Unity3d基于Socket通讯例子(转)
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 () {
}
}
附上小小工程一个,不嫌弃就拿走
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