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unity中建立 Socket 简单通信

2016-06-22 20:19 387 查看
本人是新手,但是找了很久都找不到类似的通讯源码,后来终于在一个网站上看到有关于Socket的通讯事例,所以就抄过来希望能够帮助更多像我一样的初学者!嘻嘻

首先创建一个C# 控制台应用程序, 直接服务器端代码丢进去,然后再到Unity 里面建立一个工程,把客户端代码挂到相机上,运行服务端,再运行客户端。 高手勿喷!~!

完全源码已经奉上,大家开始研究吧!! 嘎嘎嘎!

原文链接:http://www.u3dchina.com/forum.php?mod=viewthread&tid=4741&extra=page%3D1%26filter%3Dsortid%26sortid%3D14%26sortid%3D14
服务端代码:Program.cs

using System;

using System.Collections.Generic;

using System.Linq;

using System.Text;

using System.Net.Sockets;

namespace SoketDemo

{

class Program

{

// 设置连接端口

const int portNo = 500;

static void Main(string[] args)

{

// 初始化服务器IP

System.Net.IPAddress localAdd = System.Net.IPAddress.Parse("127.0.0.1");

// 创建TCP侦听器

TcpListener listener = new TcpListener(localAdd, portNo);

listener.Start();

// 显示服务器启动信息

Console.WriteLine("Server is starting...n");

// 循环接受客户端的连接请求

while (true)

{

ChatClient user = new ChatClient(listener.AcceptTcpClient());

// 显示连接客户端的IP与端口

Console.WriteLine(user._clientIP + " is joined...n");

}

}

}

}

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服务端代码:ChatClient.cs

using System;

using System.Collections.Generic;

using System.Linq;

using System.Text;

using System.Collections;

using System.Net.Sockets;

namespace SoketDemo

{

class ChatClient

{

public static Hashtable ALLClients = new Hashtable(); // 客户列表

private TcpClient _client; // 客户端实体

public string _clientIP; // 客户端IP

private string _clientNick; // 客户端昵称

private byte[] data; // 消息数据

private bool ReceiveNick = true;

public ChatClient(TcpClient client)

{

this._client = client;

this._clientIP = client.Client.RemoteEndPoint.ToString();

// 把当前客户端实例添加到客户列表当中

ALLClients.Add(this._clientIP, this);

data = new byte[this._client.ReceiveBufferSize];

// 从服务端获取消息

client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);

}

// 从客戶端获取消息

public void ReceiveMessage(IAsyncResult ar)

{

int bytesRead;

try

{

lock (this._client.GetStream())

{

bytesRead = this._client.GetStream().EndRead(ar);

}

if (bytesRead < 1)

{

ALLClients.Remove(this._clientIP);

Broadcast(this._clientNick + " has left the chat");

return;

}

else

{

string messageReceived = System.Text.Encoding.ASCII.GetString(data, 0, bytesRead);

if (ReceiveNick)

{

this._clientNick = messageReceived;

Broadcast(this._clientNick + " has joined the chat.");

//this.sendMessage("hello");

ReceiveNick = false;

}

else

{

Broadcast(this._clientNick + ">" + messageReceived);

}

}

lock (this._client.GetStream())

{

this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);

}

}

catch (Exception ex)

{

ALLClients.Remove(this._clientIP);

Broadcast(this._clientNick + " has left the chat.");

}

}

// 向客戶端发送消息

public void sendMessage(string message)

{

try

{

System.Net.Sockets.NetworkStream ns;

lock (this._client.GetStream())

{

ns = this._client.GetStream();

}

// 对信息进行编码

byte[] bytesToSend = System.Text.Encoding.ASCII.GetBytes(message);

ns.Write(bytesToSend, 0, bytesToSend.Length);

ns.Flush();

}

catch (Exception ex)

{

}

}

// 向客户端广播消息

public void Broadcast(string message)

{

Console.WriteLine(message);

foreach (DictionaryEntry c in ALLClients)

{

((ChatClient)(c.Value)).sendMessage(message + Environment.NewLine);

}

}

}

}

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客户端代码 :ClientHandler

using UnityEngine;

using System.Collections;

using System;

using System.Collections.Generic;

using System.ComponentModel;

using System.Text;

using System.Net.Sockets;

public class ClientHandler : MonoBehaviour

{

const int portNo = 500;

private TcpClient _client;

byte[] data;

public string nickName = "";

public string message = "";

public string sendMsg = "";

void OnGUI()

{

nickName = GUI.TextField(new Rect(10, 10, 100, 20), nickName);

message = GUI.TextArea(new Rect(10, 40, 300, 200), message);

sendMsg = GUI.TextField(new Rect(10, 250, 210, 20), sendMsg);

if (GUI.Button(new Rect(120, 10, 80, 20), "Connect"))

{

//Debug.Log("hello");

this._client = new TcpClient();

this._client.Connect("127.0.0.1", portNo);

data = new byte[this._client.ReceiveBufferSize];

//SendMessage(txtNick.Text);

SendMessage(nickName);

this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);

};

if (GUI.Button(new Rect(230, 250, 80, 20), "Send"))

{

SendMessage(sendMsg);

sendMsg = "";

};

}

public void SendMessage(string message)

{

try

{

NetworkStream ns = this._client.GetStream();

byte[] data = System.Text.Encoding.ASCII.GetBytes(message);

ns.Write(data, 0, data.Length);

ns.Flush();

}

catch (Exception ex)

{

//MessageBox.Show(ex.ToString());

}

}

public void ReceiveMessage(IAsyncResult ar)

{

try

{

int bytesRead;

bytesRead = this._client.GetStream().EndRead(ar);

if (bytesRead < 1)

{

return;

}

else

{

Debug.Log(System.Text.Encoding.ASCII.GetString(data, 0, bytesRead));

message += System.Text.Encoding.ASCII.GetString(data, 0, bytesRead);

}

this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);

}

catch (Exception ex)

{

}

}

}

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