int)tcpClient.ReceiveBufferSize);
string returnData = System.Text.Encoding.UTF8.GetString(inStream);
print ("*^^^^^^^^^^* returnData"+returnData);
Decide_Action(returnData);
}
catch (Exception e)
{
c_global.isClientDisconnectOn = true;
}
}
}
public void Decide_Action(string returnData)
{
try
{
var r_Msg = JSONObject.Parse(returnData); // recieved message r_Msg
string msg = r_Msg.GetString("message") ;
print ("Message = "+msg);
switch(msg ) // check the action to do
{
case "Players_List":
break;
}
}
catch (Exception e)
{
c_global.isClientDisconnectOn = true;
}
}
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当游戏关闭或退出游戏时,客户端断开连接检测服务器.那就是"关闭"功能,"错误"功能就是调用那个时间.
但是当互联网断开与客户端系统或设备的连接时,那个时间"关闭"功能或"错误"功能不会调用.
如何检测这种客户端断开连接
Node.js服务器未检测到客户端网络断开连接.
如果有人知道解决方案,请帮助我.
无法区分丢失的连接和空闲连接.
至少,没有直接没有一些修改......
即使没有数据发送,TCP连接也可以存活.完全可以立即建立连接,12小时不发送任何内容,稍后再发送数据.服务器应该假设连接不再存在吗?根据设计,除非存在传输故障,否则它将假定存在连接.也就是说,如果数据被发送,并且没有ACK,连接最终将被关闭,相应的事件会触发.
解决方案是使用TCP keepalive. 如果您调用socket.setKeepAlive(true, 10000),则启用keepalive探测数据包(实际上是具有0字节数据有效负载的TCP数据包)在空闲插槽10秒后发送到空闲插槽.远程系统将确认这些数据包.如果没有,则最终假定连接丢失,并且您正在寻找的事件将被触发.
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