Unity之Socket[1]

第二章节>>现学现卖掌握快


唠嗑一下。大学毕竟不全是荒度。“查找文献->综述->论文”这个“三段式”是记住了,感谢胡导师!


实现思路:
服务端是需要一直监听的,所以监听需要用一个线程(thread)来单独处理,然后在主线程里处理客户端的发送过来的数据。while(true)永真式保证监听的持续性,Socket里面的accept阻塞方法让该循环不至于为死循环,剩下的就是API的调用。
(代码来源:http://www.manew.com/thread-102109-1-1.html Unity3d基于Socket通讯例子)

打包一:客户端服务端一体:
这里写图片描述

打包二:客户端:
勾掉服务端的代码,打包。先运行服务端,再运行客户端
这里写图片描述

服务端界面:
这里写图片描述

最终效果:
这里写图片描述

/*
/下面就是直接手动Copy大佬的demo
*/

  • –<<服务端>>–

<监听客户端>

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

namespace XJH
{
    public class NewServer : MonoBehaviour
    {
        private const int _port = 9999;//服务器监听的端口
        public static string IP
        {
            get
            {
                return "127.0.0.1";
            }
        }//服务器ip   直接设置成const也行,不过属性能查找引用
        Thread _listenClient;//监听客户端的一个线程        

        void Start()
        {
            _listenClient = new Thread(ListenClientConnet);//用线程监听客户端
            _listenClient.Start();//Start,开启线程
        }
        private void ListenClientConnet()
        {
            try
            {
                IPAddress serverIP = IPAddress.Parse(IP);//将IP字符串转换
                TcpListener tcpListener = new TcpListener(serverIP, _port);//实例化一个监听端口
                tcpListener.Start();//开始监听

                //一直监听
                while (true)
                {
                    NewChatClient user = new NewChatClient(tcpListener.AcceptTcpClient());//AcceptTcpClient阻塞方法
                    Debug.Log(user._clientIP + ": get in\n");
                }
            }
            catch (Exception e)
            {
                Debug.Log("Server Listen error: " + e.Message);
            }
        }
    }
}

<响应客户端>

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
using System;
namespace XJH
{
    public class NewChatClient : MonoBehaviour
    {
        public static Hashtable _AllClients = new Hashtable();//客户端列表
        private TcpClient _client;//客户端对象
        public string _clientIP;//客户端IP
        private string _clientName;//用户名
        private byte[] _data;//消息数据
        private bool _receiveName = true;//接收客户端的开关

        private void Start()
        {

        }
        public NewChatClient(TcpClient client)
        {
            _client = client;
            _clientIP = client.Client.RemoteEndPoint.ToString();

            _AllClients.Add(_clientIP, this);//添加IP字符串和脚本实例
            _data = new byte[_client.ReceiveBufferSize];//动态创建相应大小的字符数组

            //从服务端获取消息
            //参数列表:字符数组,偏移量,读取的长度,
            //委托(返回类型void,参数列表为IAsyncResult(接口,里面包含一些只读属性))
            //一个object类型的自定义状态
            _client.GetStream().BeginRead(_data, 0, 
                System.Convert.ToInt32(_client.ReceiveBufferSize), ResiveMessage, null);
        }
        public void ResiveMessage(IAsyncResult ar)
        {
            int bytesRead;
            try
            {
                lock (_client.GetStream())
                {
                    bytesRead = _client.GetStream().EndRead(ar);
                }
                if (bytesRead < 1)//没东西
                {
                    _AllClients.Remove(_clientIP);//哈希表里移除这个IP
                    Broadcast(_clientName + ": get out");//断开服务器
                    return;
                }
                else//接收到消息内容
                {
                    string msgResived = Encoding.UTF8.GetString(_data, 0, bytesRead);//接收到的信息(byte转成UTF-8)
                    if (_receiveName)//只执行一次
                    {
                        _clientName = msgResived;//用户名赋值
                        Broadcast(_clientName + ": get in");//连接服务器
                        _receiveName = false;
                    }
                    else
                    {
                        Broadcast(_clientName + " --> " + msgResived);//输出分发的消息
                    }
                }
                lock (_client.GetStream())
                {
                    _client.GetStream().BeginRead(_data, 0, System.Convert.ToInt32(_client.ReceiveBufferSize),
                       ResiveMessage, null);
                }
            }
            catch(Exception e)
            {
                _AllClients.Remove(_clientIP);
                Broadcast(_clientName + ": get out");
            }
        }
        //向客户端发送消息
        public void SendMsg(string msg)
        {
            try
            {
                NetworkStream ns;
                lock (_client.GetStream())
                {
                    ns = _client.GetStream();
                }
                byte[] bytesToSend = Encoding.UTF8.GetBytes(msg);
                ns.Write(bytesToSend, 0, bytesToSend.Length);
                ns.Flush();
            }
            catch (Exception e)
            {
                Debug.Log("Error: " + e);
            }
        }
        //向客户端广播消息
        public void Broadcast(string msg)
        {
            Debug.Log(msg);

            foreach (DictionaryEntry c in _AllClients)
            {
                ((NewChatClient)(c.Value)).SendMsg(msg + Environment.NewLine); //Environment.NewLine:回车,换行
            }
        }
    }
}



  • –<<客户端>>–
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;

namespace XJH
{
    public class NewClientHandler : MonoBehaviour {
        private string _ip = "127.0.0.1";
        private int _port = 9999;
        private TcpClient _client;
        private byte[] _data;
        public string _userName;
        public string _msg;
        public string _sendMsg;

        private void OnGUI()
        {
            _userName = GUI.TextField(new Rect(10, 10, 100, 20), _userName);
            _msg = GUI.TextArea(new Rect(10, 40, 300, 200), _msg);
            _sendMsg = GUI.TextField(new Rect(10, 250, 210, 20), _sendMsg);

            if (GUI.Button(new Rect(120, 10, 80, 20), "Connet"))
            {
                _client = new TcpClient();
                _client.Connect(_ip, _port);

                _data = new byte[_client.ReceiveBufferSize];

                SendMyMsg(_userName);
                _client.GetStream().BeginRead(_data, 0, System.
                    Convert.ToInt32(_client.ReceiveBufferSize), ReceiveMessage, null);
            }
            if (GUI.Button(new Rect(230, 250, 80, 20), "Send"))
            {
                SendMyMsg(_sendMsg);
                _sendMsg = "";
            }
        }

        public void SendMyMsg(string msg)
        {
            try
            {
                NetworkStream ns = _client.GetStream();
                byte[] data = Encoding.UTF8.GetBytes(msg);

                ns.Write(data, 0, data.Length);
                ns.Flush();
            }
            catch (Exception e)
            {
                Debug.Log("Error: " + e);
            }
        }
        public void ReceiveMessage(IAsyncResult ar)
        {
            try
            {
                int bytesRead = _client.GetStream().EndRead(ar);

                if (bytesRead < 1)
                {
                    return;
                }
                else
                {
                    _msg += Encoding.UTF8.GetString(_data, 0, bytesRead).ToString();
                }
                _client.GetStream().BeginRead(_data, 0, System.Convert.ToInt32(_client.ReceiveBufferSize), ReceiveMessage, null);
            }
            catch (Exception e)
            {
                print("Error: " + e);
            }
        }
    }
}
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