Unity网络开发记录(四):在unity中进一步封装客户端类

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在上一篇文章中,简单的封装了一下服务端中相关的socket对象,为了可以更方便的使用。所以在本篇中,进一步封装一下在unity中的相关客户端类

封装客户端类,首先采用单例模式,然后采用两个队列来存储我们相关的收发信息

    private static NetManager instance;
    public static NetManager Instance => instance;

    private Socket socket;//客户端socket

    private Queue<string> receiveQue = new Queue<string>();//接收队列,子线程放,主线程拿取
    private Queue<string> sendQue = new Queue<string>();//发送队列,主线程放,子线程拿取并发送

    private bool isConnteced;
    private int num;//接收信息字节大小
    private byte[] reveiveBuffer = new byte[1024 * 5];

连接函数

    public void Connect(string ip, int port)
    {
        if (socket is null)
            socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        IPEndPoint ipPoint = new IPEndPoint(IPAddress.Parse(ip), port);
        try
        {
            socket.Connect(ipPoint);
            isConnteced = true;
            ThreadPool.QueueUserWorkItem(SendMsg);
            ThreadPool.QueueUserWorkItem(ReceiveMsg);
        }
        catch (SocketException s)
        {
            if (s.ErrorCode == 10061)
                print("服务器拒绝连接");
            else
                print("连接出错 " + s.ErrorCode);
            return;
        }
    }

处理信息发送和接收

    public void Send(string info)
    {
        sendQue.Enqueue(info);
    }

    public void Receive()
    {
        if (receiveQue.Count > 0)
        {
            print(receiveQue.Dequeue());
        }
    }

发送消息时,主线程只用把信息存进发送队列里就行,子线程负责从队列中取出信息进行发送

接收消息时,子线程负责对发送过来的字节流进行处理,将处理完毕后的信息存储接收队列里,主线程只需要不断的读取队列里的信息就行

    private void SendMsg(object obj)
    {
        if (socket is null) return;

        while(isConnteced)
        {
            if (sendQue.Count > 0)
            {
                socket.Send(Encoding.UTF8.GetBytes(sendQue.Dequeue()));
            }
        }
    }

    private void ReceiveMsg(object obj)
    {
        if (socket is null) return;

        while(isConnteced)
        {
            if (socket.Available > 0)
            {
                num = socket.Receive(reveiveBuffer);
                receiveQue.Enqueue(Encoding.UTF8.GetString(reveiveBuffer, 0, num));
            }
        }
    }

 

使用就很简单了,在unity中新建一个脚本,调用一下Connect方法就可以进行连接了

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Main : MonoBehaviour
{
    void Start()
    {
        if (NetManager.Instance is null)
        {
            GameObject game = new GameObject();
            game.AddComponent<NetManager>();
        }
        NetManager.Instance.Connect("127.0.0.1", 8080);
    }
}

 新建一个ui画布,添加一个输入框,一个按钮,按钮绑定一下send方法就可以进行简单输入信息并发送了

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Input : MonoBehaviour
{
    public Button button;
    public InputField inputField;
    private void Start()
    {
        button.onClick.AddListener(() =>
        {
            if (inputField.text != null)
            {
                NetManager.Instance.Send(inputField.text);
            }
        });
    }
}

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

public class NetManager : MonoBehaviour
{
    private static NetManager instance;
    public static NetManager Instance => instance;

    private Socket socket;//客户端socket

    private Queue<string> receiveQue = new Queue<string>();//接收队列,子线程放,主线程拿取
    private Queue<string> sendQue = new Queue<string>();//发送队列,主线程放,子线程拿取并发送

    private bool isConnteced;
    private int num;//接收信息字节大小
    private byte[] reveiveBuffer = new byte[1024 * 5];

    private void Awake()
    {
        instance = this;
    }

    private void Update()
    {
        Receive();
    }

    public void Connect(string ip, int port)
    {
        if (socket is null)
            socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        IPEndPoint ipPoint = new IPEndPoint(IPAddress.Parse(ip), port);
        try
        {
            socket.Connect(ipPoint);
            isConnteced = true;
            ThreadPool.QueueUserWorkItem(SendMsg);
            ThreadPool.QueueUserWorkItem(ReceiveMsg);
        }
        catch (SocketException s)
        {
            if (s.ErrorCode == 10061)
                print("服务器拒绝连接");
            else
                print("连接出错 " + s.ErrorCode);
            return;
        }
    }

    public void Send(string info)
    {
        sendQue.Enqueue(info);
    }

    public void Receive()
    {
        if (receiveQue.Count > 0)
        {
            print(receiveQue.Dequeue());
        }
    }

    public void Close()
    {
        if (socket != null)
        {
            socket.Shutdown(SocketShutdown.Both);
            socket.Close();
            socket = null;
        }
    }

    private void SendMsg(object obj)
    {
        if (socket is null) return;

        while(isConnteced)
        {
            if (sendQue.Count > 0)
            {
                socket.Send(Encoding.UTF8.GetBytes(sendQue.Dequeue()));
            }
        }
    }

    private void ReceiveMsg(object obj)
    {
        if (socket is null) return;

        while(isConnteced)
        {
            if (socket.Available > 0)
            {
                num = socket.Receive(reveiveBuffer);
                receiveQue.Enqueue(Encoding.UTF8.GetString(reveiveBuffer, 0, num));
            }
        }
    }
}

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