Unity 搭建简易TCP服务器

前言

调试ESP8266的时候需要一个服务器,Unity用着比较顺手,就搭建了一个简易的服务器。

运行截图

使用Socket测试工具测试完成
运行截图

描述

创建服务器基本变量

创建要使用的基本变量

	/// <summary>
    /// 服务器IP
    /// </summary>
    public string serverIP = "0.0.0.0";
    /// <summary>
    /// 服务器端口
    /// </summary>
    public int serverPoint = 8080;

    /// <summary>
    /// 负责监听消息的Socket
    /// </summary>
    Socket listenSocket;

    /// <summary>
    /// 所有客户端Socket
    /// </summary>
    List<Socket> clientSockets=new List<Socket>();

    /// <summary>
    /// 字节流数据
    /// </summary>
    private byte[] buffer = new byte[1024 * 1024 * 2];

开启服务器并开始监听客户端连接

	/// <summary>
    /// 开启服务器,并开始监听客户端连接
    /// </summary>
    public void StartServer()
    {
        //新建一个负责监听的Socket
        listenSocket= new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        //创建IP地址和端口
        IPAddress ip = IPAddress.Parse(serverIP);
        IPEndPoint point = new IPEndPoint(ip,serverPoint);
        //绑定监听端口
        listenSocket.Bind(point);
        //设置监听队列
        listenSocket.Listen(10);

        //开始监听客户端连接并设置连接回调
        listenSocket.BeginAccept(BeginAcceptCallBack, listenSocket);
        Debug.Log("服务器开启成功");
    }

处理客户端连接回调

    /// <summary>
    /// 客户端连接回调
    /// </summary>
    /// <param name="ar"></param>
    private void BeginAcceptCallBack(IAsyncResult ar)
    {
        //客户端连接成功,新建一个客户端的Socket
        Socket clientSocket = listenSocket.EndAccept(ar);
        Debug.Log("客户端连接成功 " + clientSocket.RemoteEndPoint.ToString());
        //将所有连接的客户端socket都放到列表中
        clientSockets.Add(clientSocket);
        //给刚才连接的客户端发送Hello
        clientSocket.Send(Encoding.UTF8.GetBytes("Hello"));
        //开始监听这个客户端发了什么消息,并且设置回调
        clientSocket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, BeginReceiveCallback, clientSocket);
        
        //继续监听其他客户端连接
        listenSocket.BeginAccept(BeginAcceptCallBack, listenSocket);
    }

接收客户端消息

    /// <summary>
    /// 收到客户端消息回调
    /// </summary>
    /// <param name="ar"></param>
    private void BeginReceiveCallback(IAsyncResult ar)
    {
        //拿到当前这个客户端的Socket
        Socket client = (Socket)ar.AsyncState;
        client.EndReceive(ar);
        
        string msg = Encoding.UTF8.GetString(buffer, 0, buffer.Length);
        Debug.Log("服务器收到客户端 " + client.RemoteEndPoint + " 消息:"+msg);
        //如果消息是空的,说明客户端主动断开连接,就要把这个客户端Socket给干掉 Poll 方法将会检查 Socket 的状态
        if (client.Poll(-1, SelectMode.SelectRead) && client.Available == 0)
        {
            Debug.Log("客户端 " + client.RemoteEndPoint + " 主动断开连接");
            clientSockets.Remove(client);
            client.Shutdown(SocketShutdown.Both);
            client.Close();
            return;
        }
        //清空数据继续接收
        buffer = new byte[buffer.Length];

        //继续接收这个客户端传来的消息
        client.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, BeginReceiveCallback, client);
    }

关闭服务器和所有客户端连接

	private void OnDestroy()
    {
        //首先关闭负责监听连接的Socket
        if (listenSocket != null)
        {
            listenSocket.Close();
            Debug.Log("关闭服务器,停止接收客户端消息!");
        }
        //然后关闭已连接客户端的Socket
        if (clientSockets.Count!=0)
        {
            for (int i = 0; i < clientSockets.Count; i++)
            {
                Debug.Log("断开客户端:" + clientSockets[i].RemoteEndPoint.ToString());
                clientSockets[i].Shutdown(SocketShutdown.Both);
                clientSockets[i].Close();
            }
        }
    }

给所有客户端发消息

	private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Debug.Log("按了空格,给所有客户端发消息");
            for (int i = 0; i < clientSockets.Count; i++)
            {
                clientSockets[i].Send(Encoding.UTF8.GetBytes("Greet"));
            }
        }
    }

源码

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.NetworkInformation;
using System.Net.Sockets;
using System.Text;
using UnityEngine;

public class CZServer : MonoBehaviour
{

    /// <summary>
    /// 服务器IP
    /// </summary>
    public string serverIP = "0.0.0.0";
    /// <summary>
    /// 服务器端口
    /// </summary>
    public int serverPoint = 8080;

    /// <summary>
    /// 负责监听消息的Socket
    /// </summary>
    Socket listenSocket;

    /// <summary>
    /// 所有客户端Socket
    /// </summary>
    List<Socket> clientSockets=new List<Socket>();

    /// <summary>
    /// 字节流数据
    /// </summary>
    private byte[] buffer = new byte[1024 * 1024 * 2];
    // Start is called before the first frame update
    void Start()
    {
        DebugLocalIP();
        StartServer();
    }
    /// <summary>
    /// 打印本地IP
    /// </summary>
    public void DebugLocalIP()
    {
        IPAddress[] iPAddresses = Dns.GetHostEntry(Dns.GetHostName()).AddressList;

        for (int i = 0; i < iPAddresses.Length; i++)
        {

            Debug.Log(iPAddresses[i].ToString());
        }
    }
    /// <summary>
    /// 开启服务器,并开始监听客户端连接
    /// </summary>
    public void StartServer()
    {
        //新建一个负责监听的Socket
        listenSocket= new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        //创建IP地址和端口
        IPAddress ip = IPAddress.Parse(serverIP);
        IPEndPoint point = new IPEndPoint(ip,serverPoint);
        //绑定监听端口
        listenSocket.Bind(point);
        //设置监听队列
        listenSocket.Listen(10);

        //开始监听客户端连接并设置连接回调
        listenSocket.BeginAccept(BeginAcceptCallBack, listenSocket);
        Debug.Log("服务器开启成功");
    }

    /// <summary>
    /// 客户端连接回调
    /// </summary>
    /// <param name="ar"></param>
    private void BeginAcceptCallBack(IAsyncResult ar)
    {
        //客户端连接成功,新建一个客户端的Socket
        Socket clientSocket = listenSocket.EndAccept(ar);
        Debug.Log("客户端连接成功 " + clientSocket.RemoteEndPoint.ToString());
        //将所有连接的客户端socket都放到列表中
        clientSockets.Add(clientSocket);
        //给刚才连接的客户端发送Hello
        clientSocket.Send(Encoding.UTF8.GetBytes("Hello"));
        //开始监听这个客户端发了什么消息,并且设置回调
        clientSocket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, BeginReceiveCallback, clientSocket);
        
        //继续监听其他客户端连接
        listenSocket.BeginAccept(BeginAcceptCallBack, listenSocket);
    }

    /// <summary>
    /// 收到客户端消息回调
    /// </summary>
    /// <param name="ar"></param>
    private void BeginReceiveCallback(IAsyncResult ar)
    {
        //拿到当前这个客户端的Socket
        Socket client = (Socket)ar.AsyncState;
        client.EndReceive(ar);
        
        string msg = Encoding.UTF8.GetString(buffer, 0, buffer.Length);
        Debug.Log("服务器收到客户端 " + client.RemoteEndPoint + " 消息:"+msg);
        //如果消息是空的,说明客户端主动断开连接,就要把这个客户端Socket给干掉 Poll 方法将会检查 Socket 的状态
        if (client.Poll(-1, SelectMode.SelectRead) && client.Available == 0)
        {
            Debug.Log("客户端 " + client.RemoteEndPoint + " 主动断开连接");
            clientSockets.Remove(client);
            client.Shutdown(SocketShutdown.Both);
            client.Close();
            return;
        }
        //清空数据继续接收
        buffer = new byte[buffer.Length];

        //继续接收这个客户端传来的消息
        client.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, BeginReceiveCallback, client);
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Debug.Log("按了空格,给所有客户端发消息");
            for (int i = 0; i < clientSockets.Count; i++)
            {
                clientSockets[i].Send(Encoding.UTF8.GetBytes("Greet"));
            }
        }
    }

    private void OnDestroy()
    {
        //首先关闭负责监听连接的Socket
        if (listenSocket != null)
        {
            listenSocket.Close();
            Debug.Log("关闭服务器,停止接收客户端消息!");
        }
        //然后关闭已连接客户端的Socket
        if (clientSockets.Count!=0)
        {
            for (int i = 0; i < clientSockets.Count; i++)
            {
                Debug.Log("断开客户端:" + clientSockets[i].RemoteEndPoint.ToString());
                clientSockets[i].Shutdown(SocketShutdown.Both);
                clientSockets[i].Close();
            }
        }
    }
}

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