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首页 > 软件编程 > C#教程 > C#中Socket与Unity相结合

C#中Socket与Unity相结合示例代码

作者:青鱼谷雨

这篇文章主要给大家介绍了关于C#中Socket与Unity相结合的相关资料,文中通过示例代码介绍的非常详细,对大家的学习或者工作具有一定的参考学习价值,需要的朋友可以参考借鉴,下面随着小编来一起学习学习吧。

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,谢谢大家对脚本之家的支持。

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