Unity 之Socket编程

Hello,我是KitStar

以下文章整理的不对。还请见谅。



注:其中服务端在VS中写。客户端为U3D.



点击查看原图


本人是新手,但是找了很久都找不到类似的通讯源码,后来终于在一个网站上看到有关于Socket的通讯事例,所以就抄过来希望能够帮助更多像我一样的初学者!嘻嘻


首先创建一个C# 控制台应用程序, 直接服务器端代码丢进去,然后再到Unity 里面建立一个工程,把客户端代码挂到相机上,运行服务端,再运行客户端。 高手勿喷!~!

完全源码已经奉上,大家开始研究吧!! 嘎嘎嘎!

原文链接:http://www.u3dchina.com/forum.php?mod=viewthread&tid=4741&extra=page%3D1%26filter%3Dsortid%26sortid%3D14%26sortid%3D14

服务端代码:Program.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net.Sockets;
using System.Net;

namespace Socket {
    class Program {


        const int portNo = 500;
        static void Main(string[] args) {

            IPAddress localadd = IPAddress.Parse("127.0.0.1");
            TcpListener listener = new TcpListener(localadd, portNo);
            listener.Start();

            Console.WriteLine("Server is starting ......");

            while (true) {
                ChatClient user = new ChatClient(listener.AcceptTcpClient());
                // 显示连接客户端的IP与端口
                Console.WriteLine(user._clientIP + " is joined...n");
            }


        }



            
    }
}




服务端代码:ChatClient.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net.Sockets;
using System.Collections;
using System;



namespace Socket {
    class ChatClient {

        public static Hashtable AllClients = new Hashtable();  //客户列表

        private TcpClient m_client;  //客户端实体
        public string _clientIP;  //客户端的IP
        private string m_clientNick;  //客户端的昵称

        private byte[] m_data;  //接受的数据

        private bool m_ReceiveNick;

        public ChatClient(TcpClient client) {
            this.m_client = client;
            this._clientIP = client.Client.RemoteEndPoint.ToString();
            //把客户端实体添加到客户端列表当中
            AllClients.Add(this._clientIP,this);

            m_data = new byte[this.m_client.ReceiveBufferSize];

            //从服务端获取消息
            client.GetStream().BeginRead(m_data,0,Convert.ToInt32(this.m_client.ReceiveBufferSize),ReceiveMessage,null);
        }
        public void ReceiveMessage(IAsyncResult ar) {

            int bytesRead;
            try {

                lock (this.m_client.GetStream()) {
                    bytesRead = this.m_client.GetStream().EndRead(ar);
                }

                if(bytesRead <1) {
                    AllClients.Remove(this._clientIP);
                    Broadcast(this.m_clientNick + " has left the chat");
                    return;
                }
                else {
                    string messageReceived = System.Text.ASCIIEncoding.ASCII.GetString(m_data,0,bytesRead);
                    if(m_ReceiveNick) {
                        this.m_clientNick = messageReceived;
                        Broadcast(this.m_clientNick + " has joined the chat");

                        m_ReceiveNick = false;
                    }
                    else {
                        Broadcast(this.m_clientNick +  ">" + " messageReceived");
                    }
                }
                lock(this.m_client.GetStream()) {

                    this.m_client.GetStream().BeginRead(m_data, 0, Convert.ToInt32(this.m_client.ReceiveBufferSize), ReceiveMessage, null);
                }

            }catch(Exception ex) {
                AllClients.Remove(this._clientIP);

                Broadcast(this.m_clientNick + "has left the chat.");

            }

        }
        public void sendMessage(string message) {
            try {
                System.Net.Sockets.NetworkStream ns;
                lock (this.m_client.GetStream()) {
                    ns = this.m_client.GetStream();
                }
                // 对信息进行编码
                byte[] bytesToSend = System.Text.Encoding.ASCII.GetBytes(message);
                ns.Write(bytesToSend, 0, bytesToSend.Length);
                ns.Flush();
            } catch (Exception ex) {
            }
        }
        public void Broadcast(string message) {
            Console.WriteLine(message);
            foreach (DictionaryEntry c in AllClients) {
                ((ChatClient)(c.Value)).sendMessage(message + Environment.NewLine);
            }
        }
    }
}


客户端代码 :ClientHandler

    using UnityEngine;
    using System.Collections;
    using System;
    using System.Collections.Generic;
    using System.ComponentModel;
    using System.Text;
    using System.Net.Sockets;
    public class ClientHandler : MonoBehaviour
    {
    const int portNo = 500;
    private TcpClient _client;
    byte[] data;
    public string nickName = "";
    public string message = "";
    public string sendMsg = "";
    void OnGUI()
    {
    nickName = GUI.TextField(new Rect(10, 10, 100, 20), nickName);
    message = GUI.TextArea(new Rect(10, 40, 300, 200), message);
    sendMsg = GUI.TextField(new Rect(10, 250, 210, 20), sendMsg);
    if (GUI.Button(new Rect(120, 10, 80, 20), "Connect"))
    {
    //Debug.Log("hello");
    this._client = new TcpClient();
    this._client.Connect("127.0.0.1", portNo);
    data = new byte[this._client.ReceiveBufferSize];
    //SendMessage(txtNick.Text);
    SendMessage(nickName);
    this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
    };
    if (GUI.Button(new Rect(230, 250, 80, 20), "Send"))
    {
    SendMessage(sendMsg);
    sendMsg = "";
    };
    }
    public void SendMessage(string message)
    {
    try
    {
    NetworkStream ns = this._client.GetStream();
    byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
    ns.Write(data, 0, data.Length);
    ns.Flush();
    }
    catch (Exception ex)
    {
    //MessageBox.Show(ex.ToString());
    }
    }
    public void ReceiveMessage(IAsyncResult ar)
    {
    try
    {
    int bytesRead;
    bytesRead = this._client.GetStream().EndRead(ar);
    if (bytesRead < 1)
    {
    return;
    }
    else
    {
    Debug.Log(System.Text.Encoding.ASCII.GetString(data, 0, bytesRead));
    message += System.Text.Encoding.ASCII.GetString(data, 0, bytesRead);
    }
    this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
    }
    catch (Exception ex)
    {
    }
    }
    }


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