C#中Socket与Unity相结合示例代码
前言
初步接触了Socket,现使其与Unity相结合,做成一个简单的客户端之间可以互相发送消息的一个Test。下面话不多说了,来一起看看详细的介绍吧。
方法如下:
首先,是服务端的代码。
创建一个连接池,用于存储客户端的数量。
using System; using System.Net; using System.Net.Sockets; using System.Collections; using System.Collections.Generic; namespace Server { /// <summary> /// 对象池 /// </summary> public class Conn { //常量,用于表示传输的字节最大数量,最大接收的字节数 public const int buffer_Size = 1024; //Socket public Socket socket; //是否连接 public bool isUse = false; //传输数组,用来存储接受到的数据 public byte[] readBuff = new byte[buffer_Size]; public int buffCount = 0; /// <summary> /// 构造函数 /// </summary> public Conn() { readBuff = new byte[buffer_Size]; } /// <summary> /// 初始化 /// </summary> /// <param name="socket"></param> public void Init(Socket socket) { this.socket = socket; isUse = true; buffCount = 0; } /// <summary> /// 缓冲区剩下的字节数 /// </summary> /// <returns></returns> public int BuffRemain() { return buffer_Size - buffCount; } /// <summary> /// 获得客户端地址 /// </summary> /// <returns></returns> public string GetAdress() { if (!isUse) { return "无法获得地址"; } else { return socket.RemoteEndPoint.ToString(); } } /// <summary> /// 关闭连接 /// </summary> public void Close() { if (!isUse) { return; } else { Console.WriteLine("断开连接" + GetAdress()); socket.Close(); isUse = false; } } } }
对象池创建完成后,需要在创建一个连接类,用来维护客户端的连接。
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net; using System.Net.Sockets; namespace Server { class Serv { //监听套接字 public Socket listenfd; //客户端链接 public Conn[] conns; //最大的连接数量 public int maxConn = 50; //获取链接池索引,返回负数表示获取失败 public int NewIndex() { if(conns==null) { return -1; } for (int i = 0; i < conns.Length;i++ ) { if(conns[i]==null) { conns[i] = new Conn(); return i; }else if(conns[i].isUse==false) { return i; } } return -1; } //开启一个服务器 public void Start(string host,int port) { conns = new Conn[maxConn]; for (int i = 0; i < maxConn;i++ ) { conns[i] = new Conn(); } listenfd = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); IPAddress ipAdr = IPAddress.Parse(host); IPEndPoint ipEp = new IPEndPoint(ipAdr, port); //与一个本地终结点相关联 listenfd.Bind(ipEp); //监听 listenfd.Listen(maxConn); listenfd.BeginAccept(AcceptCb, listenfd); } //AcceptCb回调 public void AcceptCb(IAsyncResult ar) { try { Socket sSocket = ar.AsyncState as Socket; Socket socket = sSocket.EndAccept(ar); int index = NewIndex(); if(index<0) { socket.Close(); Console.WriteLine("连接已满"); } else { Conn conn = conns[index]; conn.Init(socket); string adr = conn.GetAdress(); Console.WriteLine("客户端连接[" + adr + "Conn池ID: " + index); conn.socket.BeginReceive(conn.readBuff, conn.buffCount, conn.BuffRemain(), SocketFlags.None, ReceiveCb, conn); } listenfd.BeginAccept(AcceptCb, listenfd); }catch(SocketException ex) { Console.WriteLine(ex); } } //ReceiveCb回调 public void ReceiveCb(IAsyncResult ar) { Conn conn = (Conn)ar.AsyncState; try { int count = conn.socket.EndReceive(ar); if(count<=0) { Console.WriteLine("收到:" + conn.GetAdress() + "断开连接"); conn.Close(); return; } string str = Encoding.UTF8.GetString(conn.readBuff,0,count); Console.WriteLine("接收到[" + conn.GetAdress() + "]数据" + str); byte[] bytes = Encoding.UTF8.GetBytes(str); for (int i = 0; i < conns.Length;i++ ) { if(conns[i]==null) continue; if (!conns[i].isUse) continue; Console.WriteLine("将消息传送给" + conns[i].GetAdress()); conns[i].socket.Send(bytes); } conn.socket.BeginReceive(conn.readBuff, conn.buffCount, conn.BuffRemain(), SocketFlags.None,ReceiveCb, conn); } catch(SocketException ex) { Console.WriteLine(ex); Console.WriteLine("收到:" + conn.GetAdress() + "断开连接"); conn.Close(); } } } }
最后是创建一个Unity的工程,搭建一个简单的页面,通过下面的代码你可以了解需要哪些组件
using UnityEngine; using System.Collections; using System.Net; using System.Net.Sockets; using UnityEngine.UI; using System.Collections.Generic; using System; public class net : MonoBehaviour { //ip和端口 public InputField hostInput; public InputField portInput; //显示客户端接受的消息 public Text recvText; public string recvStr; //显示客户端IP和端口 public Text clientText; //聊天输入框 public InputField TextInput; Socket socket; const int buffer_Size = 1024; public byte[] readBuff = new byte[buffer_Size]; void FixedUpdate() { recvText.text = recvStr; } //连接服务器(需要一个Button触发) public void Connetion() { recvText.text = ""; socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); string host = hostInput.text; int port = int.Parse(portInput.text); socket.Connect(host, port); clientText.text = "客户端地址:"+socket.LocalEndPoint.ToString(); socket.BeginReceive(readBuff, 0, buffer_Size, SocketFlags.None, ReceiveCb,socket); } /// <summary> /// 接受数据 /// </summary> /// <param name="ar"></param> public void ReceiveCb(IAsyncResult ar) { try { int count = socket.EndReceive(ar); string str = System.Text.Encoding.UTF8.GetString(readBuff, 0, count); if (recvStr.Length > 300) recvStr = ""; recvStr += socket.LocalEndPoint.ToString()+str + "\n"; Debug.Log("12346"); socket.BeginReceive(readBuff, 0, buffer_Size, SocketFlags.None, ReceiveCb, socket); }catch(SocketException ex) { Debug.Log(ex); } } /// <summary> /// 发送数据,(需要一个Button触发) /// </summary> public void Send() { string str = TextInput.text; byte[] tex = System.Text.Encoding.UTF8.GetBytes(str); try { socket.Send(tex); } catch(SocketException ex) { Debug.Log(ex); } } }
以上内容出自罗培羽老师《unity3d网络游戏实战》一书。
总结
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