C#UDP数据包在所有数据包到达时丢失(WireShark)
正如标题所说,我在C#中遇到了UDP问题。 我正试图为DayZ游戏的rcon协议建立一个库 我的问题是我没有收到我应该收到的每一个包裹。 发送命令后,服务器会以拆分应答进行回复。数据包头包含数据包总数和当前数据包的索引。 现在,如果我得到17个数据包,我的应用程序中只得到8-15个数据包 在使用WireShark进行测试后,我现在知道所有软件包都已到达我的计算机。他们只是没有得到我的申请或类似的东西的认可 我的实际问题是: 是否可以防止丢失网卡和应用程序之间的软件包?或 为什么会这样 这是我目前的代码。它很脏,因为我在没有按预期工作后把它撕开了:C#UDP数据包在所有数据包到达时丢失(WireShark),c#,.net,networking,udp,C#,.net,Networking,Udp,正如标题所说,我在C#中遇到了UDP问题。 我正试图为DayZ游戏的rcon协议建立一个库 我的问题是我没有收到我应该收到的每一个包裹。 发送命令后,服务器会以拆分应答进行回复。数据包头包含数据包总数和当前数据包的索引。 现在,如果我得到17个数据包,我的应用程序中只得到8-15个数据包 在使用WireShark进行测试后,我现在知道所有软件包都已到达我的计算机。他们只是没有得到我的申请或类似的东西的认可 我的实际问题是: 是否可以防止丢失网卡和应用程序之间的软件包?或 为什么会这样 这是我目前
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) { }
}
}
}
}
private Socket\u udpClient;
私有线程_receiverThread;
私有线程\u workerThread;
专用队列_packetQueue;
私有PacketBuffer[]消息缓冲区;
专用字节发送器顺序=0;
专用iEndpoint连接;
公共RCon(ip地址ip,int端口)
{
连接=新的IPEndPoint(ip,端口);
_udpClient=新套接字(connection.Address.AddressFamily,SocketType.Dgram,ProtocolType.Udp);
_udpClient.Connect(连接);
MessageBuffer=newpacketbuffer[256];
_packetQueue=新队列();
_ReceiveThread=新线程(新线程开始(ReceiveCallback));
_receiverThread.IsBackground=true;
_receiverThread.Priority=ThreadPriority.Overnormal;
_receiverThread.Start();
_workerThread=新线程(新线程开始(WorkerCallback));
_workerThread.IsBackground=true;
_workerThread.Start();
}
公共无效登录(字符串密码)
{
LoginPacket数据包=新的LoginPacket(密码);
_udpClient.Send(packet.Bytes);
}
公共void SendCommand(字符串命令)
{
CommandPacket数据包=新的CommandPacket(发送者顺序,命令);
SenderSequence++;
_udpClient.Send(packet.Bytes);
}
私有void ReceiveCallback()
{
while(true)
{
字节[]缓冲区=新字节[1036];
如果(_udpClient.Receive(buffer)>0)
_packetQueue.Enqueue(缓冲区);
}
}
私有void WorkerCallback()
{
while(true)
{
如果(_packetQueue.Count>0)
{
字节[]缓冲区=_packetQueue.Dequeue();
if(缓冲区!=null)
{
尝试
{
Packet receivedPacket=Packet.ParseIncoming(缓冲区);
OnPacketReceived(新PacketReceivedEventArgs(receivedPacket));
开关(接收分组型)
{
箱子包装类型。信息:
OnMessageReceived(新消息receivedeventargs(receivedPacket.Content));
MessageCallbackPacket=newmessagecallbackpacket(receivedPacket.SequenceNumber);
_udpClient.Send(packet.Bytes);
打破
case PacketType.CommandCallback:
if(MessageBuffer[receivedPacket.SequenceNumber]==null)
MessageBuffer[receivedPacket.SequenceNumber]=新的PacketBuffer(receivedPacket);
其他的
MessageBuffer[receivedPacket.SequenceNumber].AddPacket(receivedPacket);
if(MessageBuffer[receivedPacket.SequenceNumber].IsComplete)
OnCommandCallback(新命令CallbackEventArgs(MessageBuffer[receivedPacket.SequenceNumber].GetContent());
打破
}
}
捕获(参数异常){}
捕获(溢出例外){}
捕获(格式化异常){}
}
}
}
}
这通常是因为您使用数据报的速度不够快,所以内核套接字缓冲区已满,网络堆栈开始丢弃新到达的数据包。有几点:
- 增加套接字上的接收缓冲区
- 不要在每次迭代中获取锁-尽可能多地读取,然后将数据放入队列
- 考虑非阻塞方法,而不是线程
\u udpClient.SetSocketOption(SocketOptionLevel.Socket,SocketOptionName.ReceiveBuffer,一个像0x40000这样的大值)代码>增加接收缓冲区对我有效。非阻塞是指开始接收和结束接收,对吗?我以前用过,但为了测试的目的,我改用了线程。谢谢你的帮助!不,我指的是非阻塞套接字和线程。NET异步回调在线程池中运行。从哪里可以确认接收缓冲区是实际问题?我正在使用默认缓冲区大小为8 KB的WS-2016,并将缓冲区大小增加到2 MB,但这对我的情况没有任何影响。@Girish,检查Socket.Available属性并确保它比缓冲区大小小得多