C#中Socket與Unity相結合示例代碼
前言
初步接觸了Socket,現(xiàn)使其與Unity相結合,做成一個簡單的客戶端之間可以互相發(fā)送消息的一個Test。下面話不多說了,來一起看看詳細的介紹吧。
方法如下:
首先,是服務端的代碼。
創(chuàng)建一個連接池,用于存儲客戶端的數(shù)量。
using System;
using System.Net;
using System.Net.Sockets;
using System.Collections;
using System.Collections.Generic;
namespace Server
{
/// <summary>
/// 對象池
/// </summary>
public class Conn
{
//常量,用于表示傳輸?shù)淖止?jié)最大數(shù)量,最大接收的字節(jié)數(shù)
public const int buffer_Size = 1024;
//Socket
public Socket socket;
//是否連接
public bool isUse = false;
//傳輸數(shù)組,用來存儲接受到的數(shù)據(jù)
public byte[] readBuff = new byte[buffer_Size];
public int buffCount = 0;
/// <summary>
/// 構造函數(shù)
/// </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>
/// 緩沖區(qū)剩下的字節(jié)數(shù)
/// </summary>
/// <returns></returns>
public int BuffRemain()
{
return buffer_Size - buffCount;
}
/// <summary>
/// 獲得客戶端地址
/// </summary>
/// <returns></returns>
public string GetAdress()
{
if (!isUse)
{
return "無法獲得地址";
}
else
{
return socket.RemoteEndPoint.ToString();
}
}
/// <summary>
/// 關閉連接
/// </summary>
public void Close()
{
if (!isUse)
{
return;
}
else
{
Console.WriteLine("斷開連接" + GetAdress());
socket.Close();
isUse = false;
}
}
}
}
對象池創(chuàng)建完成后,需要在創(chuàng)建一個連接類,用來維護客戶端的連接。
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
namespace Server
{
class Serv
{
//監(jiān)聽套接字
public Socket listenfd;
//客戶端鏈接
public Conn[] conns;
//最大的連接數(shù)量
public int maxConn = 50;
//獲取鏈接池索引,返回負數(shù)表示獲取失敗
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;
}
//開啟一個服務器
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);
//與一個本地終結點相關聯(lián)
listenfd.Bind(ipEp);
//監(jiān)聽
listenfd.Listen(maxConn);
listenfd.BeginAccept(AcceptCb, listenfd);
}
//AcceptCb回調
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("連接已滿");
}
else
{
Conn conn = conns[index];
conn.Init(socket);
string adr = conn.GetAdress();
Console.WriteLine("客戶端連接[" + 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回調
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() + "斷開連接");
conn.Close();
return;
}
string str = Encoding.UTF8.GetString(conn.readBuff,0,count);
Console.WriteLine("接收到[" + conn.GetAdress() + "]數(shù)據(jù)" + 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("將消息傳送給" + 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() + "斷開連接");
conn.Close();
}
}
}
}
最后是創(chuàng)建一個Unity的工程,搭建一個簡單的頁面,通過下面的代碼你可以了解需要哪些組件
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;
//顯示客戶端接受的消息
public Text recvText;
public string recvStr;
//顯示客戶端IP和端口
public Text clientText;
//聊天輸入框
public InputField TextInput;
Socket socket;
const int buffer_Size = 1024;
public byte[] readBuff = new byte[buffer_Size];
void FixedUpdate()
{
recvText.text = recvStr;
}
//連接服務器(需要一個Button觸發(fā))
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 = "客戶端地址:"+socket.LocalEndPoint.ToString();
socket.BeginReceive(readBuff, 0, buffer_Size, SocketFlags.None, ReceiveCb,socket);
}
/// <summary>
/// 接受數(shù)據(jù)
/// </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>
/// 發(fā)送數(shù)據(jù),(需要一個Button觸發(fā))
/// </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);
}
}
}
以上內容出自羅培羽老師《unity3d網(wǎng)絡游戲實戰(zhàn)》一書。
總結
以上就是這篇文章的全部內容了,希望本文的內容對大家的學習或者工作具有一定的參考學習價值,如果有疑問大家可以留言交流,謝謝大家對腳本之家的支持。
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