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
以上就是这篇文章的全部内容了,希望本文的内容对大家的学习或者工作具有一定的参考学习价值,如果有疑问大家可以留言交流,谢谢大家对服务器之家的支持。
dy("nrwz");
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