又是一段时间了,感觉最近挺乱的,今天有些时间,搞了下socket的服务器。
先来看下服务端和客户端的流程如下:
我个人比较偏爱异步通信,今天主要以异步通信来讲一讲socket
1、Socket的构造函数来创建Socket:
Socket(AddressFamily,SocketType, ProtocolType)
AddressFamily:指定的地址族
SocketType:套接字类型
ProtocolType:协议类型
参考:_listener = newSocket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
2、Bind()绑定端口和IP
public void Bind
(
EndPoint localEP
)
参考:
IPAddress_ipAddress = IPAddress.Parse("192.168.1.216");
IPEndPoint_ipEndPoint = new IPEndPoint(_ipAddress , 2222);
_listener.Bind(_ipEndPoint);
3、listen()监听socket
public void Listen
(
int backlog
)
参考:_listener.Listen(10)
4、accept()接收来自客户端的请求
public IAsyncResult BeginAccept
(
AsyncCallback callback,
Object state
)
参考:_listener.BeginAccept(newAsyncCallback(AcceptCallBack),_listener);
5、receive()从socket中读取字符
public IAsyncResult BeginReceive(
byte[] buffer,// Byte 类型的数组,它是存储接收到的数据的位置。
int offset,// buffer 参数中存储所接收数据的位置,该位置从零开始计数。
int size,//要接收的字节数。
SocketFlags socketFlags,// SocketFlags 值的按位组合。
AsyncCallback callback,//一个 AsyncCallback 委托,它引用操作完成时要调用的方法。
Object state//一个用户定义对象,其中包含接收操作的相关信息。 当操作完成时,此对象会被传递给 EndReceive 委托。
)
参考:_handlerEnd.BeginReceive(_state._buffer,0,StateObject._bufferSize,0,newAsyncCallback(ReceiveCallBack),_state);
6、close()关闭socket,并释放资源
public void Close()
参考:_handlerEnd.Close();
注意: PC端汉字传输时,需要的格式如下
string Message = "Lee";
byte[] bytes =Encoding.GetEncoding("GB2312").GetBytes(Message);
完整参考代码如下:
usingUnityEngine;
usingSystem.Collections;
usingSystem;
usingSystem.Net;
usingSystem.Net.Sockets;
usingSystem.Threading;
usingSystem.Text;
usingSystem.Collections.Generic;
///<summary>
///StateObject为BeginReceive时的一种状态,用来存储数据
///</summary>
publicclass StateObject
{
public Socket _workSocket;
public const int _bufferSize = 1024;
public byte[] _buffer = new byte[_bufferSize];
public StringBuilder _sb = newStringBuilder();
}
publicclass TcpSever
{
public static ManualResetEvent _allOne= new ManualResetEvent(false);
public static TcpSever _inSingle;
private Socket _listener;
public List<Socket> _clientList =new List<Socket>();
/// <summary>
/// 单例模式的类
/// </summary>
/// <returns>Theinsigle.</returns>
public static TcpSever GetInsigle()
{
if(_inSingle == null)
{
_inSingle = newTcpSever();
}
return _inSingle;
}
public TcpSever ()
{
IPAddress _ipAddress =IPAddress.Parse("192.168.1.216");
IPEndPoint _ipEndPoint = newIPEndPoint(_ipAddress , 2222);
_listener = newSocket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
_listener.Bind(_ipEndPoint);
/// <summary>
/// 新建_threadListenFunciton线程,用来监听客户端连接
/// </summary>
Thread _threadListenFunciton= new Thread(new ThreadStart(ListenFuncition));
_threadListenFunciton.IsBackground= true;
_threadListenFunciton.Start();
}
void ListenFuncition()
{
try
{
_listener.Listen(10);
while(true)
{
_allOne.Reset();
_listener.BeginAccept(newAsyncCallback(AcceptCallBack),_listener);
_allOne.WaitOne();
}
}
catch
{}
}
/// <summary>
///异步Accept的回调函数
/// </summary>
/// <paramname="_ar">_ar.</param>
void AcceptCallBack(IAsyncResult _ar)
{
_allOne.Set();
Socket _listenerSelf =(Socket)_ar.AsyncState;
Socket _handlerEnd =_listenerSelf.EndAccept(_ar);
/// <summary>
///用于向客户端发送消息的Socket,全部放入泛型列表中
/// </summary>
_clientList.Add(_handlerEnd);
StateObject _state = newStateObject ();
_state._workSocket =_handlerEnd;
_handlerEnd.BeginReceive(_state._buffer,0,StateObject._bufferSize,0,newAsyncCallback(ReceiveCallBack),_state);
}
/// <summary>
/// 异步Receive的回调函数
/// </summary>
/// <paramname="_ar">_ar.</param>
void ReceiveCallBack(IAsyncResult _ar)
{
StateObject _state =(StateObject )_ar.AsyncState;
Socket _handlerEnd =_state._workSocket;
int _receiveLength =_handlerEnd.EndReceive(_ar);
if(_receiveLength >0 )
{
string _receiveData= Encoding.ASCII.GetString(_state._buffer,0,_receiveLength);
ReceiveData(_receiveData);
///<summary>
///字符串拼接
///</summary>
_state._sb.Append(Encoding.ASCII.GetString(_state._buffer,0,_receiveLength));
string _ReceiveData= _state._sb.ToString();
ReceiveData(_ReceiveData);
_handlerEnd.BeginReceive(_state._buffer,0,StateObject._bufferSize,0,newAsyncCallback(ReceiveCallBack),_state);
}
}
/// <summary>
///向客户端发送消息
/// </summary>
void SendMessage( Socket_handlerEnd,string _value)
{
byte[] _sendData =Encoding.ASCII.GetBytes(_value);
_handlerEnd.BeginSend(_sendData,0,_sendData.Length,0,newAsyncCallback(SendCallBack),_handlerEnd);
}
/// <summary>
/// 异步Send的回调函数
/// </summary>
void SendCallBack(IAsyncResult _ar)
{
Socket _handlerEnd =(Socket)_ar.AsyncState;
int _sendLength = _handlerEnd.EndSend(_ar);
///<summary>
///当通讯结束时,Shutdown()禁止该套接字上的发送和接收,Close()关闭套接字并释放资源
///</summary>
//_handlerEnd.Shutdown(SocketShutdown.Both);
//_handlerEnd.Close();
Debug.Log("发送"+_sendLength+"个字节");
}
public string ReceiveData(string _data)
{
Debug.Log(_data);
return _data;
}
public void SendData(string _data)
{
Debug.Log(_data);
//向每个客户端发送数据
foreach(Socket _client in_clientList)
{
SendMessage(_client,_data);
//客户端IP和Port信息
EndPointtempRemoteEP = _client.RemoteEndPoint;
IPEndPointtempRemoteIP = ( IPEndPoint )tempRemoteEP ;
stringrempip=tempRemoteIP.Address.ToString();
stringremoport=tempRemoteIP.Port.ToString();
Debug.Log(rempip+":"+remoport);
}
}
}
调用代码如下:
usingUnityEngine;
usingSystem.Collections;
publicclass TcpServeTest : MonoBehaviour {
// Use this for initialization
void Start ()
{
TcpSever.GetInsigle();
}
// Update is called once per frame
void Update ()
{
if(Input.GetMouseButtonDown(0))
{
TcpSever.GetInsigle().SendData("ddd");
}
}
}