u3d 异步Socket入门

首先建立Client类,声明字段:

    Socket _socket;
    string ip ;
    int port ;
    byte[] buffer = new byte[1024];

构造函数始化字段:

    public Client(string ip,int port)
    {
        this.ip = ip;
        this.port = port;
    }

Socket通信分为同步操作模式和异步操作模式,同步模式在建立连接之前/收到消息之前会阻塞当前进程,异步模式不会阻塞当前进程。在这里我们采用c#的socket异步连接;在c#中,几乎所有的异步连接,都会以Begin开头,所有的Begin都接收一个以IAsyncResult 为参数的回调函数。其中End也在其中,返回异步操作的结果;而IAsyncResult的AsyncState属性会返回一个object,我们用来还原异步操作的对象,也就是socket;然后用这个socket,来调用end方法socket.EndXXX,来得到异步操作的结果。服务端需要循环调用,达到循环接收连接以及接受消息的目的;

建立开始连接函数

 public void Connect()
    {
        _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        IPAddress ipadd = IPAddress.Parse(ip);
        IPEndPoint endPoint = new IPEndPoint(ipadd, port);
        _socket.BeginConnect(endPoint, ConnectAsyn, _socket);
    }
    void ConnectAsyn(IAsyncResult ar)
    {
        Socket  socket = ar.AsyncState as Socket;
   
        Debug.LogError("主动链接成功==>>" + socket.RemoteEndPoint.ToString());
        socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, Receive, socket);
    }
    void Receive(IAsyncResult ar)
    {
      Socket  socket = ar.AsyncState as Socket;
        int ReceiveCount = socket.EndReceive(ar);
        if (ReceiveCount <= 0)
            Debug.LogError("接收出错");

        string str = System.Text.Encoding.UTF8.GetString(buffer, 0, ReceiveCount);
        Debug.LogError("接收到了==>>" + str);
        socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, Receive, socket);
    }

   public void Send()
    {
        string str = "hello";
        byte[] data = System.Text.Encoding.UTF8.GetBytes(str);
        _socket.Send(data);
    }

然后建立Server类:

 public class Server 
    {
        Dictionary<string, Socket> ConnectSocket = new Dictionary<string, Socket>();
        Socket socket;
        byte[] buffer = new byte[1024];
        int maxConnectCount = 10;

        IPEndPoint point = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 8888);

        public void init()
        {
            socket=new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
            socket.Bind(point);
            socket.Listen(maxConnectCount);
            Accept();
        }
        void Accept()
        {
            socket.BeginAccept(EndAccpet, socket);
        }
        void EndAccpet(IAsyncResult ar)
        {
            Socket socket = this.socket.EndAccept(ar);
            ConnectSocket.Add(socket.RemoteEndPoint.ToString(), socket);
            Debug.Log("接受一个新链接==>>" + socket.RemoteEndPoint.ToString());
            Receive(socket);
            byte[] data = System.Text.Encoding.UTF8.GetBytes(socket.RemoteEndPoint.ToString() + "连接成功");
            Send(socket, data);
            Accept();
        }

        void Receive(Socket socket)
        {
            socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, ReceiveAsyn, socket);
        }

        void ReceiveAsyn(IAsyncResult ar)
        {
            Socket socket = ar.AsyncState as Socket;
            int count = socket.EndReceive(ar);
            string str = System.Text.Encoding.UTF8.GetString(buffer, 0, count);
            Debug.Log("接收到的==>" + str);
            Send(socket, System.Text.Encoding.UTF8.GetBytes("欢迎连接!"));
            Receive(socket);
        }

        void Send(Socket socket, byte[] data)
        {
            socket.BeginSend(data, 0, data.Length, SocketFlags.None, EndSend, socket);
        }

        void EndSend(IAsyncResult ar)
        {
            Socket socket = ar.AsyncState as Socket;
            int count = socket.EndSend(ar);
            if (count <= 0)
            {
                Debug.Log("发送失败");
            }
            else
            {
                Debug.Log("发送成功==>" + count);
            }
        }
    }

最后进行测试:

public class Game : MonoBehaviour {

    Client client = new Client("127.0.0.1",8888);
    // Use this for initialization
    void Start () {
        Server server = new Server();
        server.init();
        client.Connect();
	}
	
	// Update is called once per frame
	void Update () {
        if(Input.GetKeyDown(KeyCode.Space))
        {
            client.Send();
        }
    }

 

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