最近比较忙,有段时间没写博客拉。最近项目中需要使用HTTP与Socket,雨松MOMO把自己这段时间学习的资料整理一下。有关Socket与HTTP的基础知识MOMO就不赘述拉,不懂得朋友自己谷歌吧。我们项目的需求是在登录的时候使用HTTP请求,游戏中其它的请求都用Socket请求,比如人物移动同步坐标,同步关卡等等。
1.Socket
Socket不要写在脚本上,如果写在脚本上游戏场景一旦切换,那么这条脚本会被释放掉,Socket会断开连接。场景切换完毕后需要重新在与服务器建立Socket连接,这样会很麻烦。所以我们需要把Socket写在一个单例的类中,不用继承MonoBehaviour。这个例子我模拟一下,主角在游戏中移动,时时向服务端发送当前坐标,当服务器返回同步坐标时角色开始同步服务端新角色坐标。
Socket在发送消息的时候采用的是字节数组,也就是说无论你的数据是 int float short object 都会将这些数据类型先转换成byte[] , 目前在处理发送的地方我使用的是数据包,也就是把(角色坐标)结构体object转换成byte[]发送, 这就牵扯一个问题, 如何把结构体转成字节数组, 如何把字节数组回转成结构体。请大家接续阅读,答案就在后面,哇咔咔。
直接上代码
JFSocket.cs 该单例类不要绑定在任何对象上
002 | using System.Collections; |
004 | using System.Threading; |
007 | using System.Net.Sockets; |
008 | using System.Collections.Generic; |
010 | using System.Runtime.InteropServices; |
011 | using System.Runtime.Serialization; |
012 | using System.Runtime.Serialization.Formatters.Binary; |
018 |
private Socket clientSocket; |
022 |
public List<JFPackage.WorldPackage> worldpackage; |
024 |
private static JFSocket instance; |
025 |
public static JFSocket GetInstance() |
029 |
instance = new JFSocket(); |
038 |
clientSocket = new Socket (AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp); |
040 |
IPAddress ipAddress = IPAddress.Parse ( "192.168.1.100" ); |
042 |
IPEndPoint ipEndpoint = new IPEndPoint (ipAddress, 10060); |
044 |
IAsyncResult result = clientSocket.BeginConnect (ipEndpoint, new AsyncCallback (connectCallback),clientSocket); |
046 |
bool success = result.AsyncWaitHandle.WaitOne( 5000, true ); |
051 |
Debug.Log( "connect Time Out" ); |
055 |
worldpackage = new List<JFPackage.WorldPackage>(); |
056 |
Thread thread = new Thread( new ThreadStart(ReceiveSorket)); |
057 |
thread.IsBackground = true ; |
062 |
private void connectCallback(IAsyncResult asyncConnect) |
064 |
Debug.Log( "connectSuccess" ); |
067 |
private void ReceiveSorket() |
073 |
if (!clientSocket.Connected) |
076 |
Debug.Log( "Failed to clientSocket server." ); |
083 |
byte [] bytes = new byte [4096]; |
086 |
int i = clientSocket.Receive(bytes); |
098 |
SplitPackage(bytes,0); |
101 |
Debug.Log( "length is not > 2" ); |
107 |
Debug.Log( "Failed to clientSocket error." + e); |
114 |
private void SplitPackage( byte [] bytes , int index) |
121 |
byte [] head = new byte [2]; |
122 |
int headLengthIndex = index + 2; |
124 |
Array.Copy(bytes,index,head,0,2); |
126 |
short length = BitConverter.ToInt16(head,0); |
130 |
byte [] data = new byte [length]; |
132 |
Array.Copy(bytes,headLengthIndex,data,0,length); |
136 |
JFPackage.WorldPackage wp = new JFPackage.WorldPackage(); |
137 |
wp = (JFPackage.WorldPackage)BytesToStruct(data,wp.GetType()); |
141 |
index = headLengthIndex + length; |
153 |
public void SendMessage( string str) |
155 |
byte [] msg = Encoding.UTF8.GetBytes(str); |
157 |
if (!clientSocket.Connected) |
165 |
IAsyncResult asyncSend = clientSocket.BeginSend (msg,0,msg.Length,SocketFlags.None, new AsyncCallback (sendCallback),clientSocket); |
166 |
bool success = asyncSend.AsyncWaitHandle.WaitOne( 5000, true ); |
170 |
Debug.Log( "Failed to SendMessage server." ); |
175 |
Debug.Log( "send message error" ); |
180 |
public void SendMessage( object obj) |
183 |
if (!clientSocket.Connected) |
191 |
short size = ( short )Marshal.SizeOf(obj); |
193 |
byte [] head = BitConverter.GetBytes(size); |
195 |
byte [] data = StructToBytes(obj); |
200 |
byte [] newByte = new byte [head.Length + data.Length]; |
201 |
Array.Copy(head,0,newByte,0,head.Length); |
202 |
Array.Copy(data,0,newByte,head.Length, data.Length); |
205 |
int length = Marshal.SizeOf(size) + Marshal.SizeOf(obj); |
208 |
IAsyncResult asyncSend = clientSocket.BeginSend (newByte,0,length,SocketFlags.None, new AsyncCallback (sendCallback),clientSocket); |
210 |
bool success = asyncSend.AsyncWaitHandle.WaitOne( 5000, true ); |
214 |
Debug.Log( "Time Out !" ); |
220 |
Debug.Log( "send message error: " + e ); |
225 |
public byte [] StructToBytes( object structObj) |
228 |
int size = Marshal.SizeOf(structObj); |
229 |
IntPtr buffer = Marshal.AllocHGlobal(size); |
232 |
Marshal.StructureToPtr(structObj,buffer, false ); |
233 |
byte [] bytes = new byte [size]; |
234 |
Marshal.Copy(buffer, bytes,0,size); |
239 |
Marshal.FreeHGlobal(buffer); |
243 |
public object BytesToStruct( byte [] bytes, Type strcutType) |
245 |
int size = Marshal.SizeOf(strcutType); |
246 |
IntPtr buffer = Marshal.AllocHGlobal(size); |
249 |
Marshal.Copy(bytes,0,buffer,size); |
250 |
return Marshal.PtrToStructure(buffer, strcutType); |
254 |
Marshal.FreeHGlobal(buffer); |
259 |
private void sendCallback (IAsyncResult asyncSend) |
268 |
if (clientSocket != null && clientSocket.Connected) |
270 |
clientSocket.Shutdown(SocketShutdown.Both); |
为了与服务端达成默契,判断数据包是否完成。我们需要在数据包中定义包头 ,包头一般是这个数据包的长度,也就是结构体对象的长度。正如代码中我们把两个数据类型 short 和 object 合并成一个新的字节数组。
然后是数据包结构体的定义,需要注意如果你在做IOS和Android的话数据包中不要包含数组,不然在结构体转换byte数组的时候会出错。
Marshal.StructureToPtr () error : Attempting to JIT compile method
JFPackage.cs
02 | using System.Collections; |
03 | using System.Runtime.InteropServices; |
10 |
[StructLayout(LayoutKind.Sequential, Pack = 4)] |
11 |
public struct WorldPackage |
14 |
public byte mAnimationID; |
23 |
public WorldPackage( short posx, short posy, short posz, short rosx, short rosy, short rosz, byte equipID, byte animationID, byte hp) |
32 |
mAnimationID = animationID; |
在脚本中执行发送数据包的动作,在Start方法中得到Socket对象。
1 | public JFSocket mJFsorket; |
4 |
mJFsorket = JFSocket.GetInstance(); |
让角色发生移动的时候,调用该方法向服务端发送数据。
01 | void SendPlayerWorldMessage() |
04 |
Vector3 PlayerTransform = transform.localPosition; |
05 |
Vector3 PlayerRotation = transform.localRotation.eulerAngles; |
07 |
short px = ( short )(PlayerTransform.x*100); |
08 |
short py = ( short )(PlayerTransform.y*100); |
09 |
short pz = ( short )(PlayerTransform.z*100); |
10 |
short rx = ( short )(PlayerRotation.x*100); |
11 |
short ry = ( short )(PlayerRotation.y*100); |
12 |
short rz = ( short )(PlayerRotation.z*100); |
16 |
JFPackage.WorldPackage wordPackage = new JFPackage.WorldPackage(px,py,pz,rx,ry,rz,equipID,animationID,hp); |
18 |
mJFsorket.SendMessage(wordPackage); |
接着就是客户端同步服务器的数据,目前是测试阶段所以写的比较简陋,不过原理都是一样的。哇咔咔!!
02 |
private float mSynchronous; |
05 |
mSynchronous +=Time.deltaTime; |
07 |
if (mSynchronous > 0.5f) |
09 |
int count = mJFsorket.worldpackage.Count; |
14 |
foreach (JFPackage.WorldPackage wp in mJFsorket.worldpackage) |
16 |
float x = ( float )(wp.mPosx / 100.0f); |
17 |
float y = ( float )(wp.mPosy /100.0f); |
18 |
float z = ( float )(wp.mPosz /100.0f); |
19 |
Debug.Log( "x = " + x + " y = " + y+ " z = " + z); |
21 |
mPlayer.transform.position = new Vector3 (x,y,z); |
24 |
mJFsorket.worldpackage.Clear(); |
主角移动的同时,通过Socket时时同步坐标喔。。有没有感觉这个牛头人非常帅气 哈哈哈。
对于Socket的使用,我相信没有比MSDN更加详细的了。 有关Socket 同步请求异步请求的地方可以参照MSDN 链接地址给出来了,好好学习吧,嘿嘿。http://msdn.microsoft.com/zh-cn/library/system.net.sockets.socket.aspx
上述代码中我使用的是Thread() 没有使用协同任务StartCoroutine() ,原因是协同任务必需要继承MonoBehaviour,并且该脚本要绑定在游戏对象身上。问题绑定在游戏对象身上切换场景的时候这个脚本必然会释放,那么Socket肯定会断开连接,所以我需要用Thread,并且协同任务它并不是严格意义上的多线程。
2.HTTP
HTTP请求在Unity我相信用的会更少一些,因为HTTP会比SOCKET慢很多,因为它每次请求完都会断开。废话不说了, 我用HTTP请求制作用户的登录。用HTTP请求直接使用Unity自带的www类就可以,因为HTTP请求只有登录才会有, 所以我就在脚本中来完成, 使用 www 类 和 协同任务StartCoroutine()。
02 | using System.Collections; |
03 | using System.Collections.Generic; |
04 | public class LoginGlobe : MonoBehaviour { |
24 |
public void LoginPressed() |
27 |
Dictionary< string , string > dic = new Dictionary< string , string > (); |
30 |
dic.Add( "usrname" , "xys" ); |
31 |
dic.Add( "psw" , "123456" ); |
37 |
public void SingInPressed() |
40 |
Dictionary< string , string > dic = new Dictionary< string , string > (); |
42 |
dic.Add( "usrname" , "xys" ); |
43 |
dic.Add( "psw" , "123456" ); |
49 |
IEnumerator POST( string url, Dictionary< string , string > post) |
51 |
WWWForm form = new WWWForm(); |
52 |
foreach (KeyValuePair< string , string > post_arg in post) |
54 |
form.AddField(post_arg.Key, post_arg.Value); |
57 |
WWW www = new WWW(url, form); |
63 |
Debug.Log( "error is :" + www.error); |
68 |
Debug.Log( "request ok : " + www.text); |
73 |
IEnumerator GET( string url) |
76 |
WWW www = new WWW (url); |
82 |
Debug.Log( "error is :" + www.error); |
87 |
Debug.Log( "request ok : " + www.text); |
如果想通过HTTP传递二进制流的话 可以使用 下面的方法。
1 | WWWForm wwwForm = new WWWForm(); |
2 |
byte [] byteStream = System.Text.Encoding.Default.GetBytes(stream); |
3 |
wwwForm.AddBinaryData( "post" , byteStream); |
4 |
www = new WWW(Address, wwwForm); |
目前Socket数据包还是没有进行加密算法,后期我会补上。欢迎讨论,互相学习互相进度 加油,蛤蛤。
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