【基于Unity3D实现TCP网络通信】

【基于Unity3D实现TCP网络通信】

1、优缺点

(1)优点:可靠、稳定,TCP的可靠体现在TCP在传输数据之前,会有三次握手来建立连接,而且在数据传输之前,会有三次握手来建立连接,而且在数据传输时,有确认、窗口、重传、拥塞控制机制,在数据传完后还会断开连接用来节约系统资源。
(2)缺点:TCP有确认机制、三次握手机制,每次连接都会占用硬件资源导致数据传输慢,效率低,占用系统资源高。

2、TCP实现通信流程(三次握手、四次挥手)

(1)建立连接三次握手):发送方和接收方通过三次握手建立TCP连接。首先,发送方向接收方发送SYN(同步)报文,表示请求建立连接;接收方收到SYN报文后,向发送方回送ACK(确认)和SYN报文,表示接收方已经准备好建立连接;发送方再回送ACK报文,表示连接建立成功。

(2)数据传输:连接建立成功后,发送方可以向接收方发送数据。TCP协议会将数据分成若干个数据段,每个数据段有编号,并且会保证按序传输,确保数据的可靠性。

(3)确认接收:接收方收到数据后,会向发送方发送ACK确认报文,表示成功接收数据。

(4)关闭连接四次挥手):一旦数据传输完成,发送方和接收方都可以向对方发送FIN(结束)报文,表示要关闭连接。当一方收到FIN报文后,会回送ACK报文确认收到,同时关闭自己的连接。当另一方收到ACK报文后,也关闭自己的连接,这样双方的连接就完全关闭了。
在这里插入图片描述

3、基于Unity3D实现TCP实现代码

(1)Server

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;	//调用socket
using System.Text;
using System.Threading;	//调用线程
using UnityEngine;
using System.IO;

public class TCPServer : MonoBehaviour
{
    //定义变量(与GUI一致)
    private string info = "NULL";                          //状态信息
    private string recMes = "NULL";                        //接收到的信息
    private int recTimes = 0;                              //接收到的信息次数 

    private string inputIp = "127.0.0.1";                   //ip地址(本地)
    private string inputPort = "8080";                     //端口值
    private string inputMessage = "NULL";                  //用以发送的信息   

    private Socket socketWatch;                            //用以监听的套接字
    private Socket socketSend;                             //用以和客户端通信的套接字

    private bool isSendData = false;                       //是否点击发送数据按钮
    private bool clickConnectBtn = false;                  //是否点击监听按钮
    private bool IsConnect = true;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }

    //建立tcp通信链接
    private void ClickConnect()
    {
        try
        {
            int _port = Convert.ToInt32(inputPort);         //获取端口号(32位,4个字节)
            string _ip = inputIp;                           //获取ip地址

            Debug.Log(" ip 地址是 :" + _ip);
            Debug.Log(" 端口号是 :" + _port);

            clickConnectBtn = true;                         //点击了监听按钮,更改状态

            info = "ip地址是 : " + _ip + "端口号是 : " + _port;

            //点击开始监听时 在服务端创建一个负责监听IP和端口号的Socket
            socketWatch = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            IPAddress ip = IPAddress.Parse(_ip);
            IPEndPoint point = new IPEndPoint(ip, _port);   //创建对象端口

            socketWatch.Bind(point);                        //绑定端口号

            Debug.Log("监听成功!");
            info = "监听成功";

            socketWatch.Listen(10);                         //设置监听,最大同时连接10台

            //创建监听线程
            Thread thread = new Thread(Listen);
            thread.IsBackground = true;
            thread.Start(socketWatch);
        }
        catch { }
    }

    /// <summary>
    /// 等待客户端的连接 并且创建与之通信的Socket
    /// </summary>
    void Listen(object o)
    {
        try
        {
            Socket socketWatch = o as Socket;
            while (IsConnect)
            {
                socketSend = socketWatch.Accept();           //等待接收客户端连接

                Debug.Log(socketSend.RemoteEndPoint.ToString() + ":" + "连接成功!");
                info = socketSend.RemoteEndPoint.ToString() + "  连接成功!";

                Thread r_thread = new Thread(Received);      //开启一个新线程,执行接收消息方法
                r_thread.IsBackground = true;
                r_thread.Start(socketSend);

                Thread s_thread = new Thread(SendMessage);   //开启一个新线程,执行发送消息方法
                s_thread.IsBackground = true;
                s_thread.Start(socketSend);
            }
        }
        catch { }
    }

    // 服务器端不停的接收客户端发来的消息
    void Received(object o)
    {
        try
        {
            Socket socketSend = o as Socket;
            while (IsConnect)
            {
                byte[] buffer = new byte[1024 * 6];         //客户端连接服务器成功后,服务器接收客户端发送的消息
                int len = socketSend.Receive(buffer);       //实际接收到的有效字节数
                if (len == 0)
                {
                    break;
                }
                string str = Encoding.UTF8.GetString(buffer, 0, len);

                Debug.Log("接收到的消息:" + socketSend.RemoteEndPoint + ":" + str);
                recMes = str;

                recTimes++;
                info = "接收到一次数据,接收次数为:" + recTimes;
                Debug.Log("接收数据次数:" + recTimes);
            }
        }
        catch { }
    }

    // 服务器端不停的向客户端发送消息
    void SendMessage(object o)
    {
        try
        {
            Socket socketSend = o as Socket;
            while (IsConnect)
            {
                if (isSendData)
                {
                    isSendData = false;

                    byte[] sendByte = Encoding.UTF8.GetBytes(inputMessage);

                    Debug.Log("发送的数据为 :" + inputMessage);
                    Debug.Log("发送的数据字节长度 :" + sendByte.Length);

                    socketSend.Send(sendByte);
                }
            }
        }
        catch { }
    }

    // 关闭连接,释放资源
    private void OnDisable()
    {
        Debug.Log("begin OnDisable()");

        if (clickConnectBtn)
        {
            try
            {
                IsConnect = false;
                socketWatch.Shutdown(SocketShutdown.Both);    //禁用Socket的发送和接收功能
                socketWatch.Close();                          //关闭Socket连接并释放所有相关资源

                socketSend.Shutdown(SocketShutdown.Both);     //禁用Socket的发送和接收功能
                socketSend.Close();                           //关闭Socket连接并释放所有相关资源           
            }
            catch (Exception e)
            {
                Debug.Log(e.Message);
            }
        }

        Debug.Log("end OnDisable()");
    }

    //交互界面(代码创建)
    void OnGUI()
    {
        GUI.color = Color.black;	//字体颜色

        GUI.Label(new Rect(65, 10, 80, 20), "状态信息");

        GUI.Label(new Rect(155, 10, 80, 70), info);

        GUI.Label(new Rect(65, 80, 80, 20), "接收到消息:");

        GUI.Label(new Rect(155, 80, 80, 20), recMes);

        GUI.Label(new Rect(65, 120, 80, 20), "发送的消息:");

        inputMessage = GUI.TextField(new Rect(155, 120, 100, 20), inputMessage, 20);

        GUI.Label(new Rect(65, 160, 80, 20), "本机ip地址:");

        inputIp = GUI.TextField(new Rect(155, 160, 100, 20), inputIp, 20);

        GUI.Label(new Rect(65, 200, 80, 20), "本机端口号:");

        inputPort = GUI.TextField(new Rect(155, 200, 100, 20), inputPort, 20);

        if (GUI.Button(new Rect(65, 240, 60, 20), "开始监听"))
        {
            ClickConnect();	//点击开始
        }

        if (GUI.Button(new Rect(65, 280, 60, 20), "发送数据"))
        {
            isSendData = true;	//发送数据
        }
    }

}

(2)Client

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.IO;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;
public class TCPClient : MonoBehaviour
{
    private string staInfo = "NULL";             //状态信息
    private string inputIp = "127.0.0.1";   //输入ip地址
    private string inputPort = "8080";           //输入端口号
    public string inputMes = "NULL";             //发送的消息
    private int recTimes = 0;                    //接收到信息的次数
    private string recMes = "NULL";              //接收到的消息
    private Socket socketSend;                   //客户端套接字,用来链接远端服务器
    private bool clickSend = false;              //是否点击发送按钮
    private bool IsConnect = true;
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }

    //建立链接
    private void ClickConnect()
    {
        try
        {
            int _port = Convert.ToInt32(inputPort);             //获取端口号
            string _ip = inputIp;                               //获取ip地址

            //创建客户端Socket,获得远程ip和端口号
            socketSend = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            IPAddress ip = IPAddress.Parse(_ip);
            IPEndPoint point = new IPEndPoint(ip, _port);

            socketSend.Connect(point);
            Debug.Log("连接成功 , " + " ip = " + ip + " port = " + _port);
            staInfo = ip + ":" + _port + "  连接成功";

            Thread r_thread = new Thread(Received);             //开启新的线程,不停的接收服务器发来的消息
            r_thread.IsBackground = true;
            r_thread.Start();

            Thread s_thread = new Thread(SendMessage);          //开启新的线程,不停的给服务器发送消息
            s_thread.IsBackground = true;
            s_thread.Start();
        }
        catch (Exception)
        {
            Debug.Log("IP或者端口号错误......");
            staInfo = "IP或者端口号错误......";
        }
    }

    /// <summary>
    /// 接收服务端返回的消息
    /// </summary>
    void Received()
    {
        while (IsConnect)
        {
            try
            {
                byte[] buffer = new byte[1024 * 6];
                //实际接收到的有效字节数
                int len = socketSend.Receive(buffer);
                if (len == 0)
                {
                    break;
                }

                recMes = Encoding.UTF8.GetString(buffer, 0, len);

                Debug.Log("客户端接收到的数据 : " + recMes);

                recTimes++;
                staInfo = "接收到一次数据,接收次数为 :" + recTimes;
                Debug.Log("接收次数为:" + recTimes);
            }
            catch { }
        }
    }

    /// <summary>
    /// 向服务器发送消息
    /// </summary>
    /// <param name="sender"></param>
    /// <param name="e"></param>
    void SendMessage()
    {
        try
        {
            while (IsConnect)
            {
                if (clickSend)                              //如果点击了发送按钮
                {
                    clickSend = false;
                    string msg = inputMes;
                    byte[] buffer = new byte[1024 * 6];
                    buffer = Encoding.UTF8.GetBytes(msg);
                    socketSend.Send(buffer);
                    Debug.Log("发送的数据为:" + msg);
                }
            }
        }
        catch { }
    }


    private void OnDisable()
    {
        Debug.Log("begin OnDisable()");

        if (socketSend.Connected)
        {
            try
            {
                IsConnect = false;
                socketSend.Shutdown(SocketShutdown.Both);    //禁用Socket的发送和接收功能
                socketSend.Close();                          //关闭Socket连接并释放所有相关资源
            }
            catch (Exception e)
            {
                print(e.Message);
            }
        }

        Debug.Log("end OnDisable()");
    }

    //用户界面
    void OnGUI()
    {
        GUI.color = Color.black;

        GUI.Label(new Rect(65, 10, 60, 20), "状态信息");

        GUI.Label(new Rect(135, 10, 80, 60), staInfo);

        GUI.Label(new Rect(65, 70, 50, 20), "服务器ip地址");

        inputIp = GUI.TextField(new Rect(125, 70, 100, 20), inputIp, 20);

        GUI.Label(new Rect(65, 110, 50, 20), "服务器端口");

        inputPort = GUI.TextField(new Rect(125, 110, 100, 20), inputPort, 20);

        GUI.Label(new Rect(65, 150, 80, 20), "接收到消息:");

        GUI.Label(new Rect(155, 150, 80, 20), recMes);

        GUI.Label(new Rect(65, 190, 80, 20), "发送的消息:");

        inputMes = GUI.TextField(new Rect(155, 190, 100, 20), inputMes, 20);

        if (GUI.Button(new Rect(65, 230, 60, 20), "开始连接"))
        {
            ClickConnect();
        }

        if (GUI.Button(new Rect(65, 270, 60, 20), "发送信息"))
        {
            clickSend = true;
        }
    }
}

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