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.
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!
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)
{
}
}
}