一:服务端代码实现(参考链接: unity网络编程学习(4)与java服务器的Socket通信.)
第一步:新建一个Person类
package server;
public class Person {
public int StuId;
public String StuAge;
public String StuName;
public String StuClass;
public String getId(){
return this.StuAge;
}
public String getName(){
return this.StuName;
}
}
第二步:新建一个服务器工具类
package server;
import java.io.BufferedInputStream;
import java.io.IOException;
import java.io.OutputStream;
import java.net.ServerSocket;
import java.net.Socket;
import com.google.gson.Gson;
import net.sf.json.JSONArray;
import net.sf.json.JSONObject;
/**
* unity3d 服务端
*
* @author lm
*/
public class U3dServer implements Runnable {
public void run() {
ServerSocket u3dServerSocket = null;
while (true) {
try {
u3dServerSocket = new ServerSocket(8000);
System.out.println("u3d服务已经启动,监听8000端口");
while (true) {
Socket socket = u3dServerSocket.accept();
System.out.println("客户端接入");
new RequestReceiver(socket).start();
}
} catch (IOException e) {
System.err.println("服务器接入失败");
if (u3dServerSocket != null) {
try {
u3dServerSocket.close();
} catch (IOException ioe) {
}
u3dServerSocket = null;
}
}
// 服务延时重启
try {
Thread.sleep(5000);
} catch (InterruptedException e) {
}
}
}
/**
* 客户端请求接收线程
*
* @author lm
*/
class RequestReceiver extends Thread {
/**
* 报文长度字节数
*/
private int messageLengthBytes = 1024;
private Socket socket;
/**
* socket输入处理流
*/
private BufferedInputStream bis = null;
public RequestReceiver(Socket socket) {
this.socket = socket;
}
@Override
public void run() {
try {
bis = new BufferedInputStream(socket.getInputStream());
byte[] buf = new byte[messageLengthBytes];
/**
* 在Socket报文传输过程中,应该明确报文的域
*/
while (true) {
/*
* 这种业务处理方式是根据不同的报文域,开启线程,采用不同的业务逻辑进行处理
* 依据业务需求而定
*/
//new RequestHandler(socket, buf).start();
bis.read(buf);
System.out.println(new String(buf, "utf-8"));
OutputStream out = socket.getOutputStream();
//向客户端传输数据的字节数组
out.write(new String("i am server").getBytes());
String str = new String(buf, "utf-8");
str = "{'StuId':1001,'StuAge':'20','StuName':'小王','StuClass':'1004班'}";
if (str != "hello world") {
Gson gson = new Gson();
Person p1 = gson.fromJson(str, Person.class);
System.out.println(p1.getId()+" "+p1.getName());
// JSONArray jsonArray = JSONArray.fromObject(str);
// String json = "{\"sss\":\"efg\",\"ddd\":\"abc\"}";
// JSONObject json_test = JSONObject.fromObject(json);
// System.out.println(json_test.getString("sss"));
// String json2 = "{'StuId':1001,'StuAge':'20','StuName':'小王','StuClass':'1004班'}";
// JSONObject json_2 = JSONObject.fromObject(json2);
// System.out.println(json_2.getString("StuId"));
// System.out.println(p1.getId() + " " + p1.getName());
}
}
} catch (IOException e) {
System.err.println("读取报文出错");
} finally {
if (socket != null) {
try {
socket.close();
} catch (IOException e) {
}
socket = null;
}
}
}
}
}
第三步:编写main函数所在类
import org.u3d.server.U3dServer;
public class U3dApplication {
private static U3dApplication instance = null;
private boolean stop;
private U3dApplication() {
}
public static synchronized U3dApplication getApplication() {
if (instance == null) {
instance = new U3dApplication();
}
return instance;
}
public void start() {
init();
new Thread(new U3dServer(), "U3d Server").start();
while (!stop) {
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
}
}
}
/**
* @param args
*/
public static void main(String[] args) {
Runtime.getRuntime().addShutdownHook(new Thread() {
@Override
public void run() {
getApplication().stopMe();
}
});
getApplication().start();
}
public void stopMe() {
System.out.println("系统即将关闭...");
}
/**
* 初始化系统
*/
private void init() {
}
}
在第一步中,解析客户端发送过来的json字符串,将字符串转成json。可以自己百度下用其他方法实现,这里介绍代码中两种方法。
方法①:使用Gson(str为传过来的字符串)
导入gson-2.8.0.jar
import com.google.gson.Gson;
Gson gson = new Gson();
Person p1 = gson.fromJson(str, Person.class);
System.out.println(p1.getId()+" "+p1.getName());
//将对象转成字符串
// Person p = new Person(1001,"小明");
// String str = gson.toJson(p);
// System.out.println(str);
方法②:使用JSONArray
导入json-lib-2.4.jar,
再导入关联jar包
commons-beanutils-1.9.4.jar
commons-collections-3.2.2.jar
commons-lang-2.6.jar
commons-logging-1.2.jar
ezmorph-1.0.6.jar
代码中导入(str为传过来的字符串)
import net.sf.json.JSONArray;
import net.sf.json.JSONObject;
JSONArray jsonArray = JSONArray.fromObject(str);
String json = "{\"sss\":\"efg\",\"ddd\":\"abc\"}";
JSONObject json_test = JSONObject.fromObject(json);
System.out.println(json_test.getString("sss"));
以上两种方法都可,注意:
如果出现报错
Exception in thread “Thread-1” com.google.gson.JsonSyntaxException: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 1 column 64 path $
Caused by: com.google.gson.stream.MalformedJsonException: Use JsonReader.setLenient(true) to accept malformed JSON at line 1 column 64 path $
检查json字符串是否有问题,如果没有问题。有两种情况,一个是出现空格,二是字符串里面为双引号。如果是双引号,字符串最外面也是一层双引号,可能导致json转换失败,报上述错误。将双引号改成单引号即可。
下载jar包,地址maven仓库下载.):
验证后,找相应jar下载即可
导入jar方法:
以上服务器编写完成,如还有奇奇怪怪报错,可以试着百度解决。
下面是客户端代码。
二:客户端代码实现
第一步:在unity中新建一个学生类
public class StudentsInfo
{
public int StuId;
public string StuAge;
public string StuName;
public string StuClass;
}
第二步:新建一个Socket连接工具类
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using Newtonsoft.Json;
public class SocketHelper
{
//饿汉模式
private static SocketHelper socketHelper = new SocketHelper();
private Socket socket;
//单例模式
public static SocketHelper GetInstance()
{
return socketHelper;
}
private SocketHelper()
{
//TCP连接
socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//服务器IP地址
IPAddress address = IPAddress.Parse("127.0.0.1");
//服务器端口
IPEndPoint endpoint = new IPEndPoint(address, 8000);
//异步连接,连接成功调用connectCallback方法;
IAsyncResult result = socket.BeginConnect(endpoint, new AsyncCallback(ConnectCallback), socket);
//超时监控,连接超过5秒未成功表示超时
bool success = result.AsyncWaitHandle.WaitOne(5000, true);
if (!success)
{
//超时
Closed();
Debug.Log("connect Time Out");
}
else
{
//连接成功,开启线程接收服务端数据
Thread thread = new Thread(new ThreadStart(ReceiveSocket));
thread.IsBackground = true;
thread.Start();
}
}
private void ConnectCallback(IAsyncResult asyncConnect)
{
Debug.Log("connect success");
}
private void ReceiveSocket()
{
//在这个线程中接受服务器返回的数据
while (true)
{
if (!socket.Connected)
{
//与服务器断开连接跳出循环
Debug.Log("Failed to clientSocket server.");
socket.Close();
break;
}
try
{
//接收数据保存到bytes当中
byte[] bytes = new byte[4096];
//Receive会一直等待服务端回发消息
int i = socket.Receive(bytes);
if (i <= 0)
{
socket.Close();
break;
}
Debug.Log(System.Text.Encoding.Default.GetString(bytes));
}
catch (Exception e)
{
Debug.Log("Failed to clientSocket error." + e);
socket.Close();
break;
}
}
}
//关闭Socket
public void Closed()
{
if (this.socket != null && socket.Connected)
{
this.socket.Shutdown(SocketShutdown.Both);
this.socket.Close();
}
this.socket = null;
}
//向服务器发送字符串
public void SendMessage(string str)
{
byte[] msg = Encoding.UTF8.GetBytes(str);
if (!socket.Connected)
{
socket.Close();
return;
}
try
{
IAsyncResult asyncSend = socket.BeginSend(msg, 0, msg.Length, SocketFlags.None, new AsyncCallback(SendCallback), socket);
bool success = asyncSend.AsyncWaitHandle.WaitOne(5000, true);
if (!success)
{
this.socket.Close();
Debug.Log("Failed to SendMessage server.");
}
}
catch (Exception)
{
Debug.Log("send message error");
}
}
//向服务器发送Json
public void SendMessageJSON()
{
//新建一个学生信息类
StudentsInfo p = new StudentsInfo();
//赋值
p.StuId = 1001;
p.StuAge = "20";
p.StuName = "小王";
p.StuClass = "1004班";
//调用函数将对象转换为json字符串
string str = JsonConvert.SerializeObject(p);
Debug.Log(str);
在将字符串转换成对象,并输出对象属性信息
//StudentsInfo p1 = new StudentsInfo();
//p1 = JsonConvert.DeserializeObject<StudentsInfo>(str);
//Debug.Log(p1.StuId + " " + p1.StuName + " " + p1.StuAge + " " + p1.StuClass);
this.SendMessage(str);
}
private void SendCallback(IAsyncResult asyncConnect)
{
Debug.Log("send success");
}
}
第三步:编写测试类,可挂载在物体上
using UnityEngine;
public class SocketTest : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
SocketHelper s = SocketHelper.GetInstance();
//s.SendMessage("hello world");
s.SendMessageJSON();
}
}
并将此类挂载到相机上。
注意:第二步会报错,这是因为找不到类,需要加载dll文件,在网上下载Newtonsoft.Json.dll,并将其放在项目Assets下,即可解决报错
以上运行服务器,再运行unity项目(如果更新代码,可点击VS重新生成解决方案),测试scoket传json是否成功。
主要思想:先实现传送一个简单字符,然后考虑服务端将json转成字符。发送字符串后,在服务器将字符串转成json对象。