聊天室_socket_TCP

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

namespace _聊天室_socket_TCP服务器端
{
class Program
{
static List clientlist = new List();
//广播消息
public static void BroadcastMessage(string message)
{
//存放所有没有连接的客户端
var notConnectedList = new List();

        foreach (var client in clientlist)
        {
            if (client.Connected)
                client.SendMessage(message);
            else
            {
                notConnectedList.Add(client);
            }
        }
        foreach (var temp in notConnectedList)
        {
            clientlist.Remove(temp);
        }
    }
    static void Main(string[] args)
    {
        Socket tcpServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        tcpServer.Bind(new IPEndPoint(IPAddress.Parse("192.168.0.112"), 7788));
        tcpServer.Listen(100);
        //可以接收到多个客户端的连接
        while (true)
        {
            Socket clientSocket = tcpServer.Accept();
            //把与每个客户端通信的逻辑(收发消息)放到client类里面进行处理
            Client client = new Client(clientSocket);
            clientlist.Add(client );
        }
        
    }
}
//用来跟客户端做通信
class Client
{
    private Socket clientSocket;
    private Thread t;
    private byte[] data = new byte[1024];//这是一个数据容器
    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 ))
            {
                clientSocket.Close();
                break;
            }
            int length = clientSocket.Receive(data);
            string message = Encoding.UTF8.GetString(data, 0, length);
            //接收到数据的时候,要把这个数据分发到客户端
            //广播这个消息
            Program.BroadcastMessage(message );
            Console.WriteLine("收到了消息"+message );
    }
    }
    public void SendMessage(string message)
    {
        byte[] data = Encoding.UTF8.GetBytes(message );
        clientSocket.Send(data);
    }
    
    public bool Connected
    {
        get { return clientSocket.Connected;}
    }
}

}

客户端

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

public class chatroom_client : MonoBehaviour
{
public string ipaddress = “192.168.0.112”;
public int port = 7788;
public UIInput textinput;
public UILable chatLable;
private Socket clientSocket;
private Thread t;
private byte[] data = new byte[1024];

void Start()
{
    ConnectToServer();
}


void Update()
{
    if(message!=null&&message!="")
    {
    chatLable.text+="\n"+message;
    message="";//清空消息
    }
    
}
void ConnectToServer()
{
    clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
    //与服务器端建立连接
    clientSocket.Connect(new IPEndPoint(IPAddress.Parse(ipaddress), port));
    //创建一个新的线程  用来接收消息
    t = new Thread(ReciveMessage);
   t.Start();
}    //用来循环接收消息
void ReciveMessage()
{
    while (true)
    {
        if (clientSocket.Connected == false)
            break;

        int length = clientSocket.Receive(data);
        string message = Encoding.UTF8.GetString(data, 0, length);
    }
 
}
//发送消息
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 OnDestory()
{
    clientSocket.Shutdown(SocketShutdown.Both);
    clientSocket.Close();//关闭连接
}

}

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