Unity聊天室实现

       本文的通信协议采用的基于TCP协议实现的。然后通过Unity的NGUI插件,实现聊天室场景。把Unity作为客户端,服务器端以C#实现的。实现效果如下图:

这里写图片描述

       上述效果,是开启了两个客户端,然后与服务器通信。思路大致是:首先服务器先接收数据,然后再将客户端发来的消息广播出去。
具体代码如下:
C#服务器端:
Client.cs:处理每个客户端的通信逻辑

using System;
using System.Net.Sockets;
using System.Text;
using System.Threading;

namespace _010_聊天室_socket_tcp服务器端
{
    class Client
    {
        private Socket clientSocket;

        private Thread t; //定义成字段,方便管理该线程

        private byte[] data = new byte[1024];

        public Client(Socket s)
        {
            this.clientSocket = s;

            //启动一个线程处理客户端的数据接收
            t = new Thread(ReceiveMessage);
            t.Start();
        }

        private void ReceiveMessage()
        {
            //一直接收客户端的数据
            while (true)
            {
                //在接收数据之前 判断Socket连接是否断开
                if (!clientSocket.Poll(10,SelectMode.SelectRead))
                {
                    int length = clientSocket.Receive(data);
                    string message = Encoding.UTF8.GetString(data, 0, length);
                    //TODO:接收到数据的时候要把这个数据分发到客户端
                    //广播这个消息
                    Program.BroadCastMessage(message);
                    Console.WriteLine("客户端发来消息:" + message);
                }
                else
                {
                    clientSocket.Close();
                    break; //跳出循环,终止线程的执行。
                }
            }
        }

        public void SendMessage(string message)
        {
            byte[] data = Encoding.UTF8.GetBytes(message);
            clientSocket.Send(data);
        }

        public bool Connected {
            get { return clientSocket.Connected; }
        }
    }
}

Program.cs

using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;

namespace _010_聊天室_socket_tcp服务器端
{
    class Program
    {
        public static  List<Client> clientList = new List<Client>();

        public static int Count = 0;//判断连接了几个客户端

        /// <summary>
        /// 广播消息
        /// </summary>
        /// <param name="message"></param>
        public static void BroadCastMessage(string message)
        {
            var notConnectedList = new List<Client>();

            foreach (var client in clientList)
            {
                if(client.Connected)
                    client.SendMessage(message);
                else
                {
                    //将断开连接的客户端保存在新建的List集合当中,方便在下次遍历是移除
                    notConnectedList.Add(client);
                }
            }

            //移除断开连接的客户端
            foreach (var temp in notConnectedList)
            {
                clientList.Remove(temp);
                Count--;
            }
        }

        static void Main(string[] args)
        {
            //1.新建一个Socket
            Socket serverSocket = new Socket(AddressFamily.InterNetwork,
            SocketType.Stream, ProtocolType.Tcp);
            Console.WriteLine("Server Running.");
            //2.绑定端口号
            serverSocket.Bind(new IPEndPoint(IPAddress.Parse("127.0.0.1"),7788 ));
            //3.服务器端开启监听
            serverSocket.Listen(100); //最大的客户端数量为100

            //4.循环接收客户端的请求
            while (true)
            {
                Socket clientSocket = serverSocket.Accept();//此处等待客户端连接,直到有连接才执行下面代码
                Console.WriteLine("A client is connected.");
                //把与每个客户端通信的逻辑(收发消息)放到Client类里面处理
                Client client = new Client(clientSocket);
                clientList.Add(client);
                Count++;
            } 
        }
    }
}

U3D客户端代码如下:

using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;

public class ChatManager : MonoBehaviour
{

    public UIInput textInput;
    public UILabel chatLabel;

    public string ipaddress = "127.0.0.1";
    public int port = 7788;
    private Socket clientSocket;
    private Thread t;
    private  byte[] data = new byte[1024];
    private string message = "";

    // Use this for initialization
    void Start ()
    {
        ConnectToServer();
    }

    // Update is called once per frame
    void Update () {
        if (message != null && message != "")
        {
            chatLabel.text += "\n" + message;
            message = ""; //清空消息
        }
    }

    void ConnectToServer()
    {
        clientSocket = new Socket(AddressFamily.InterNetwork,SocketType.Stream, ProtocolType.Tcp);

        //跟服务器建立连接
        clientSocket.Connect(new IPEndPoint(IPAddress.Parse(ipaddress),port));

        //创建一个新的线程来不停的接收消息
        t = new Thread(ReceiveMessage);
        t.Start();

    }

    /// <summary>
    /// 用于循环接收消息
    /// </summary>
    void ReceiveMessage()
    {
        while (true)
        {
            if(clientSocket.Connected == false)
                break;
            int length = clientSocket.Receive(data);
            message = Encoding.UTF8.GetString(data, 0, length);

            //Unity不允许在线程里面操作Unity里面的组件,因此需要在Update()方法里面执行
            //chatLabel.text += "\n" + message;
        }

    }


    void SendMessage(string message)
    {
        byte[] data = Encoding.UTF8.GetBytes(message);
        clientSocket.Send(data);
    }

    public void OnSendButtonClick()
    {
        string value = textInput.value;
        SendMessage(value);
        textInput.value = "";
    }

    void OnDestroy()
    {
        clientSocket.Shutdown(SocketShutdown.Both);
        clientSocket.Close(); //关闭连接
    }
}
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