(更新的代码) 我试图让客户端与服务器进行通信(我制作了简单的客户端服务器应用程序,例如聊天室)。通信已创建,但存在巨大的延迟(我将坐标从客户端发送到服务器)。超过10秒(有时甚至更长)。可能是什么问题呢? 客户:
public class GameComponent extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
private static final int WIDTH = 320;
private static final int HEIGHT = 240;
private static final int SCALE = 2;
private boolean running;
private JFrame frame;
Thread thread;
public static final int GRID_W = 16;
public static final int GRID_H = 16;
private Socket socket;
private DataInputStream reader;
private DataOutputStream writer;
private HashMap<Integer, OtherPlayer> oPlayers;
private ArrayList<OtherPlayer> opList;
private int maxID = 1;
private int ID;
Player player;
public GameComponent() {
//GUI code..
oPlayers = new HashMap<Integer, OtherPlayer>(); //Hash map to be able to get players by their ID's
opList = new ArrayList<OtherPlayer>(); //And an array list for easier drawing
setUpNetworking();
start();
}
public void start() {
if (running)
return;
running = true;
thread = new Thread(this);
player = new Player(GRID_W * 2, GRID_H * 2);
thread.start();
}
public void stop() {
if (!running)
return;
running = false;
}
public void run() { //The main loop, ticks 60 times every second
long lastTime = System.nanoTime();
double nsPerTick = 1000000000D / 60D;
int frames = 0;
int ticks = 0;
long lastTimer = System.currentTimeMillis();
double delta = 0;
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / nsPerTick;
lastTime = now;
boolean shouldRender = true;
while (delta >= 1) {
ticks++;
tick(delta);
delta -= 1;
shouldRender = true;
}
try {
Thread.sleep(2);
} catch (InterruptedException e) {
e.printStackTrace();
}
if (shouldRender) {
frames++;
render();
}
if (System.currentTimeMillis() - lastTimer >= 1000) {
lastTimer += 1000;
frames = 0;
ticks = 0;
}
}
}
private void tick(double delta) { //main logic
player.move();
try {
writer.writeInt(ID); //I send the player data here (id, x, y)
writer.writeInt(player.getX());
writer.writeInt(player.getY());
writer.flush();
} catch (IOException e) {
e.printStackTrace();
}
}
private void render(Graphics2D g2d) {
//rendering the stuff
for (OtherPlayer i : opList) { //drawing a black rectangle for every other player
g2d.fillRect(i.getX(), i.getY(), GRID_W, GRID_H);
}
}
private void render() {
//more rendering...
}
public static void main(String[] args) {
new GameComponent();
}
class TKeyListener implements KeyListener {
//movement methods...
}
private void setUpNetworking() { //This is where I make my message reader and data IO
try {
socket = new Socket("127.0.0.1", 5099);
reader = new DataInputStream(socket.getInputStream());
writer = new DataOutputStream(socket.getOutputStream());
Thread rT = new Thread(new msgReader());
rT.start();
} catch (Exception e) {
e.printStackTrace();
}
}
class msgReader implements Runnable { //where I read messages
public void run() {
try {
ID = reader.readInt(); //when I connect, I get an id from the server
while(true) { //my main loop
int oid = reader.readInt(); //get the read data id
int ox, oy;
ox = reader.readInt(); //get the read player's x and y
oy = reader.readInt();
if (oid != ID){ //If not reading myself
if (oPlayers.containsKey(oid)) { //If a player with this id exists
OtherPlayer op = (OtherPlayer) oPlayers.get(oid);
op.setX(ox); //set it's x, y
op.setY(oy);
} else { //if it doesn't exist, create him
OtherPlayer op = new OtherPlayer(ox, oy);
opList.add(op);
oPlayers.put(oid, op);
}
}
maxID = reader.readInt(); //Allways read the highest current id from server
}
} catch(Exception ex) {
ex.printStackTrace();
}
}
}
}
服务器:
public class ServerBase {
ServerSocket serverSocket;
ArrayList<DataOutputStream> clients;
private int id = 1;
SyncSend ss = new SyncSend();
class ClientHandler implements Runnable {
private Socket soc;
private DataInputStream reader;
private int x;
private int y;
private int id;
private boolean run = true;
public ClientHandler(Socket s) {
soc = s;
try {
reader = new DataInputStream(soc.getInputStream());
} catch (IOException e) {
e.printStackTrace();
}
}
public void run() {
try {
while (run) {
id = reader.readInt();
x = reader.readInt();
y = reader.readInt();
if (id == 2)
System.out.println("x: " + x + " y: " + y);
int[] tmb = {id, x, y};
ss.sendEveryone(tmb);
}
} catch (Exception e) {
run = false;
clients.remove(this);
}
}
}
class SyncSend {
public synchronized void sendEveryone(int[] a) throws SocketException {
ArrayList<DataOutputStream> cl = (ArrayList<DataOutputStream>) clients.clone();
Iterator<DataOutputStream> it = cl.iterator();
while(it.hasNext()){
try {
DataOutputStream writer = (DataOutputStream) it.next();
writer.writeInt(a[0]);
writer.writeInt(a[1]);
writer.writeInt(a[2]);
writer.writeInt(id-1);
writer.flush();
} catch (Exception ex) {
throw new SocketException();
}
}
}
}
public void init() {
clients = new ArrayList<DataOutputStream>();
try {
serverSocket = new ServerSocket(5099);
while(true) {
Socket clientSocket = serverSocket.accept();
DataOutputStream clientWriter = new DataOutputStream(clientSocket.getOutputStream());
clients.add(clientWriter);
clientWriter.writeInt(id);
id++;
Thread t = new Thread(new ClientHandler(clientSocket));
t.start();
}
} catch (Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
new ServerBase().init();
}
}
什么原因导致延迟?我已经寻找原因几个小时了,但没有成功。
最佳答案
您很可能需要调用flush()
在客户端。即使这不是您当前的问题,这也可能是个好主意。
流可能会缓冲其内容,这意味着它们可能不会在您调用 write
时将数据发送到其目的地(无论是磁盘还是通过线路连接到服务器) (在本例中为 writeInt
)。相反,他们可能会等到获得足够多的数据以使传输“值得”。如果他们不这样做,他们最终会进行大量低效、规模较小的转账。所有这一切的缺点是您可能需要调用 flush
告诉流您已经完成发送数据一段时间,并且流应该继续并启动传输。
关于java - java中socket时出现巨大延迟,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/22516261/