一般游戏都有内置聊天系统,socket 也是常见网络通信方式之一,现在使用 socket 基于 TCP 实现游戏中“群聊”功能。
老规矩,先上效果图:
客户端:可以同时开启多个
服务端:
接下来上代码:
服务端:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net.Sockets;
using System.Net;
using System.Threading;
namespace Socket_Server // 服务端
{
class Program
{
static List<Socket> socketlist = new List<Socket>();
static void Main(string[] args)
{
// 实例化 socket
Socket server = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPAddress iP = new IPAddress(new byte[] { 192,168,0,114});
int port = 6000;
IPEndPoint point = new IPEndPoint(iP, port); // 绑定 ip 和 port
server.Bind(point);
server.Listen(10); // 开启监听
Console.WriteLine("【系统提示:服务器开启成功...】");
server.BeginAccept(new AsyncCallback(AcceptClient), server);
Console.ReadKey();
}
static void AcceptClient(IAsyncResult iar)
{
Socket server = iar.AsyncState as Socket;
Socket client = server.EndAccept(iar); // 保存异步链接的客户端
Console.WriteLine("【系统提示:有新的客户端链接进来...】");
socketlist.Add(client);
Console.WriteLine("【客户端IP:】"+client.RemoteEndPoint);
string msg = "系统信息:欢迎来到联盟";
byte[] data = Encoding.UTF8.GetBytes(msg);
client.Send(data); // 发送给客户端
Thread th = new Thread(ReceiveMsg); // 开启客户端线程
th.Start(client);
server.BeginAccept(new AsyncCallback(AcceptClient), server);
}
// 接受消息
static void ReceiveMsg(object obj)
{
Socket socket = obj as Socket;
while (true)
{
byte[] buffer = new byte[1024];
int length = 0;
try
{
length = socket.Receive(buffer);
}
catch (Exception e)
{
Console.WriteLine("Exception: " + e.Message);
IPEndPoint point = socket.RemoteEndPoint as IPEndPoint;
string ipEndpoint = point.Address.ToString();
Console.WriteLine(ipEndpoint + ":退出...");
socketlist.Remove(socket);
SendMsgToAll(ipEndpoint + ":有客户端退出..."); // 调用群发消息
break;
}
string resMsg = Encoding.UTF8.GetString(buffer, 0, length);
IPEndPoint IEP = socket.RemoteEndPoint as IPEndPoint;
string ip = IEP.Address.ToString();
string time = DateTime.Now.ToString();
resMsg = "[" + ip + " " + time + "]" + ": \n" + resMsg;
Console.WriteLine(resMsg);
SendMsgToAll(resMsg);
}
}
// 群发消息
static void SendMsgToAll(string resMsg)
{
// 把就收到的消息群发出去
for (int i = 0; i < socketlist.Count; i++)
{
socketlist[i].Send(Encoding.UTF8.GetBytes(resMsg));
}
}
}
}
客户端:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
public class Chat : MonoBehaviour {
Button send;
InputField msgIput;
Text showMsg;
string Message;
Socket client;
void Start () {
send = GameObject.Find("Send").GetComponent<Button>();
msgIput = GameObject.Find("MsgInput").GetComponent<InputField>();
showMsg = GameObject.Find("ShowMsg").GetComponent<Text>();
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
client.Connect(new IPEndPoint(IPAddress.Parse("192.168.0.114"), 6000));
send.onClick.AddListener(SendBtnOnClick);
Thread th = new Thread(new ThreadStart(ReceiveMsg));
th.Start();
}
void Update () {
showMsg.text = Message;
}
void OnDestroy()
{
client.Close();
}
void SendBtnOnClick()
{
client.Send(Encoding.UTF8.GetBytes(msgIput.text));
msgIput.text = "";
}
void ReceiveMsg()
{
while (true)
{
byte[] buffer = new byte[1024];
int length = client.Receive(buffer);
string resMsg = "\n" + Encoding.UTF8.GetString(buffer, 0, length);
string str = showMsg.text;
Debug.Log("收到:" + resMsg);
Message = str + resMsg;
}
}
}
基层实现原理值得好好钻研!