Unity3D 异步Socket 网络编程

本文介绍了Unity3D中如何进行异步Socket网络编程,通过创建ClientSocket.cs脚本并演示与服务器的交互过程。文章详细阐述了相关API的使用,包括服务端监听客户端连接和客户端发送接收消息的实现。实验结果显示,Unity3D在主线程外利用线程池执行回调函数,确保了网络操作的异步性。
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简单的异步socket示例

简单过一下主要使用到的相关API:

public class Socket : IDisposable
{
public Socket(AddressFamily addressFamily, SocketType socketType, ProtocolType protocolType);
// 连接指定地址&端口
public void Connect(EndPoint remoteEP);
// 异步接收, 指定callback函数处理到来的函数(自动创建线程去跑callback函数)
public IAsyncResult BeginReceive(byte[] buffer, int offset, int size, SocketFlags socketFlags, AsyncCallback callback, object state);
// 异步发送, 类似BeginReceive
public IAsyncResult BeginSend(byte[] buffer, int offset, int size, SocketFlags socketFlags, AsyncCallback callback, object state);         
//....
}

Unity3D新建脚本文件:ClientSocket.cs

using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using UnityEngine.Assertions;
using System.Threading;

public class ClientSocketD
{
    //每个数据包都有一个2byte表示长度的头部
    const int PACKAGE_LEN_BYTE = 2;

    Socket m_socket = null;
    byte[] m_receiveBuffer = new byte[1 << (PACKAGE_LEN_BYTE * 2) + 2];
    int m_receiveBufUsed = 0;

    //这里定义数据包的分发函数, 如解密、拆箱成对象、分发对应处理函数
    public delegate void Dispatch(byte[] szData);
    Dispatch m_dispatch = null;

    static private ClientSocketD m_instance;

    private ClientSocketD()
    {
    }

    static public ClientSocketD GetInstance()
    {
        if(m_instance == null)
        {
            m_instance = new ClientSocketD();
        }
        return m_instance;
    }
    public bool IsConnect()
    {
        return m_socket == null;
    }

    public void Init(string server, int port, Dispatch handler = null)
    {
        m_dispatch = handler;
        IPHostEntry hostEntry = null;
        hostEntry = Dns.GetHostEntry(server);


        foreach (IPAddress address in hostEntry.AddressList)
        {
            IPEndPoint ipe = new IPEndPoint(address, port);
            Socket tempSocket =
                new Socket(ipe.AddressFamily, SocketType.Stream, ProtocolType.Tcp);

            tempSocket.Connect(ipe);

            if (tempSocket.Connected)
            {
                m_socket = tempSocket;
                Debug.Log("connect success");
                break;
            }
            else
            {
                continue;
            }
        }
        return;
    }

    static int GetPackLen(byte[] szData)
    {
        return ((int)szData[0] << 4) + szData[1];
    }
    //打包,在数据包开头用两字节记录包的大小。
    static byte[] PackBig2(byte[] data)
    {
        int iLen = data.Length;
        Assert.IsFalse(iLen <= 0 || iLen > (1 << PACKAGE_LEN_BYTE * 8), "C pack too big");

        byte[] szPackage = new byte[PACKAGE_LEN_BYTE + iLen];
        szPackage[0] = (byte)((iLen & 0xf0) >> 4);
        szPackage[1] = (byte)((iLen & 0x0f));
        Array.Copy(data, 0, szPackage, PACKAGE_LEN_BYTE, iLen);

        return szPackage;
    }

    //解包
    public void UnPackDispatch()
    {
        if (m_receiveBufUsed > PACKAGE_LEN_BYTE)
        {
            int len = GetPackLen(m_receiveBuffer);
            int start = 0;
            while (len + PACKAGE_LEN_BYTE <= m_receiveBufUsed - start)
            
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