也是从多方找的,做完到了收到数据解析完转换成float数据报错,不转换float的话正常传输没问题
using UnityEngine;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Diagnostics;
//收到消息后的委托回调
public delegate void ReceiveCallBack(string content);
public class LOSocket : MonoBehaviour {
//可以创建的Socket端口类型
public enum LOSocketType
{
CLIENT = 0,
SERVER = 1,
}
#region --------取消构造器
private LOSocket()
{
}
#endregion
#region --------公共代码
//通过静态方法获取不同的端口类型
public static LOSocket GetSocket(LOSocket.LOSocketType type)
{
LOSocket socket = null;
switch (type)
{
case LOSocketType.CLIENT:
{
//创建一个新的客户端
socket = new LOSocket();
break;
}
case LOSocketType.SERVER:
{
//获取服务端
socket = GetServer();
break;
}
}
return socket;
}
#endregion
#region --------客户端部分代码
private Socket clientSocket;
//声明客户端收到服务端返回消息后的回调委托函数
private ReceiveCallBack clientReceiveCallBack;
//用来存储服务端返回的消息数据
byte[] Buffer = new byte[1024];
//public void ReceiveReturn(ReceiveCallBack ccb)
//{
// this.clientReceiveCallBack = ccb;
//}
//初始化客户端Socket信息
public void InitClient(string ip, int port, ReceiveCallBack ccb)
{
this.clientReceiveCallBack = ccb;
this.clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPAddress address = IPAddress.Parse(ip);
IPEndPoint ep = new IPEndPoint(address, port);
this.clientSocket.Connect(ep);
//开始异步等待接收服务端消息
this.clientSocket.BeginReceive(Buffer, 0, Buffer.Length, SocketFlags.None, new System.AsyncCallback(ReceiveFromServer), this.clientSocket);
}
//收到服务端返回消息后的回调函数
void ReceiveFromServer(System.IAsyncResult ar)
{
//获取当前正在工作的Socket对象
Socket worker = ar.AsyncState as Socket;
int ByteRead = 0;
try
{
//接收完毕消息后的字节数
ByteRead = worker.EndReceive(ar);
}
catch (System.Exception ex)
{
this.clientReceiveCallBack(ex.ToString());
}
if (ByteRead > 0)
{
string Content = Encoding.Default.GetString(Buffer);
//msg1 = Content;
// SendMessage(Content);
UnityEngine.Debug.Log("接收的信息时:"+ Content);
//通过回调函数将消息返回给调用者
this.clientReceiveCallBack(Content);
}
//继续异步等待接受服务器的返回消息
worker.BeginReceive(Buffer, 0, Buffer.Length, SocketFlags.None, new System.AsyncCallback(ReceiveFromServer), worker);
}
//private void OnDestroy()
//{
// clientSocket.Shutdown(SocketShutdown.Both);
// clientSocket.Close();
//}
//客户端主动发送消息
public void SendMessage(string message)
{
if (message == null)
return;
message += "\r\n";
byte[] sendData = Encoding.UTF8.GetBytes(message);
//异步发送消息请求
clientSocket.BeginSend(sendData, 0, sendData.Length, SocketFlags.None, new System.AsyncCallback(SendToServer), clientSocket);
}
//发送消息结束的回调函数
void SendToServer(System.IAsyncResult ar)
{
Socket worker = ar.AsyncState as Socket;
worker.EndSend(ar);
}
#endregion
#region -------服务器部分代码
//服务器端收到消息的存储空间
byte[] ReceiveBuffer = new byte[1024];
//服务器收到消息后的回调委托
private ReceiveCallBack callback;
//单例模式
private static LOSocket serverSocket;
private static LOSocket GetServer()
{
if (serverSocket == null)
{
serverSocket = new LOSocket();
}
return serverSocket;
}
//初始化服务器信息
public void InitServer(ReceiveCallBack cb)
{
this.callback = cb;
// 1.
Socket server_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// 2.
IPEndPoint endPoint = new IPEndPoint(IPAddress.Any, 2222);
// 3.
server_socket.Bind(endPoint);
// 4.
server_socket.Listen(10);
// 5.开始异步等待客户端的请求链接
server_socket.BeginAccept(new System.AsyncCallback(Accept), server_socket);
this.callback("开启服务器" + endPoint.ToString());
}
//接受到客户端的链接请求后的回调函数
void Accept(System.IAsyncResult ar)
{
//获取正在工作的Socket对象
Socket socket = ar.AsyncState as Socket;
//存储异步操作的信息,以及用户自定义的数据
Socket worker = socket.EndAccept(ar);
SocketError error;
//开始异步接收客户端发送消息内容
worker.BeginReceive(ReceiveBuffer, 0, ReceiveBuffer.Length, SocketFlags.None, new System.AsyncCallback(Receive), worker);
//继续异步等待新的客户端链接请求
socket.BeginAccept(new System.AsyncCallback(Accept), socket);
}
//服务端收到客户端的消息后的回调函数
void Receive(System.IAsyncResult ar)
{
//获取正在工作的Socket对象
Socket worker = ar.AsyncState as Socket;
int ByteRead = 0;
try
{
ByteRead = worker.EndReceive(ar);
}
catch (System.Exception ex)
{
this.callback(ex.ToString());
}
if (ByteRead > 0)
{
string Content = Encoding.Default.GetString(ReceiveBuffer);
this.callback(Content);
}
//继续异步等待客户端的发送消息请求
worker.BeginReceive(ReceiveBuffer, 0, ReceiveBuffer.Length, SocketFlags.None, new System.AsyncCallback(Receive), worker);
}
#endregion
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ClientScript : MonoBehaviour {
string msg = "hello";
public GameObject cube;
// Use this for initialization
LOSocket client;
void Start()
{
client = LOSocket.GetSocket(LOSocket.LOSocketType.CLIENT);
//"192.168.101.21", 6666
client.InitClient("192.168.101.136", 10086,((string content) => {
//收到服务器的回馈信息
//client.SendMessage("我是socket发送的数据为:" + content);
SocketTransform.Start(cube, content);
}));
}
private void Update()
{
}
void OnGUI()
{
msg = GUI.TextField(new Rect(0, 0, 500, 40), msg);//Convert.ToString(transform.position)
if (GUI.Button(new Rect(0, 50, 100, 30), "Send"))
{
client.SendMessage(msg);
}
}
}