T2FGame.Network.Socket
1.0.0
There is a newer version of this package available.
See the version list below for details.
See the version list below for details.
dotnet add package T2FGame.Network.Socket --version 1.0.0
NuGet\Install-Package T2FGame.Network.Socket -Version 1.0.0
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="T2FGame.Network.Socket" Version="1.0.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="T2FGame.Network.Socket" Version="1.0.0" />
<PackageReference Include="T2FGame.Network.Socket" />
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add T2FGame.Network.Socket --version 1.0.0
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
#r "nuget: T2FGame.Network.Socket, 1.0.0"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package T2FGame.Network.Socket@1.0.0
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=T2FGame.Network.Socket&version=1.0.0
#tool nuget:?package=T2FGame.Network.Socket&version=1.0.0
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
T2FGame.Network.Socket
T2FGame 框架的网络层,基于 SuperSocket 实现高性能 TCP 通信。
功能特性
- 高性能 TCP 服务器:基于 SuperSocket 2.x
- 自定义协议编解码:支持变长消息、心跳检测
- 会话管理:GameSession 生命周期管理
- 消息分发:与 Action 框架无缝集成
- 推送/广播:支持主动推送消息给客户端
安装
<PackageReference Include="T2FGame.Network.Socket" />
协议格式
消息包结构
+--------+--------+--------+--------+--------+--------+
| Length | Type | Cmd | SubCmd | MsgId | Data |
+--------+--------+--------+--------+--------+--------+
| 4 | 1 | 2 | 2 | 4 | N |
+--------+--------+--------+--------+--------+--------+
- Length: 整个包的长度(不含自身4字节)
- Type: 消息类型(请求/响应/推送/心跳)
- Cmd: 主命令
- SubCmd: 子命令
- MsgId: 消息ID(用于请求/响应配对)
- Data: Protobuf 序列化的业务数据
消息类型
public enum CommandType : byte
{
Request = 0, // 客户端请求
Response = 1, // 服务器响应
Push = 2, // 服务器推送
Heartbeat = 3, // 心跳
Error = 4 // 错误响应
}
快速开始
1. 创建服务器
var host = Host.CreateDefaultBuilder(args)
.ConfigureServices((context, services) =>
{
// 注册 Action 框架
services.AddActionMethodRegistry(options =>
{
options.ScanAssemblies(typeof(UserController).Assembly);
});
services.AddActionPipeline();
// 注册网络服务
services.AddT2FGameSocket(options =>
{
options.Port = 9000;
options.MaxConnections = 10000;
options.IdleTimeout = TimeSpan.FromMinutes(5);
});
})
.Build();
await host.RunAsync();
2. 配置选项
services.AddT2FGameSocket(options =>
{
// 监听设置
options.Host = "0.0.0.0";
options.Port = 9000;
// 连接限制
options.MaxConnections = 10000;
options.MaxPackageLength = 65535;
// 超时设置
options.IdleTimeout = TimeSpan.FromMinutes(5);
options.HeartbeatInterval = TimeSpan.FromSeconds(30);
// 缓冲区设置
options.ReceiveBufferSize = 4096;
options.SendBufferSize = 4096;
});
核心组件
GameSession(游戏会话)
public class GameSession
{
public string SessionId { get; }
public long UserId { get; set; }
public bool IsAuthenticated { get; }
public DateTime LastActiveTime { get; }
public ConnectionState State { get; }
// 发送消息
public ValueTask SendAsync(IMessage message, int cmdMerge);
public ValueTask SendRawAsync(byte[] data);
// 会话属性
public T? GetAttribute<T>(string key);
public void SetAttribute<T>(string key, T value);
}
SocketActionDispatcher(消息分发器)
public class SocketActionDispatcher
{
// 处理接收到的数据包
public async Task HandleAsync(
string sessionId,
GamePackage package,
Func<byte[], ValueTask> sendCallback,
CancellationToken cancellationToken = default);
// 会话管理
public GameSession GetOrCreateSession(string sessionId);
public GameSession? GetSession(string sessionId);
public bool RemoveSession(string sessionId);
public int SessionCount { get; }
}
GamePackageCodec(编解码器)
// 编码请求
byte[] encoded = GamePackageCodec.EncodeRequest(cmdMerge, data, messageId);
// 编码响应
byte[] encoded = GamePackageCodec.EncodeResponse(cmdMerge, data, messageId);
// 编码推送
byte[] encoded = GamePackageCodec.EncodePush(cmdMerge, data);
// 编码错误
byte[] encoded = GamePackageCodec.EncodeErrorResponse(
cmdMerge, messageId, errorCode, errorMessage);
// 编码心跳
byte[] encoded = GamePackageCodec.EncodeHeartbeat(messageId);
消息推送
单播推送
public class NotificationService
{
private readonly SocketActionDispatcher _dispatcher;
public async Task SendToUserAsync(long userId, IMessage message, int cmdMerge)
{
var session = FindSessionByUserId(userId);
if (session != null)
{
await session.SendAsync(message, cmdMerge);
}
}
}
广播推送
public class BroadcastService
{
private readonly SocketActionDispatcher _dispatcher;
public async Task BroadcastAsync(IMessage message, int cmdMerge)
{
var sessions = _dispatcher.GetAllSessionIds();
var data = GamePackageCodec.EncodePush(cmdMerge, message.ToByteArray());
foreach (var sessionId in sessions)
{
var session = _dispatcher.GetSession(sessionId);
if (session?.IsAuthenticated == true)
{
await session.SendRawAsync(data);
}
}
}
}
组播推送
public async Task SendToGroupAsync(
IEnumerable<long> userIds,
IMessage message,
int cmdMerge)
{
var data = GamePackageCodec.EncodePush(cmdMerge, message.ToByteArray());
foreach (var userId in userIds)
{
var session = FindSessionByUserId(userId);
if (session != null)
{
await session.SendRawAsync(data);
}
}
}
SocketFlowContext
网络层的 FlowContext 实现:
public class SocketFlowContext : FlowContext
{
public override string SessionId { get; }
public override long UserId { get; }
public override bool IsAuthenticated { get; }
public override int CmdMerge { get; }
public override int MessageId { get; }
// 发送响应
public override async ValueTask SendAsync(IMessage response)
{
var data = GamePackageCodec.EncodeResponse(
CmdMerge, response.ToByteArray(), MessageId);
await _sendCallback(data);
}
// 发送原始数据
public override ValueTask SendRawAsync(byte[] data)
{
return _sendCallback(data);
}
}
心跳机制
服务器自动处理心跳包:
// 客户端发送心跳请求
// Type = Heartbeat, MsgId = 自增ID
// 服务器自动回复心跳响应
// Type = Heartbeat, MsgId = 相同ID
会话超时检测:
// 配置空闲超时
options.IdleTimeout = TimeSpan.FromMinutes(5);
// 超过5分钟无活动的会话将被自动断开
目录结构
T2FGame.Network.Socket/
├── Configuration/
│ └── SocketServerOptions.cs # 服务器配置
├── Dispatcher/
│ └── SocketActionDispatcher.cs # 消息分发器
├── Protocol/
│ ├── GamePackage.cs # 数据包结构
│ ├── GamePackageCodec.cs # 编解码器
│ ├── GamePackageFilter.cs # SuperSocket 过滤器
│ └── CommandType.cs # 消息类型枚举
├── Session/
│ ├── GameSession.cs # 游戏会话
│ └── SessionManager.cs # 会话管理器
├── Context/
│ └── SocketFlowContext.cs # Socket 上下文实现
└── Extensions/
└── ServiceCollectionExtensions.cs # 服务注册
性能优化建议
- 连接池:复用 byte[] 缓冲区,减少 GC 压力
- 批量发送:合并多个小消息,减少系统调用
- 异步处理:使用 ValueTask 避免不必要的 Task 分配
- 会话缓存:缓存频繁访问的会话属性
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net9.0 is compatible. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
-
net9.0
- Microsoft.Extensions.Configuration.Abstractions (>= 9.0.0)
- Microsoft.Extensions.Configuration.Binder (>= 9.0.0)
- Microsoft.Extensions.Hosting.Abstractions (>= 9.0.0)
- SuperSocket (>= 2.0.2)
- SuperSocket.ProtoBase (>= 2.0.2)
- SuperSocket.Server (>= 2.0.2)
- SuperSocket.Server.Abstractions (>= 2.0.2)
- T2FGame.Action (>= 1.0.0)
- T2FGame.Protocol (>= 1.0.0)
NuGet packages (1)
Showing the top 1 NuGet packages that depend on T2FGame.Network.Socket:
| Package | Downloads |
|---|---|
|
T2FGame
T2FGame Framework - A high-performance distributed game server framework inspired by ioGame. This meta-package includes all T2FGame components. |
GitHub repositories
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