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();
}
}