Java 如何修复';服务器发送数据的速度快于客户端,服务器冻结';
我正在使用java服务器在GameMaker Studio制作的游戏中促进在线多人游戏,玩家将向java服务器发送数据,java服务器将处理数据并将数据发送给玩家。问题在于,当网速较慢的玩家无法处理发送给它的数据量时,会导致服务器冻结所有玩家(服务器将不再处理其他玩家发送的任何数据) 我使用NetLimiter模拟了互联网的慢速,将一台笔记本电脑的下载速度设置为5 kb/s,同时在其他笔记本电脑上保持适当的速度。我曾尝试从java服务器向客户机发送ACK数据包,如果它在1秒内没有响应,将不会向该客户机发送更多数据(最终客户机将被踢出)。这降低了冻结服务器的机会,但这种情况偶尔也会发生 Main.javaJava 如何修复';服务器发送数据的速度快于客户端,服务器冻结';,java,sockets,networking,tcp,Java,Sockets,Networking,Tcp,我正在使用java服务器在GameMaker Studio制作的游戏中促进在线多人游戏,玩家将向java服务器发送数据,java服务器将处理数据并将数据发送给玩家。问题在于,当网速较慢的玩家无法处理发送给它的数据量时,会导致服务器冻结所有玩家(服务器将不再处理其他玩家发送的任何数据) 我使用NetLimiter模拟了互联网的慢速,将一台笔记本电脑的下载速度设置为5 kb/s,同时在其他笔记本电脑上保持适当的速度。我曾尝试从java服务器向客户机发送ACK数据包,如果它在1秒内没有响应,将不会向该
import java.net.Socket;
import java.net.SocketAddress;
import java.net.InetSocketAddress;
import java.io.IOException;
import java.util.HashMap;
import java.net.ServerSocket;
import java.net.SocketTimeoutException;
public class Main
{
static ServerSocket serverSocket_;
static HashMap<String, ServerInformation> servers_;
static int verboseLevel_;
static int threadTimeout_;
static int masterPort_;
static int serverNumber_;
static int socketTimeOut_;
static {
Main.serverSocket_ = null;
Main.servers_ = new HashMap<String, ServerInformation>();
Main.verboseLevel_ = 5;
Main.threadTimeout_ = 10;
Main.masterPort_ = 6510;
Main.serverNumber_ = 1;
Main.socketTimeOut_ = 6000;
}
public static void main(final String[] args) {
try {
setupServerAndCleanup(Main.masterPort_);
while (true) {
handleIncomingConnection();
}
}
catch (IOException e) {
e.printStackTrace();
}
}
static void setupServerAndCleanup(final int port) throws IOException {
(Main.serverSocket_ = new ServerSocket()).setReuseAddress(true);
Main.serverSocket_.bind(new InetSocketAddress(Main.masterPort_));
System.out.println("Server socket up and running on port " + Main.masterPort_);
Runtime.getRuntime().addShutdownHook(new Thread(new Runnable() {
@Override
public void run() {
if (Main.serverSocket_ != null) {
try {
Main.serverSocket_.close();
System.out.println("Server socket closed, port released");
}
catch (IOException e) {
e.printStackTrace();
}
}
}
}));
}
static void handleIncomingConnection() throws IOException {
final Socket clientSocket = Main.serverSocket_.accept();
clientSocket.setSoTimeout(Main.socketTimeOut_);
final ClientThread client = new ClientThread(clientSocket);
client.start();
}
}
如果发送的数据超过一个客户机可以处理的数量,那么服务器也将冻结所有其他客户机的数据
import java.util.Iterator;
import java.io.IOException;
import java.io.Reader;
import java.io.InputStreamReader;
import java.util.regex.Pattern;
import java.io.BufferedReader;
import java.io.PrintWriter;
import java.net.Socket;
import java.net.SocketTimeoutException;
public class ClientThread extends Thread
{
Socket clientSocket_;
String clientIp_;
String serverIp_;
ServerInformation server_;
PrintWriter out_;
BufferedReader in_;
boolean prepareTermination_;
boolean terminated_;
private static final Pattern numberPattern;
static {
numberPattern = Pattern.compile("\\d+");
}
public ClientThread(final Socket sock) {
this.clientSocket_ = sock;
this.clientIp_ = this.clientSocket_.getRemoteSocketAddress().toString();
this.serverIp_ = null;
this.server_ = null;
this.prepareTermination_ = false;
this.terminated_ = false;
}
@Override
public void run() {
try {
this.out_ = new PrintWriter(this.clientSocket_.getOutputStream(), true);
this.in_ = new BufferedReader(new InputStreamReader(this.clientSocket_.getInputStream()));
long lastActionTime = System.currentTimeMillis();
while (true) {
if (this.in_.ready() || System.currentTimeMillis() - lastActionTime >= 1000 * Main.threadTimeout_) {
if (System.currentTimeMillis() - lastActionTime >= 1000 * Main.threadTimeout_) {
//this.logDebugMessage(3, "Thread was killed due to prolonged inactivity (" + Main.threadTimeout_ + " seconds)");
this.terminateThread();
return;
}
final String tempInputLine;
if(((tempInputLine = this.in_.readLine()) == null )){
this.terminateThread(); //end thread
return;
}
else
{
lastActionTime = System.currentTimeMillis();
final String inputLine = tempInputLine.trim();
if (ClientThread.numberPattern.matcher(inputLine).matches()){
final int val = Integer.parseInt(inputLine);
switch (val) {
case 1: { //send data to other players
final int parseCount = Integer.parseInt(this.in_.readLine().trim());
final StringBuilder msg = new StringBuilder();
for (int j = 0; j < parseCount; ++j) {
msg.append(String.valueOf(this.in_.readLine().trim()) + "|");
}
for (final ClientThread thread2 : this.server_.ipToClientThread_.values()) {
if (thread2 != this) {
thread2.out_.print(msg);
thread2.out_.flush();
}
}
//this.logDebugMessage(5, "Packet for others: '" + msg.toString() + "'");
break;
}
case 2: { //remove game server
//this.logDebugMessage(1, "A game server has been deleted, ip: " + ipServer);
Main.servers_.remove(this.server_.ip_);
this.serverIp_ = null;
for (final ClientThread thread : this.server_.ipToClientThread_.values()) {
thread.prepareTermination_ = true;
}
this.terminateThread();
return;
}
case 3: { //connect new client
final String ipServer = this.in_.readLine().trim();
final String ipClient = this.in_.readLine().trim();
this.logDebugMessage(1, "A client wishes to connect to a server, client: " + ipClient + ", server: " + ipServer);
final ServerInformation info = Main.servers_.getOrDefault(ipServer, null);
if (info == null) {
System.out.println("Connection to the server failed, no such server in the server list");
this.out_.print("*" + 1 + "|" + 1 + "~" + "|");
this.out_.flush();
break;
}
this.server_ = info;
this.server_.ipToClientThread_.put(ipClient, this);
this.logDebugMessage(1, "Connection success");
this.logDebugMessage(5,"Map: " + this.server_.ipToClientThread_);
this.out_.print("*" + 1 + "|" + 2 + "~" + "|");
this.out_.flush();
break;
}
case 4: { //disconnect client
final String ipClient = this.in_.readLine().trim();
this.server_.ipToClientThread_.remove(ipClient);
this.logDebugMessage(1, String.valueOf(ipClient) + " disconnected from the server at " + this.server_.ip_);
this.serverIp_ = null;
this.terminateThread();
return;
}
case 5: { //host create new game
if (Main.serverNumber_ > 1000000) {
Main.serverNumber_ = 10;
}
Main.serverNumber_ += 1;
final String ipServer = Integer.toString(Main.serverNumber_); //unique server number
final String ipHost = this.in_.readLine().trim(); //host
final String name = this.in_.readLine().trim(); //Server name
final String description = this.in_.readLine().trim(); //class
final String servervar1 = this.in_.readLine().trim(); //max players
final String servervar3 = this.in_.readLine().trim(); //current lap
final String servervar4 = this.in_.readLine().trim(); //total laps
final String servervar5 = this.in_.readLine().trim(); //status
final String servervar6 = this.in_.readLine().trim(); //Password
final String servervar7 = this.in_.readLine().trim(); //Online version
final String servervar8 = this.in_.readLine().trim(); //Game server
final long servervar9 = System.currentTimeMillis(); //server creation time
//this.logDebugMessage(1, "A game server has been registered, ip: " + ipServer + ", name: " + name + ", description: " + description + ", servervar1: " + servervar1);
final ServerInformation gameServer = new ServerInformation(name, servervar1, servervar3, servervar4, servervar5, servervar6, servervar7, servervar8, servervar9, ipHost, ipServer, this.clientSocket_, this.out_, this.in_);
gameServer.description_ = description;
gameServer.ipToClientThread_.put(ipHost, this);
this.server_ = gameServer;
Main.servers_.put(ipServer, gameServer);
this.serverIp_ = ipServer;
break;
}
default: {
this.logDebugMessage(0, "Unrecognized case: '" + inputLine + "', " + val);
break;
}
}
}
else if (inputLine.length() > 0) {
this.logDebugMessage(0, "Unformated '" + inputLine + "'");
if (this.server_ != null) {
this.server_.out_.print(inputLine);
this.server_.out_.flush();
}
}
if (this.prepareTermination_) {
this.terminateThread();
return;
}
continue;
}
}
}
}
catch (SocketTimeoutException e) {
e.printStackTrace();
try {
this.terminateThread();
}
catch (IOException e2) {
e2.printStackTrace();
}
}
catch (IOException e3) {
e3.printStackTrace();
try {
this.terminateThread();
}
catch (IOException e4) {
e4.printStackTrace();
}
}
}
//debug messages
void logDebugMessage(final int requiredVerbose, final String msg) {
if (Main.verboseLevel_ >= requiredVerbose) {
System.out.println("[" + this.clientIp_ + "] " + msg);
}
}
//terminate thread
void terminateThread() throws IOException {
if (!this.terminated_) {
if (this.serverIp_ != null) {
Main.servers_.remove(this.serverIp_);
}
this.clientSocket_.close();
this.in_.close();
this.out_.close();
this.logDebugMessage(3, "Cleanup successful");
this.terminated_ = true;
}
}
}
如果您能告诉我如何以正确的方式实现
ExecutorService
,那就太好了。如果客户端处理延迟无关紧要,那么这一部分应该在每个客户端的不同流执行中完成:
for (final ClientThread thread2 : this.server_.ipToClientThread_.values()) {
thread2.out_.print(msg);
thread2.out_.flush();
}
例如:
for (final ClientThread thread2 : this.server_.ipToClientThread_.values()) {
if (thread2 != this) {
new Thread(()-> {
thread2.out_.print(msg);
thread2.out_.flush();
})
.start();
}
}
请注意,创建线程是有成本的。使用
ExecutorService
可能是一个更好的主意。谢谢。我试过上面的代码,但它没有解决服务器冻结的问题。我将尝试“ExecutorService”,希望这将是解决方案。我已尝试添加ExecutorService,但我一定是做错了什么:请参阅我问题的编辑。如果您能告诉我如何以正确的方式实现它,这将非常有帮助。ExecutorService
不是“最佳”解决方案。它“只是”通过这个API处理较低级别的事情。我认为,要解决这个问题,你应该添加一些特定的痕迹,以指示它冻结的确切位置。
for (final ClientThread thread2 : this.server_.ipToClientThread_.values()) {
thread2.out_.print(msg);
thread2.out_.flush();
}
for (final ClientThread thread2 : this.server_.ipToClientThread_.values()) {
if (thread2 != this) {
new Thread(()-> {
thread2.out_.print(msg);
thread2.out_.flush();
})
.start();
}
}