Unity 使用Scoket

1、客户端
using System.Net;
using System.Text;
using UnityEngine;
using System;
using System.Threading;
public class Client : MonoBehaviour
{
    private Socket socket;
    private void Start()
    {
        CreateClient();
    }
    void CreateClient() 
    {
        IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
        IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 12345);
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        socket.Connect(localEndPoint);
        Thread thread = new Thread(ReceiveMessage);
        thread.Start();
    }
    private void ReceiveMessage(object obj)
    {
        while (true)
        {
            byte[] buffer = new byte[1024];
            int bytesRec = socket.Receive(buffer);
            string data = Encoding.UTF8.GetString(buffer, 0, bytesRec);
            print(data);
        }
    }
    public void SendMethod(string name) 
    {
        // 发送数据
        string message = "Hello:"+name;
        byte[] msg = Encoding.UTF8.GetBytes(message);
        socket.Send(msg);
    }
}
2、服务器端
using System.Collections.Generic;
using System.Net.Sockets;
using System.Net;
using System.Text;
using UnityEngine;
using System.Threading;
public class Server : MonoBehaviour
{
    private Socket listener;
    private Dictionary<string, Socket> clientSockets = new Dictionary<string, Socket>();
    void Start()
    {
        CreateServer();
    }
    void CreateServer()
    {
        listener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
        IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 12345);
        listener.Bind(localEndPoint);
        listener.Listen(0);
        Thread thread = new Thread(Listen);
        thread.IsBackground = true;
        thread.Start();
    }
    void Listen()
    {
        while (true)
        {
            Socket handler = listener.Accept();
            byte[] buffer = new byte[1024];
            int bytesRec = handler.Receive(buffer);
            string data = Encoding.UTF8.GetString(buffer, 0, bytesRec);
            print($"Received: {data}");

            //开个线程接收数据
            Thread thread = new Thread(ReceiveMessage);
            thread.IsBackground = true;//设置为后台线程,主线程停止后,开始线程停止。
            thread.Start(handler);
            //保存客户端
            if (!clientSockets.ContainsKey(handler.RemoteEndPoint.ToString()))
            {
                clientSockets.Add(handler.RemoteEndPoint.ToString(), handler);
            }
        }
    }
    void ReceiveMessage(object obj)
    {
        Socket newSocket = (Socket)obj;
        while (true)
        {
            try
            {
                byte[] buffer = new byte[1024];
                int bytesRec = newSocket.Receive(buffer);
                string data = Encoding.UTF8.GetString(buffer, 0, bytesRec);
                Debug.Log((newSocket.RemoteEndPoint.ToString() + "#" + data));
                SendMessageMethod(newSocket.RemoteEndPoint.ToString() + "#" + data);
            }
            catch
            {
            }
        }
    }
    //广播消息
    void SendMessageMethod(string message)
    {
        byte[] bs = new byte[1024];
        byte[] msg = Encoding.ASCII.GetBytes(message);

        foreach (var item in clientSockets)
        {
            item.Value.Send(msg);
        }
    }
     关闭连接
    //handler.Shutdown(SocketShutdown.Both);
    //handler.Close();

    //停止线程
    // 在需要的时候停止线程
    //thread.Abort();
    //休眠线程
    //在需要的时候休眠线程里执行--毫秒
    //Thread.Sleep(1000);
    //操作同一个数据的时候要加个锁
    
    // lock(obj)
    // {
    		//操作的数据
    //  }



}
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