Unity3D之C#用Socket传数据包

JFPackage.cs

using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
 
public class JFPackage
{
    //结构体序列化
    [System.Serializable]
    //4字节对齐 iphone 和 android上可以1字节对齐
    [StructLayout(LayoutKind.Sequential, Pack = 8)]
    public struct WorldPackage
    {
 
         public short   header;
         public short   total;
         public uint    no;
        [MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
         public byte[]  content;
          
         public WorldPackage(short _h , short _t, uint _n ,byte[] _c)
        {
            header = _h;
            total = _t;
            no = _n;
            content = _c;
        }
         
    };  

}
<h3 style="padding: 0px; margin: 0px 0px 2px; font-size: 10pt; color: rgb(0, 102, 0); font-family: "Microsoft YaHei", Verdana, sans-serif, SimSun;">JFSocket.cs</h3><pre name="code" class="java">using UnityEngine;
using System.Collections;
using System;
using System.Threading;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
 
public class JFSocket
{
 
    //Socket客户端对象
    private Socket clientSocket;
    //JFPackage.WorldPackage是我封装的结构体,
    //在与服务器交互的时候会传递这个结构体
    //当客户端接到到服务器返回的数据包时,我把结构体add存在链表中。
    public List<JFPackage.WorldPackage> worldpackage;
    //单例模式
    private static JFSocket instance;
    public static JFSocket GetInstance()
    {
        if (instance == null)
        {
            instance = new JFSocket();
        }
        return instance;
    }
 
    //单例的构造函数
    JFSocket()
    {
        //创建Socket对象, 这里我的连接类型是TCP
        clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        //服务器IP地址
        IPAddress ipAddress = IPAddress.Parse("192.168.1.106");
        //服务器端口
        IPEndPoint ipEndpoint = new IPEndPoint(ipAddress, 8800);
        //这是一个异步的建立连接,当连接建立成功时调用connectCallback方法
        IAsyncResult result = clientSocket.BeginConnect(ipEndpoint, new AsyncCallback(connectCallback), clientSocket);
        //这里做一个超时的监测,当连接超过5秒还没成功表示超时
        bool success = result.AsyncWaitHandle.WaitOne(5000, true);
        if (!success)
        {
            //超时
            Closed();
            Debug.Log("connect Time Out");
        }
        else
        {
            //与socket建立连接成功,开启线程接受服务端数据。
            worldpackage = new List<JFPackage.WorldPackage>();
            Thread thread = new Thread(new ThreadStart(ReceiveSorket));
            thread.IsBackground = true;
            thread.Start();
        }
    }
 
    private void connectCallback(IAsyncResult asyncConnect)
    {
        Debug.Log("connectSuccess");
    }
 
    private void ReceiveSorket()
    {
        //在这个线程中接受服务器返回的数据
        while (true)
        {
 
            if (!clientSocket.Connected)
            {
                //与服务器断开连接跳出循环
                Debug.Log("Failed to clientSocket server.");
                clientSocket.Close();
                break;
            }
            try
            {
                //接受数据保存至bytes当中
                byte[] bytes = new byte[4096];
                //Receive方法中会一直等待服务端回发消息
                //如果没有回发会一直在这里等着。
                int i = clientSocket.Receive(bytes);
                if (i <= 0)
                {
                    clientSocket.Close();
                    break;
                }
 
                //这里条件可根据你的情况来判断。
                //因为我目前的项目先要监测包头长度,
                //我的包头长度是2,所以我这里有一个判断
                if (bytes.Length > 8)
                {
                    SplitPackage(bytes, 0);
                }
                else
                {
                    Debug.Log("length is not  >  8");
                }
 
            }
            catch (Exception e)
            {
                Debug.Log("Failed to clientSocket error." + e);
                clientSocket.Close();
                break;
            }
        }
    }
 
    private void SplitPackage(byte[] bytes, int index)
    {
        //在这里进行拆包,因为一次返回的数据包的数量是不定的
        //所以需要给数据包进行查分。
        while (true)
        {
            //包头是2个字节
            byte[] head = new byte[8];
            int headLengthIndex = index + 8;
            //把数据包的前两个字节拷贝出来
            Array.Copy(bytes, index, head, 0, 8);
            //计算包头的长度
            short length = BitConverter.ToInt16(head, 0);
            //当包头的长度大于0 那么需要依次把相同长度的byte数组拷贝出来
            if (length > 0)
            {
                byte[] data = new byte[length];
                //拷贝出这个包的全部字节数
                Array.Copy(bytes, headLengthIndex, data, 0, length);
                //把数据包中的字节数组强制转换成数据包的结构体
                //BytesToStruct()方法就是用来转换的
                //这里需要和你们的服务端程序商量,
                JFPackage.WorldPackage wp = new JFPackage.WorldPackage();
                wp = (JFPackage.WorldPackage)BytesToStruct(data, wp.GetType());
                //把每个包的结构体对象添加至链表中。
                worldpackage.Add(wp);
                //将索引指向下一个包的包头
                index = headLengthIndex + length;
 
            }
            else
            {
                //如果包头为0表示没有包了,那么跳出循环
                break;
            }
        }
    }
 
    //向服务端发送一条字符串
    //一般不会发送字符串 应该是发送数据包
    public void SendMessage(string str)
    {
        byte[] msg = Encoding.UTF8.GetBytes(str);
 
        if (!clientSocket.Connected)
        {
            clientSocket.Close();
            return;
        }
        try
        {
            //int i = clientSocket.Send(msg);
            IAsyncResult asyncSend = clientSocket.BeginSend(msg, 0, msg.Length, SocketFlags.None, new AsyncCallback(sendCallback), clientSocket);
            bool success = asyncSend.AsyncWaitHandle.WaitOne(5000, true);
            if (!success)
            {
                clientSocket.Close();
                Debug.Log("Failed to SendMessage server.");
            }
        }
        catch
        {
            Debug.Log("send message error");
        }
    }
 
    //向服务端发送数据包,也就是一个结构体对象
    public void SendMessage(object obj)
    {
 
        if (!clientSocket.Connected)
        {
            clientSocket.Close();
            return;
        }
        try
        {
            //先得到数据包的长度
            //short size = (short)Marshal.SizeOf(obj);
            //把数据包的长度写入byte数组中
            //byte[] head = BitConverter.GetBytes(size);
            //把结构体对象转换成数据包,也就是字节数组
            byte[] data = StructToBytes(obj);
 
            //此时就有了两个字节数组,一个是标记数据包的长度字节数组, 一个是数据包字节数组,
            //同时把这两个字节数组合并成一个字节数组
 
            //byte[] newByte = new byte[head.Length + data.Length];
            //Array.Copy(head, 0, newByte, 0, head.Length);
            //Array.Copy(data, 0, newByte, head.Length, data.Length);
 
            //计算出新的字节数组的长度
            //int length = Marshal.SizeOf(size) + Marshal.SizeOf(obj);
            Debug.Log("data len "+data.Length);
 
            //向服务端异步发送这个字节数组
            IAsyncResult asyncSend = clientSocket.BeginSend(data, 0, data.Length, SocketFlags.None, new AsyncCallback(sendCallback), clientSocket);
            //监测超时
            bool success = asyncSend.AsyncWaitHandle.WaitOne(5000, true);
            if (!success)
            {
                clientSocket.Close();
                Debug.Log("Time Out !");
            }
 
        }
        catch (Exception e)
        {
            Debug.Log("send message error: " + e);
        }
    }
 
    //结构体转字节数组
    public byte[] StructToBytes(object structObj)
    {
 
        int size = Marshal.SizeOf(structObj);
        IntPtr buffer = Marshal.AllocHGlobal(size);
        try
        {
            Marshal.StructureToPtr(structObj, buffer, false);
            byte[] bytes = new byte[size];
            Marshal.Copy(buffer, bytes, 0, size);
            return bytes;
        }
        finally
        {
            Marshal.FreeHGlobal(buffer);
        }
    }
    //字节数组转结构体
    public object BytesToStruct(byte[] bytes, Type strcutType)
    {
        int size = Marshal.SizeOf(strcutType);
        IntPtr buffer = Marshal.AllocHGlobal(size);
        try
        {
            Marshal.Copy(bytes, 0, buffer, size);
            return Marshal.PtrToStructure(buffer, strcutType);
        }
        finally
        {
            Marshal.FreeHGlobal(buffer);
        }
 
    }
 
    private void sendCallback(IAsyncResult asyncSend)
    {
 
    }
 
    //关闭Socket
    public void Closed()
    {
 
        if (clientSocket != null && clientSocket.Connected)
        {
            clientSocket.Shutdown(SocketShutdown.Both);
            clientSocket.Close();
        }
        clientSocket = null;
    }
 
}

test.cs


using UnityEngine;
using System.Collections;
 
public class test : MonoBehaviour {
    public JFSocket mJFsocket;
 
    // Use this for initialization
    void Start () {
        mJFsocket = JFSocket.GetInstance();
 
    }
     
    // Update is called once per frame
    void Update () {
     
    }
 
    void OnGUI()
    {
        if (GUI.Button(new Rect(100, 100, 200, 20), "click_"))
        {
            JFPackage.WorldPackage _p = new JFPackage.WorldPackage(127,12,10001,System.Text.Encoding.UTF8.GetBytes("walk"));
 
            mJFsocket.SendMessage(_p);
 
        }
         
    }
 
}



 


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