1.服务端与客户端代码
- 服务器端:在VS创建一个空的C#项目NetworkServer
using System;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
namespace UnityServer
{
class NetworkServer
{
private static Socket serverSocket;
private static byte[] buffer = new byte[1024];
static void Main(string[] args)
{
/*创建一个socket对象*/
//寻址方式 套接字类型 协议方式
serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
/*绑定监听消息IP和端口号*/
serverSocket.Bind(new IPEndPoint(IPAddress.Any, 6000));//IPAddress.Any代表本机IP
Console.WriteLine("服务器端启动完成");
/*开始监听客户端的连接请求*/
serverSocket.Listen(100);//最多可以接收100个客户端请求
StartAccept();//接收客户端连接
Console.Read();//从标准输入流中读取下一个字符。当用户键入一些输入字符时,此方法基本上阻止其返回。一旦用户按ENTER键,它就会终止。
}
//接收客户端连接
static void StartAccept()
{
serverSocket.BeginAccept(AcceptCallback, null);
}
//接收客户端消息
static void StartReceive(Socket socket)
{
socket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, ReceiveCallback, socket);
}
static void ReceiveCallback(IAsyncResult iar)
{
Socket socket = iar.AsyncState as Socket;
int messgeLength = socket.EndReceive(iar);
if (messgeLength == 0)
{
return;
}
//将接收的消息转化为string类型
string str = Encoding.UTF8.GetString(buffer, 0, messgeLength);
Console.WriteLine(str);//打印接收的消息
StartReceive(socket);//循环调用本函数,一直接收消息
}
static void AcceptCallback(IAsyncResult iar)
{
Socket socket = serverSocket.EndAccept(iar);
Console.WriteLine("有个客户端连接过来了");
Send(socket,"你好,我是服务器");
StartReceive(socket);
StartAccept();//循环调用本函数,一直接收客户端连接
}
//向客户端发消息
static void Send(Socket socket,string str)
{
str = "由服务端发送:" + str;
var date = ASCIIEncoding.UTF8.GetBytes(str);
socket.Send(date);
}
}
}
- 客户端:在unity添加脚本NetworkClient.cs
using UnityEngine;
using System.Collections;
using System.Net.Sockets;
using System.Net;
using System.Text;
using System;
public class NetworkClient : MonoBehaviour
{
private Socket tcpSocket;//声明Socket
private byte[] buffer = new byte[1024];
public bool IsConnected = false;//是否已连接的标识
void Start()
{
//创建socket
tcpSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//连接服务器
IPAddress Ip = IPAddress.Parse("127.0.0.1");
IPEndPoint ip_end_point = new IPEndPoint(Ip, 6000);
try
{
tcpSocket.Connect(ip_end_point);
IsConnected = true;
Debug.Log("连接服务器成功");
}
catch
{
IsConnected = false;
Debug.Log("连接服务器失败");
return;
}
//开始接收消息
StartReceive();
//发送一条消息给服务器
Send("你好,我是客户端");
}
//接收消息
void StartReceive()
{
tcpSocket.BeginReceive(buffer, 0, buffer.Length, SocketFlags.None, ReceiveCallback, null);
}
void ReceiveCallback(IAsyncResult iar)
{
int messgeLength = tcpSocket.EndReceive(iar);
if (messgeLength == 0)
{
return;
}
//将接收的消息转化为string类型
string str = Encoding.UTF8.GetString(buffer, 0, messgeLength);
Debug.Log(str);//打印接收的消息
StartReceive();//循环调用本函数,一直接收消息
}
//发送消息
void Send(string str)
{
str = "由客户端发送:" + str;
tcpSocket.Send(ASCIIEncoding.UTF8.GetBytes(str));
}
}
- 在unity中create empty,挂载NetworkClient.cs脚本
- 先运行NetworkServer项目,再运行unity项目,运行结果如下
2.同一局域网下Socket才能通信
首先判断两个电脑是否在同一个局域网下
-
进入电脑A的DOS界面(“Windows”+“R”,然后输入cmd进入命令行界面),输入ipconfig查看ip地址
-
在B电脑打开命令行,ping一下A电脑的IP地址:能ping通说明在同一局域网下
使两个电脑处在同一个局域网下
控制面板→网络和共享中心→更改设配器设置→网络→双击连接的以太网络,然后点击属性按钮→接着双击“Internet 协议版本4”→接着把IP地址设定为以下的固定IP地址。