tcp unity 图片_UnityTcpSocketSimple

static string IP = "127.0.0.1";

static int Port = 10010;

public static List ClientInfos = new List();

private void Start()

{

TcpServer = new TcpSocketServer(IP, Port);

TcpServer.Initialized();

TcpServer.OnConnection += OnConnection;

TcpServer.OnReceive += OnReceive;

TcpServer.OnClientQuit += OnClientQuit;

TcpServer.OnDisconnected += OnDisconnected;

TcpServer.Connection();

}

///

/// 监听客户端连接

///

///

void OnConnection(ClientInfo info)

{

string msg = "客户端 " + info.id + " 加入会话!";

Debug.Log(msg);

OnSendAllMsg(msg);

ClientInfos.Add(info);

GameManager.Instence.AddDropdownOptionData(info.id);

}

///

/// 监听接收客户端消息

///

///

///

void OnReceive(ClientInfo info, string msg)

{

Debug.Log("接收到客户端 " + info.id + " 消息: " + msg);

GameManager.Instence.textMessage= info.id + ": " + msg;

}

///

/// 监听客户端退出

///

///

void OnClientQuit(ClientInfo info)

{

Debug.Log("客户端 " + info.id + " 退出会话!");

ClientInfos.Remove(info);

GameManager.Instence.RemoveDropdownOptionData(info.id);

}

///

/// 服务器关闭

///

void OnDisconnected()

{

Debug.Log("服务端关闭!");

}

///

/// 群发消息

///

public static void OnSendAllMsg(string resMsg)

{

TcpServer.sendAllMsg(resMsg);

}

///

/// 发送消息给客户端

///

///

///

public static bool OnSendToClient(string idName, string resMsg)

{

bool state = false;

for (int i = 0; i < ClientInfos.Count; i++)

{

ClientInfo info = ClientInfos[i];

if (idName == info.id)

{

Socket socket = ClientInfos[i].socket;

TcpServer.Send(socket, resMsg);

state = true;

break;

}

}

return state;

}

private void OnDestroy()

{

if(TcpServer != null) TcpServer.Close();

}

private void OnApplicationQuit()

{

if(TcpServer != null) TcpServer.Close();

}

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
ENABLE_UNITY_COLLECTIONS_CHECKS是Unity中的一个编译器宏定义,用于启用Unity Collections库中的线程和处置安全检查。这个宏定义可以确保在使用Unity Collections库时,对于线程安全和资源释放的问题进行检查,以避免潜在的错误。\[1\] Unity Collections库提供了一些关键的类数组类型,如NativeArray和NativeSlice,以及一些数据结构,如NativeList和NativeQueue,这些都受到ENABLE_UNITY_COLLECTIONS_CHECKS宏定义的影响。\[2\] 但是需要注意的是,ENABLE_UNITY_COLLECTIONS_CHECKS主要用于单元测试框架中的断言,而不是用于生产代码的测试。因此,在生产代码中使用这个宏定义可能会导致性能下降,因为它会增加额外的检查和开销。\[3\] #### 引用[.reference_title] - *1* *3* [unity断言_Unity断言库](https://blog.csdn.net/culiao6493/article/details/108642656)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v91^insertT0,239^v3^insert_chatgpt"}} ] [.reference_item] - *2* [[Unity ECS] Unity Collections Package](https://blog.csdn.net/u013716859/article/details/122278432)[target="_blank" data-report-click={"spm":"1018.2226.3001.9630","extra":{"utm_source":"vip_chatgpt_common_search_pc_result","utm_medium":"distribute.pc_search_result.none-task-cask-2~all~insert_cask~default-1-null.142^v91^insertT0,239^v3^insert_chatgpt"}} ] [.reference_item] [ .reference_list ]
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