unity socket学习(二)

转载于:圣典的unity csharp socket 异步通信 客户端http://game.ceeger.com/forum/read.php?tid=1478

 

unity csharp socket 异步通信 客户端
作者:围城(solq)
bolg:http://www.cnblogs.com/solq/
服务端用java nio 测试过是可以的。。。。 ...
 demo : http://unitysgui.sinaapp.com/chat
using UnityEngine;
using System.Collections;
using System.Net.Sockets;
using System.Net;
using System;
using System.Text;
using System.Threading;
 
public class TestAsyncSocketClient2 : MonoBehaviour
{
    private Socket client = null;
    private string ip = "127.0.0.1";
    private int port = 8989;
 
    private int size = 1024;
    private byte[] readData = new byte[1024];
    private byte[] data = new byte[1024];
    void Start()                      
    {
        //  socket2.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true); 多socket 复用同一端口
        client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        IPEndPoint address = new IPEndPoint(IPAddress.Parse(ip), port);
        //client.Blocking = false;
        client.BeginConnect(address, new AsyncCallback(Connected), null); //建立异步连接服务 , Connected 进行监听
        //connectDone.WaitOne();
    }
    void Connected(IAsyncResult iar)    //建立连接
    {
       //Socket client = (Socket)iar.AsyncState;
       client.EndConnect(iar);
        //client.BeginReceive(data, 0, size, SocketFlags.None, new AsyncCallback(ReceiveData), client);
        echo("建立连接");
 
    }
    void Send(string str)
    {
        byte[] msg = Encoding.UTF8.GetBytes(str);
        client.BeginSend(msg, 0, msg.Length, SocketFlags.None, new AsyncCallback(SendData), client);    //开始发送
    }
    void SendData(IAsyncResult iar) //发送数据
    {
        Socket remote = (Socket)iar.AsyncState;
        int sent = remote.EndSend(iar);         //关闭发送
        remote.BeginReceive(data, 0, data.Length, SocketFlags.None, new AsyncCallback(ReceiveData), remote);   //开始接收
    }
 
 
 
    void Update()
    {
        startReceive(); //这步很重要,,,不然会收不到服务器发过来的消息
    }
    bool ReceiveFlag = true;
    void startReceive()
    {
        if (ReceiveFlag) {
            ReceiveFlag = false;
            client.BeginReceive(readData, 0, readData.Length, SocketFlags.None, new AsyncCallback(endReceive), client);
        }           
    }
 
    void endReceive(IAsyncResult iar) //接收数据
    {
        ReceiveFlag = true;
        Socket remote = (Socket)iar.AsyncState;
        int recv = remote.EndReceive(iar);
        if (recv > 0)
        {
            string stringData = Encoding.UTF8.GetString(readData, 0, recv);
            text2 += "\n" + "接收服务器数据:+++++++++++++++" + stringData;
        }
 
    }
    void ReceiveData(IAsyncResult iar) //接收数据
    {
        Socket remote = (Socket)iar.AsyncState;
        int recv = remote.EndReceive(iar);          //关闭接收 注意:如果关闭了接收,就不能接收了 测试是这样
 
        string stringData = Encoding.UTF8.GetString(data, 0, recv);
        text2 += "\n" + "回收发送数据:+++++++++++++++" + stringData;
 
    }
 
 
    void CloseSocket()                  //关闭socket
    {
        if (client.Connected)
        {
            echo("关闭socket");
            client.Close();
        }            
    }
    void OnApplicationQuit()
    {
        CloseSocket();
    }
 
    void echo(object msg)
    {
        Debug.Log(msg);
    }
 
    string text = "";
    string text2 = "";
    Vector2 p = new Vector2(600, 300);
    void OnGUI()
    {
        GUILayout.BeginVertical(GUILayout.Width(500) );
            text = GUILayout.TextField(text);
            if (GUILayout.Button("发送数据"))
            {
                Send(text);
            }
            GUILayout.BeginScrollView(p);
            text2 = GUILayout.TextArea(text2, GUILayout.Height(300));
            GUILayout.EndScrollView();
        GUILayout.EndVertical();
 
    }
 
}


 

 

 

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