C# UDP packetloss though all packets arrive (WireShark)(尽管所有数据包都到达,但 C# UDP 数据包丢失 (WireShark))
问题描述
正如标题所说,我在 C# 中遇到了 UDP 问题.我正在尝试为 DayZ 游戏的 rcon 协议构建一个库.
As the title says I have a problem with UDP in C#. I'm trying to build a library for the rcon protocol of the game DayZ.
我的问题是我没有收到我应该收到的每个数据包.发送命令后,服务器回复一个拆分答案.数据包头包含总数据包计数和当前数据包的索引.现在,如果我应该得到 17 个数据包,我的应用程序中只会得到 8-15 个数据包.
My problem is that I dont receive every packet I should receive. After sending a command the server replies with an split answer. The packet header contains the total packet count and the index of the current packet. Now if I should get 17 packets I only get 8-15 packets in my application.
在使用 WireShark 进行测试后,我现在知道所有包裹都到达了我的计算机上.他们只是没有得到我的应用程序或类似的东西的认可.
After testing with WireShark I know now that all packages arrive on my computer. They just dont get recognized by my application or something like that.
我的实际问题是:是否可以防止丢失我的网卡和我的应用程序之间的包?或者为什么会这样?
My Actual Question is: Is it possible to prevent losing the packages between my network card and my application? or Why does that happen?
这是我当前的代码.它很脏,因为我在没有按预期工作后把它撕开了:
Here is my current code. Its pretty dirty because I ripped it apart after not working as expected:
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) { }
}
}
}
}
推荐答案
这通常是因为你没有足够快地使用你的数据报,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.几点:
This is usually because you are not consuming your datagrams fast enough, so in-kernel socket buffer gets full and the network stack starts dropping newly arriving packets. Some points:
- 增加套接字上的接收缓冲区,
- 不要在每次迭代时都获取锁 - 尽可能多地读取,然后将数据放入队列中,
- 考虑非阻塞方法而不是线程.
这篇关于尽管所有数据包都到达,但 C# UDP 数据包丢失 (WireShark)的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持编程学习网!
本文标题为:尽管所有数据包都到达,但 C# UDP 数据包丢失 (WireShark)
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