Unity3d基于Socket通讯例子(转)

coding

按语:按照下文,服务端利用网络测试工具,把下面客户端代码放到U3D中摄像机上,运行结果正确。

http://www.manew.com/thread-102109-1-1.html

在一个网站上看到有关于Socket的通讯事例,就拿来学习学习,高手就莫喷!原文链接:http://bbs.9ria.com/thread-364859-1-1.html首先, 直接两个服务器端代码丢到相机上,然后也把客户端代码挂到相机上,发布服务端,再把服务器两个代码勾掉再发布客户端最后运行服务端,再运行客户端。 unity里面展示:file:///C:/Users/Administrator/AppData/Local/YNote/data/qq233344ACD512D13C553FF71505B4C730/8d394e1cb202445dafbc1da3c2f90daa/clipboard.png <ignore_js_op>

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file:///C:/Users/Administrator/AppData/Local/YNote/data/qq233344ACD512D13C553FF71505B4C730/8d394e1cb202445dafbc1da3c2f90daa/clipboard.png 运行效果: <ignore_js_op>

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服务端代码:Progrm.CS

[C#]

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using

System;

using

UnityEngine;

using

System.Collections;

using

System.Net.Sockets;

using

UnityEngine.UI;

using

System.Net;

using

System.Threading;

  

public

class

Program : MonoBehaviour

{

    

// 设置连接端口

    

const

int

portNo = 500;

    

// Use this for initialization

    

void

Start () {

        

Thread myThread =

new

Thread(ListenClientConnect);

//开启协程

        

myThread.Start();

    

}

    

// Update is called once per frame

    

void

Update () {

}

    

private

void

ListenClientConnect()

    

{

        

// 初始化服务器IP

        

IPAddress localAdd = 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

       

// oldstr = String.Concat("正在启动服务器!");

       

// textshow.text = oldstr;

        

//("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

            

print(user._clientIP +

" 加入服务器\n"

);

        

}

    

}

  

}

服务端代码:ChatClient.CS

[C#]

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using

UnityEngine;

using

System.Collections;

using

System.Net.Sockets;

using

System;

using

System.Net;

using

System.Threading;

using

UnityEngine.UI;

using

System.Text;

 

public

class

ChatClient : MonoBehaviour {

    

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 +

" 已经离开服务器"

);

//已经离开服务器

                

return

;

            

}

            

else

            

{

                

string

messageReceived = Encoding.UTF8.GetString(data, 0, bytesRead);

                

if

(ReceiveNick)

                

{

                   

this

._clientNick = messageReceived;

                   

Broadcast(

this

._clientNick +

" 已经进入服务器"

);

//已经进入服务器

                   

//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 +

" 已经离开服务器"

);

//已经离开服务器

        

}

    

}

 

    

// 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 = Encoding.UTF8.GetBytes(message);

            

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

            

ns.Flush();

        

}

        

catch

(Exception ex)

        

{

                  

Debug.Log(

"Error:"

+ex);

        

}

    

}

 

    

// 向客户端广播消息

    

public

void

Broadcast(

string

message)

    

{

       

// oldstr= message+"\n";

        

print( message);

//打印消息

 

        

foreach

(DictionaryEntry c

in

ALLClients)

        

{

            

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

        

}

    

}

    

void

Update()

    

{

    

}

}

客户端代码:ClientHandler.CS

[C#]

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using

UnityEngine;

using

System.Collections;

using

System.Net.Sockets;

using

System;

using

System.Text;

 

public

class

ClientHandler : MonoBehaviour {

 

    

const

int

portNo = 500;

    

private

TcpClient _client;

    

private 

byte

[] data;

 

    

public

string

nickName =

""

;

    

public

string

message =

""

;

    

public

string

sendMsg =

""

;

    

// Use this for initialization

    

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];

 

            

//SendMyMessage(txtNick.Text);

            

SendMyMessage(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"

))

        

{

            

SendMyMessage(sendMsg);

            

sendMsg =

""

;

        

};

    

}

 

    

/// <summary>

    

/// 向服务器发送数据(发送聊天信息)

    

/// </summary>

    

/// <param name="message"></param>

    

public

void

SendMyMessage(

string

message)

    

{

        

try

        

{

            

NetworkStream ns =

this

._client.GetStream();

 

            

byte

[] data = Encoding.UTF8.GetBytes(message);

 

            

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

            

ns.Flush();

        

}

        

catch

(Exception ex)

        

{

            

Debug.Log(

"Error:"

+ ex);

        

}

    

}

    

/// <summary>

    

/// 接收服务器的数据(聊天信息)

    

/// </summary>

    

/// <param name="ar"></param>

    

public

void

ReceiveMessage(IAsyncResult ar)

    

{

        

try

        

{

            

int

bytesRead;

            

bytesRead =

this

._client.GetStream().EndRead(ar);

 

            

if

(bytesRead < 1)

            

{

                

return

;

            

}

            

else

            

{           

                

message += Encoding.UTF8.GetString(data, 0, bytesRead).ToString();

            

}

 

            

this

._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(

this

._client.ReceiveBufferSize), ReceiveMessage,

null

);

        

}

        

catch

(Exception ex)

        

{

            

print(

"Error:"

+ ex);

        

}

    

}

    

void

Start () {

}

// Update is called once per frame

  

void

Update () {

  

}

}

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