Unity使用TcpListener

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

public class TcpServer : MonoBehaviour {

    private List<TcpClient> listConnectedClients = new List<TcpClient>(new TcpClient[0]);
    private TcpListener tcpListener;
    private bool running = false;
    /// <summary>
    /// Background thread for TcpServer workload.  
    /// </summary>  
    private Thread tcpListenerThread;
    /// <summary>  
    /// Create handle to connected tcp client.  
    /// </summary>  
    private TcpClient connectedTcpClient;
    void Awake()
    {
        UnityThread.initUnityThread();
    }

    private void ListenForIncommingRequests()
    {
        tcpListener = new TcpListener(IPAddress.Any, 9999);
        tcpListener.Start();
        running = true;
        ThreadPool.QueueUserWorkItem(this.ListenerWorker, null);
    }
    private void ListenerWorker(object token)
    {
        while (running)
        {

            connectedTcpClient = tcpListener.AcceptTcpClient();
            listConnectedClients.Add(connectedTcpClient);
            Debug.Log("连接:" + listConnectedClients.Count);
            // Thread thread = new Thread(HandleClientWorker);
            // thread.Start(connectedTcpClient);
            ThreadPool.QueueUserWorkItem(this.HandleClientWorker, connectedTcpClient);
        }
        tcpListener.Stop();
    }
    private void HandleClientWorker(object token)
    {
        Byte[] bytes = new Byte[1024];
        using (var client = token as TcpClient)
        using (var nwStream = client.GetStream())
        {
            while (true)
            {
                //接收第一个数字,表示数据长度,占16位
                byte[] bufNumber = new byte[16];
                int byReadNumber = nwStream.Read(bufNumber, 0, 16);
                if (byReadNumber < 1)
                {
                    listConnectedClients.Remove(client);
                    Debug.Log("断开1:" + listConnectedClients.Count);
                    break;
                }
                string dataReceived = Encoding.UTF8.GetString(bufNumber, 0, byReadNumber);
                dataReceived = dataReceived.Trim();
                Debug.Log("收到:" + dataReceived);
            }

        }
        //  ThreadPool.QueueUserWorkItem(this.SendMessage, connectedTcpClient);
    }

    
    private void SendMessage(object token, string msg)
    {
        if (connectedTcpClient == null)
        {
            Debug.Log("Problem connectedTCPClient null");
            return;
        }
        var client = token as TcpClient;
        {
            try
            {
                NetworkStream stream = client.GetStream();
                if (stream.CanWrite)
                {
                    // Get a stream object for writing.    
                    // Convert string message to byte array.              
                    byte[] serverMessageAsByteArray = Encoding.ASCII.GetBytes(msg);
                    // Write byte array to socketConnection stream.            
                    stream.Write(serverMessageAsByteArray, 0, serverMessageAsByteArray.Length);
                    Debug.Log("Server sent his message - should be received by client");
                }
            }
            catch (SocketException socketException)
            {
                Debug.Log("Socket exception: " + socketException);
                return;
            }
        }
    }
    void Start()
    {
        tcpListenerThread = new Thread(new ThreadStart(ListenForIncommingRequests));
        tcpListenerThread.IsBackground = true;
        tcpListenerThread.Start();

    }

    private void OnDisable()
    {
        for (int i = 0; i < listConnectedClients.Count; i++)
        {
            listConnectedClients[i].GetStream().Close();
            listConnectedClients[i].Close();
        }
        tcpListener.Stop();
        running = false;
    }

}

Unity代码用到的UnityThread类参见这篇文章

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