[Unity]TCP与UDP通信

本篇博客讲述了如何在unity中实现简单的TCP和UDP通信功能,包含服务器端与客户端,并配有简易的交互界面,用来显示一些状态信息以及接收和发送的数据。

TCP服务器

新建场景将脚本挂在摄像机上面

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
/// <summary>
/// 其实服务器端就是 绑定IP 端口 然后监听   接收客户端的信息和给客户端发送信息
/// </summary>
public class TCPServer : MonoBehaviour
{

    private string info="NULL";//状态信息
    private string recMes = "NULL";// 接收到的信息
    private int recTimes = 0;//接收到的信息的次数

    private string inputIp = "127.0.0.1";//IP地址(本地)
    private string inputPort = "8080";//端口值
    private string inputMessage = "NULL";//用以发送的信息

    private Socket socketWatch;//用以监听的套接字
    private Socket socketSend;//用以和客户端通信的套接字

    private bool isSendData = false;//是否点击发送数据按钮
    private bool clickConnectBtn = false;//是否点击监听按钮
    /// <summary>
    /// 建立TCP通信连接
    /// </summary>
   private void ClickConnect()
   {
        try
        {
            int _port = Convert.ToInt32(inputPort);//获取端口号(32位,24字节)
            string _ip = inputIp;//获取IP地址
            Debug.Log("端口是" + _port);
            Debug.Log("ip地址是" + _ip);
            clickConnectBtn = true;  //点击了监听按钮,更改状态
            info = "ip地址:" + _ip + "端口号:" + _port;
            //点击开始监听按钮时,在服务器端创建一个负责监听IP和端口号的Socket
            socketWatch = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            IPAddress ip = IPAddress.Parse(_ip);
            IPEndPoint point = new IPEndPoint(ip, _port);//创建对象端口
            socketWatch.Bind(point);// 绑定端口号
            Debug.Log("监听成功");
            info = "监听成功";
            socketWatch.Listen(10);//设置监听,最大同是连接10台

            Thread thread = new Thread(Listen);
            thread.IsBackground = true;
            thread.Start(socketWatch);

        }
        catch
        {

        }
   }
    /// <summary>
    /// 等待客户端的连接 并且创建与之通信的Socket
    /// </summary>
    /// <param name="o"></param>
    private void Listen(object o)
    {
        try
        {
            Socket socketWatch = o as Socket;
            while(true)
            {
                socketSend = socketWatch.Accept();// 等到接收客户端连接
                Debug.Log(socketSend.RemoteEndPoint.ToString() + ":连接成功");
                info = socketSend.RemoteEndPoint.ToString() + ":连接成功";


                Thread r_thread = new Thread(ReceivedMessage);      //开启一个新线程,执行接收消息方法
                r_thread.IsBackground = true;
                r_thread.Start(socketSend);

                Thread s_thread = new Thread(SendMessage);   //开启一个新线程,执行发送消息方法
                s_thread.IsBackground = true;
                s_thread.Start(socketSend);

            }
        }
        catch 
        {

           
        }
    }
    /// <summary>
    /// 服务器端不停的接收客户端发来的消息
    /// </summary>
    /// <param name="o"></param>
    void ReceivedMessage(object o)
    {
        try
        {
            Socket socketSend = o as Socket;
            while(true)
            {
                byte[] buffer = new byte[1024 * 6];  //客户端连接服务器成功后,服务器接收客户端发送的消息
                int len = socketSend.Receive(buffer);  //实际接收到的有效字节数
                if (len == 0)
                    break;
                string str = Encoding.UTF8.GetString(buffer, 0, len);
                Debug.Log("接收的信息:" + socketSend.RemoteEndPoint + ":" + str);
                recMes = str;
                recTimes++;
                info = "接收到的信息:" + socketSend.RemoteEndPoint + ":" + str;
                Debug.Log("接收数据次数:" + recTimes);
            }
        }
        catch 
        {

        }
    }
    /// <summary>
    /// 服务器端不停的向客户端发送消息
    /// </summary>
    /// <param name="o"></param>
    void SendMessage(object o)
    {
        try
        {
            Socket socketSend = o as Socket;
            while (true)
            {
                if (isSendData)
                {
                    isSendData = false;
                    byte[] sendByte = Encoding.UTF8.GetBytes(inputMessage);
                    Debug.Log("发送的数据为 :" + inputMessage);
                    Debug.Log("发送的数据字节长度 :" + sendByte.Length);
                    socketSend.Send(sendByte);
                }
            }
        }
        catch
        {

        }
    }
    /// <summary>
    /// 关闭连接,释放资源
    /// </summary>
    private void OnDisable()
    {
        Debug.Log("begin OnDisable()");
        if(clickConnectBtn)
        {
            try
            {
                socketWatch.Shutdown(SocketShutdown.Both);//禁用Socket的发送和接收功能
                socketWatch.Close(); //关闭Socket连接并释放所有相关资源
                socketSend.Shutdown(SocketShutdown.Both);//禁用Socket的发送和接收功能
                socketSend.Close(); //关闭Socket连接并释放所有相关资源
            }
            catch (Exception e)
            {
                Debug.Log(e.Message);
            }
        }
        Debug.Log("end OnDisable()");
    }
    //交互界面(代码创建)
    void OnGUI()
    {
        GUI.color = Color.black;	//字体颜色

        GUI.Label(new Rect(65, 10, 80, 20), "状态信息");

        GUI.Label(new Rect(155, 10, 80, 70), info);

        GUI.Label(new Rect(65, 80, 80, 20), "接收到消息:");

        GUI.Label(new Rect(155, 80, 80, 20), recMes);

        GUI.Label(new Rect(65, 120, 80, 20), "发送的消息:");

        inputMessage = GUI.TextField(new Rect(155, 120, 100, 20), inputMessage, 20);

        GUI.Label(new Rect(65, 160, 80, 20), "本机ip地址:");

        inputIp = GUI.TextField(new Rect(155, 160, 100, 20), inputIp, 20);

        GUI.Label(new Rect(65, 200, 80, 20), "本机端口号:");

        inputPort = GUI.TextField(new Rect(155, 200, 100, 20), inputPort, 20);

        if (GUI.Button(new Rect(65, 240, 60, 20), "开始监听"))
        {
            ClickConnect();	//点击开始
        }

        if (GUI.Button(new Rect(65, 280, 60, 20), "发送数据"))
        {
            isSendData = true;	//发送数据
        }
    }
}

 运行,然后可以使用网络调式助手当客户端发送接收信息

网络调式助手下载链接:

https://download.csdn.net/download/weixin_46472622/87244262?spm=1001.2014.3001.5501

 TCP客户端

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
/// <summary>
/// 
/// </summary>
public class TCPClient : MonoBehaviour
{
    private string staInfo = "NULL";             //状态信息
    private string inputIp = "127.0.0.1";   //输入ip地址
    private string inputPort = "8080";           //输入端口号
    public string inputMes = "NULL";             //发送的消息
    private int recTimes = 0;                    //接收到信息的次数
    private string recMes = "NULL";              //接收到的消息
    private Socket socketSend;                   //客户端套接字,用来链接远端服务器
    private bool clickSend = false;              //是否点击发送按钮 

    /// <summary>
    /// 建立连接
    /// </summary>
    void ClickConnect()
    {
        try
        {
            int _port = Convert.ToInt32(inputPort);//获取端口号
            string _ip = inputIp;//获取ip地址
                                 //创建客户端Socket,获得远程ip和端口号
            socketSend = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            IPAddress ip = IPAddress.Parse(_ip);
            IPEndPoint point = new IPEndPoint(ip, _port);

            socketSend.Connect(point);
            Debug.Log("连接成功 , " + " ip = " + ip + " port = " + _port);
            staInfo = ip + ":" + _port + "  连接成功";

            Thread r_thread = new Thread(ReceivedMessage);//开启新的线程,不停的接收服务器发来的消息
            r_thread.IsBackground = true;
            r_thread.Start();


            Thread s_thread = new Thread(SendMessage);          //开启新的线程,不停的给服务器发送消息
            s_thread.IsBackground = true;
            s_thread.Start();
        }
        catch (Exception)
        {
            Debug.Log("IP或者端口号错误......");
            staInfo = "IP或者端口号错误......";
        }
    }
    /// <summary>
    /// 接收服务端返回的消息
    /// </summary>
    void ReceivedMessage()
    {
        while (true)
        {
            byte[] buffer = new byte[1024 * 6];
            int len = socketSend.Receive(buffer);
            if (len == 0)
            {
                break;
            }
            recMes = Encoding.UTF8.GetString(buffer, 0, len);
            Debug.Log("客户端接收到的数据 : " + recMes);
            recTimes++;
            staInfo = "接收到一次数据,接收次数为 :" + recTimes;
            Debug.Log("接收次数为:" + recTimes);
        }
    }
    /// <summary>
    /// 向服务器发送消息
    /// </summary>
    void SendMessage()
    {

        try
        {
            while (true)
            {
                clickSend = false;
                string msg = inputMes;
                byte[] buffer = new byte[1024 * 6];
                buffer = Encoding.UTF8.GetBytes(msg);
                socketSend.Send(buffer);
                Debug.Log("发送的数据为:" + msg);

            }
        }
        catch (Exception)
        {


        }
    }

    private void OnDisable()
    {
        Debug.Log("begin OnDisable()");

        if (socketSend.Connected)
        {
            try
            {
                socketSend.Shutdown(SocketShutdown.Both);    //禁用Socket的发送和接收功能
                socketSend.Close();                          //关闭Socket连接并释放所有相关资源
            }
            catch (Exception e)
            {
                print(e.Message);
            }
        }

        Debug.Log("end OnDisable()");
    }

    //用户界面
    void OnGUI()
    {
        GUI.color = Color.black;

        GUI.Label(new Rect(65, 10, 60, 20), "状态信息");

        GUI.Label(new Rect(135, 10, 80, 60), staInfo);

        GUI.Label(new Rect(65, 70, 50, 20), "服务器ip地址");

        inputIp = GUI.TextField(new Rect(125, 70, 100, 20), inputIp, 20);

        GUI.Label(new Rect(65, 110, 50, 20), "服务器端口");

        inputPort = GUI.TextField(new Rect(125, 110, 100, 20), inputPort, 20);

        GUI.Label(new Rect(65, 150, 80, 20), "接收到消息:");

        GUI.Label(new Rect(155, 150, 80, 20), recMes);

        GUI.Label(new Rect(65, 190, 80, 20), "发送的消息:");

        inputMes = GUI.TextField(new Rect(155, 190, 100, 20), inputMes, 20);

        if (GUI.Button(new Rect(65, 230, 60, 20), "开始连接"))
        {
            ClickConnect();
        }

        if (GUI.Button(new Rect(65, 270, 60, 20), "发送信息"))
        {
            clickSend = true;
        }
    }
}

UDP服务器

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

public class UDPServer : MonoBehaviour
{
    private Socket socket; //目标socket
    private EndPoint clientEnd; //客户端
    private IPEndPoint ipEnd; //侦听端口
    private string recvStr; //接收的字符串
    private string sendStr; //发送的字符串
    private byte[] recvData = new byte[1024]; //接收的数据,必须为字节
    private byte[] sendData = new byte[1024]; //发送的数据,必须为字节
    private int recvLen; //接收的数据长度
    private Thread connectThread; //连接线程

    private void Start()
    {
        InitSocket();
    }
    /// <summary>
    /// 初始化
    /// </summary>
    void  InitSocket()
    {
        //定义侦听端口,侦听任何IP
        ipEnd = new IPEndPoint(IPAddress.Any, 8999);
        Debug.Log(ipEnd);
        //定义套接字类型,在主线程中定义
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        //服务端需要绑定ip
        socket.Bind(ipEnd);
        //定义客户端
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 9000);
        clientEnd = (EndPoint)sender;
        Debug.Log(clientEnd);
        print("waiting for UDP dgram");

        //开启一个线程连接,必须的,否则主线程卡死
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();

    }

    //服务器发送
    void SocketSend(string sendStr)
    {
        //清空发送缓存
        sendData = new byte[1024];
        //数据类型转换
        sendData = Encoding.ASCII.GetBytes(sendStr);
        //发送给指定客户端
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, clientEnd);
    }
    //服务器接收
    void SocketReceive()
    {
        //进入接收循环
        while (true)
        {
            //对data清零
            recvData = new byte[1024];
            //获取客户端,获取客户端数据,用引用给客户端赋值
            recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
            print("message from: " + clientEnd.ToString()); //打印客户端信息
                                                            //输出接收到的数据
            recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
            print("我是服务器,接收到客户端的数据" + recvStr);
            //将接收到的数据经过处理再发送出去
            sendStr = "From Server: " + recvStr;
            SocketSend(sendStr);
        }
    }
    /// <summary>
    /// 连接关闭
    /// </summary>
     void SocketQuit()
    {
        if(connectThread!=null)
        {
            connectThread.Interrupt();
            connectThread.Abort();
        }
        if(socket!=null)
        {
            socket.Close();
        }
        print("disconnect");
    }
    private void OnApplicationQuit()
    {
        SocketQuit();
    }
}

 UDP客户端

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

public class UDPClient : MonoBehaviour
{
    public string editString = "hello wolrd"; //编辑框文字
                                              //以下默认都是私有的成员
    private Socket socket; //目标socket
    private EndPoint serverEnd; //服务端
    private IPEndPoint ipEnd; //服务端端口
    private string recvStr; //接收的字符串
    private string sendStr; //发送的字符串
    private byte[] recvData = new byte[1024]; //接收的数据,必须为字节
    private byte[] sendData = new byte[1024]; //发送的数据,必须为字节
    private int recvLen; //接收的数据长度
    private Thread connectThread; //连接线程

    void InitSocket()
    {
        //定义连接的服务器ip和端口,可以是本机ip,局域网,互联网
        ipEnd = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 8999);
        //定义套接字类型,在主线程中定义
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        //定义服务端
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        serverEnd = (EndPoint)sender;
        print("waiting for sending UDP dgram");

        //建立初始连接,这句非常重要,第一次连接初始化了serverEnd后面才能收到消息
        SocketSend("hello");

        //开启一个线程连接,必须的,否则主线程卡死
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }
    void SocketSend(string sendStr)
    {
        //清空发送缓存
        sendData = new byte[1024];
        //数据类型转换
        sendData = Encoding.ASCII.GetBytes(sendStr);
        //发送给指定服务端
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
    }
    //服务器接收
    void SocketReceive()
    {
        //进入接收循环
        while (true)
        {
            //对data清零
            recvData = new byte[1024];
            //获取客户端,获取服务端端数据,用引用给服务端赋值,实际上服务端已经定义好并不需要赋值
            recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
            print("message from: " + serverEnd.ToString()); //打印服务端信息
                                                            //输出接收到的数据
            recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
            print("我是客户端,接收到服务器的数据" + recvStr);
        }
    }

    //连接关闭
    void SocketQuit()
    {
        //关闭线程
        if (connectThread != null)
        {
            connectThread.Interrupt();
            connectThread.Abort();
        }
        //最后关闭socket
        if (socket != null)
            socket.Close();
    }

    // Use this for initialization
    void Start()
    {
        InitSocket(); //在这里初始化
    }

    void OnGUI()
    {
        editString = GUI.TextField(new Rect(10, 10, 100, 20), editString);
        if (GUI.Button(new Rect(10, 30, 60, 20), "send"))
            SocketSend(editString);
    }

    // Update is called once per frame
    void Update()
    {

    }

    void OnApplicationQuit()
    {
        SocketQuit();
    }

}

GitHub工程地址:

https://github.com/DAGUNIANGZHOU/NetWorkCommunications

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