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C# Socket与Unity相结合

2017-09-27  本文已影响132人  青鱼谷雨

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。

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。

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