游戏开发之网络篇_05 Socket异步发送接收数据介绍和使用

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我们有了服务器之后我们便可以去向服务器发送数据啦~~~
同样客户端我仍旧会使用异步的发送去发送和接收数据.
话不多说,直接上代码吧~~~

using UnityEngine;
using System.Net.Sockets;
using System;

public class Test : MonoBehaviour
{
    private const string IP = "127.0.0.1";

    private const int Port = 8888;

    //定义套接字
    private Socket socket;

    //接收缓冲区
    private byte[] readBuff = new byte[1024];

    private string recvStr = "";


    //连接服务器
    public void Connetion()
    {
        //Socket
        socket = new Socket(AddressFamily.InterNetwork,
            SocketType.Stream, ProtocolType.Tcp);

        socket.BeginConnect(IP, Port, ConnectCallback, socket);
    }

    //Connect回调
    public void ConnectCallback(IAsyncResult ar)
    {
        try
        {
            Socket socket = (Socket) ar.AsyncState;
            socket.EndConnect(ar);
            Debug.Log("Socket Connect Succ ");
            socket.BeginReceive(readBuff, 0, 1024, 0,
                ReceiveCallback, socket);
        }
        catch (SocketException ex)
        {
            Debug.Log("Socket Connect fail" + ex.ToString());
        }
    }

    //Receive回调
    public void ReceiveCallback(IAsyncResult ar)
    {
        try
        {
            Socket socket = (Socket) ar.AsyncState;
            int count = socket.EndReceive(ar);
            string s = System.Text.Encoding.UTF8.GetString(readBuff, 0, count);
            recvStr = s + "\n" + recvStr;
            Debug.Log("接收到的服务器发送过来的数据为:" + recvStr);
            socket.BeginReceive(readBuff, 0, 1024, 0,
                ReceiveCallback, socket);
        }
        catch (SocketException ex)
        {
            Debug.Log("Socket Receive fail" + ex.ToString());
        }
    }

    //发送消息到服务器
    public void Send()
    {
        //Send
        string sendStr = "这是发送的测试数据呀";
        byte[] sendBytes = System.Text.Encoding.UTF8.GetBytes(sendStr);
        socket.BeginSend(sendBytes, 0, sendBytes.Length, 0, SendCallback, socket);
    }

    //Send回调
    public void SendCallback(IAsyncResult ar)
    {
        try
        {
            Socket socket = (Socket) ar.AsyncState;
            int count = socket.EndSend(ar);
            Debug.Log("Socket Send succ " + count);
        }
        catch (SocketException ex)
        {
            Debug.Log("Socket Send fail" + ex.ToString());
        }
    }
}
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