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C#中Socket與Unity相結(jié)合示例代碼

2019-10-29 21:08:33
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供稿:網(wǎng)友

前言

初步接觸了Socket,現(xiàn)使其與Unity相結(jié)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(xì)的介紹吧。

方法如下:

首先,是服務(wù)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(gòu)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(guān)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(hù)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(fù)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(wù)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(jié)點相關(guān)聯(lián)   listenfd.Bind(ipEp);   //監(jiān)聽   listenfd.Listen(maxConn);   listenfd.BeginAccept(AcceptCb, listenfd);  }  //AcceptCb回調(diào)  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(diào)  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(wù)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(nèi)容出自羅培羽老師《unity3d網(wǎng)絡(luò)游戲?qū)崙?zhàn)》一書。

總結(jié)

以上就是這篇文章的全部內(nèi)容了,希望本文的內(nèi)容對大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價值,如果有疑問大家可以留言交流,謝謝大家對VEVB武林網(wǎng)的支持。


注:相關(guān)教程知識閱讀請移步到c#教程頻道。
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