(第三季)605-unity聊天室-客户端发送消息到服务器端

88 篇文章 0 订阅



using UnityEngine;
using System.Collections;
using System.Net.Sockets;
using System.Net;
using System.Text;

public class ChatManager : MonoBehaviour {

    public string ipaddress = "192.168.51.102";
    public int port = 7788;
    public UIInput textInput;

    private Socket clientSocket;

	// Use this for initialization
	void Start () {
        ConnectToServer();
    }
	
	// Update is called once per frame
	void Update () {
	
	}

    void ConnectToServer()
    {
        clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        // 跟服务器端建立连接
        clientSocket.Connect(new IPEndPoint(IPAddress.Parse(ipaddress), port));
        
    }

    void SendMessage(string message)
    {
        byte[] data = Encoding.UTF8.GetBytes(message);
        clientSocket.Send(data);
    }

    public void OnSendButtonClick()
    {
        string value = textInput.value;
        SendMessage(value);
        textInput.value = "";
    }

    void OnDestroy()
    {
        clientSocket.Shutdown(SocketShutdown.Both);
        clientSocket.Close();   // 关闭 连接
    }
}

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
//
using System.Net.Sockets;
using System.Net;

namespace _022聊天室_socket_tcp服务器端
{
    class Program
    {
        static List<Client> clientList = new List<Client>();
        static void Main(string[] args)
        {
            Socket tcpServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            tcpServer.Bind(new IPEndPoint(IPAddress.Parse("192.168.51.102"), 7788));

            tcpServer.Listen(100);
            Console.WriteLine("server running...");
            while (true)
            {
                Socket clientSocket = tcpServer.Accept();
                Console.WriteLine("a client is connected!");
                Client client = new Client(clientSocket);// 把与每个客户端通信的逻辑(首发消息)放到client类里面进行处理
                clientList.Add(client);
            }
        }
    }
}

using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;

namespace _022聊天室_socket_tcp服务器端
{
    /// <summary>
    /// 用来跟客户端做通信
    /// </summary>
    class Client
    {
        private Socket clientSocket;

        private Thread t;

        private byte[] data = new byte[1024];   // 这个是一个数据容器

        public Client(Socket s)
        {
            clientSocket = s;
            //启动一个线程,处理客户端的数据接收
            t = new Thread(ReceiveMessage);
            t.Start();
        }

        private void ReceiveMessage()
        {
            // 一直接收客户端的数据
            while(true)
            {
                // 在接收数据之前 判断一下socket连接是否断开
                if (clientSocket.Poll(10, SelectMode.SelectRead))
                {
                    break;  // 跳出循环 终止线程的执行
                }
                int length = clientSocket.Receive(data);
                string message = Encoding.UTF8.GetString(data, 0, length);
                // TODO 接收到数据的时候 要把这个数据 分发到客户端 
                //
                Console.WriteLine("收到了消息" + message);
            }
        }
    }
}








  • 0
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值