同一不加密Wi-Fi下创建聊天室

2017-02-15  本文已影响0人  清凉一夏微微暖

开启服务器,客户端通过Socket来寻找服务器的IP地址,脚本直接过摄像机就能运行,打包。
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;

using System.Threading;
using System.Net;
using System.Net.Sockets;
using System.Text;

public class Chat : MonoBehaviour {
public string ip = "127.0.0.1";
public int port=4865;
private int connectCount = 15;
private bool useNAT=false;//是否启用网络地址转换器
private string recMes="";//接收到的消息
private string sendMes="";//要发送的消息
NetworkView netWorkView;

// Use this for initialization
void Start () {
    netWorkView = GetComponent<NetworkView> ();
}

// Update is called once per frame
void Update () {

}
void OnGUI()
{
    
    switch (Network.peerType) 
    {
    case NetworkPeerType.Disconnected://未连接,开始创建
        StartCreat ();
        break;
    case NetworkPeerType.Server://服务器状态,启动服务器
        OnServer ();
        break;
    case NetworkPeerType.Client://客户端状态 开启客户端
        OnClient();
        break;
    case NetworkPeerType.Connecting://尝试连接
        Debug.Log ("链接中。。。");
        break;
    }
}
/// <summary>
/// 开始创建服务器或者客户端
/// </summary>
void StartCreat()
{
    GUILayout.BeginVertical ();
    if (GUILayout.Button("新建服务器")) 
    {
        NetworkConnectionError error = Network.InitializeServer (connectCount,port,useNAT);//初始化网络服务连接
        Debug.Log (error);
        serverIsRun=true;
        StartServer ();
    }
    if (GUILayout.Button("连接服务器")) 
    {
        clientIsRun = true;
        StartClient ();
        NetworkConnectionError error = Network.Connect (ip,port);//根据服务器IP和端口连接
        Debug.Log(error);
    }
    GUILayout.EndVertical ();
}

private string strInfo;
Thread serverThread=null;//服务器线程
UdpClient UdpSend=null;//Udp网络传输
Thread clientThread=null;//客户端线程
UdpClient UdpListen=null;//客户端传输

bool serverIsRun=false;
bool clientIsRun=false;


const string specialText = "";

void StartServer()//服务器一直发消息  
{
    strInfo = "开始服务器...";//服务器信息
    if (serverThread != null && serverThread.IsAlive) return;//如果服务器线程不等于空,并且服务器线程处于活动状态

    serverThread = new Thread(() =>
        {
            UdpSend = new UdpClient();//服务器进行Udp网络传播

            while (serverIsRun)
            {
                Thread.Sleep(500);//线程暂停0.5s
                byte[] buf = Encoding.Unicode.GetBytes(specialText);//将特殊文本转换为字节流
                UdpSend.Send(buf, buf.Length, new IPEndPoint(IPAddress.Broadcast, port));
            }

            UdpSend.Close();
        });

    serverThread.IsBackground = true;
    InitServer();
    serverThread.Start();
    strInfo = "服务器已开启";
}

void StartClient()//客户端收消息直到收到服务器的IP  
{
    strInfo = "开始客户端...";
    if (clientThread != null && clientThread.IsAlive) return;

    clientThread = new Thread(() =>
        {
            UdpListen = new UdpClient(new IPEndPoint(IPAddress.Any, port));

            while (clientIsRun)
            {
                Thread.Sleep(10);
                IPEndPoint endpoint = new IPEndPoint(IPAddress.Any, port);//表示IP和端口的类
                byte[] bufRev = UdpListen.Receive(ref endpoint);//Udp监听到客户端的字节流
                string msg = Encoding.Unicode.GetString(bufRev, 0, bufRev.Length);//客户端得到的字节流转换为字符串
                if (msg.Contains(specialText))
                {
                    strInfo = "我是客户端,接收到的IP地址为:" + endpoint.Address.ToString();
                    Debug.Log(strInfo);
                    ip=endpoint.Address.ToString();

                    UdpListen.Close();
                    return;
                }
                else
                {
                    strInfo = "我是客户端,接收到的IP地址:" + endpoint.Address.ToString() + ",但是并没有用!";
                    ip=endpoint.Address.ToString();
                }
            }
            UdpListen.Close();
        });
    clientThread.IsBackground = true;//后台线程为正
    InitClient();
    clientThread.Start();
    strInfo = "接收...";
}
void InitServer()
{
    serverIsRun = true;
    if (UdpSend!=null) 
    {
        UdpSend.Close ();
    }
}
void InitClient()
{
    clientIsRun = true;
    if (UdpListen!=null) 
    {
        UdpListen.Close ();
    }
}
void StopServer()
{
    serverIsRun = false;
    if (UdpSend != null && serverThread.IsAlive)
        serverThread.Abort ();
}
public void StopClient()
{
    clientIsRun = false;
    if (UdpListen != null)
        UdpSend.Close ();
    if (serverThread != null && clientThread.IsAlive)
        clientThread.Abort ();
}
void OnDestroy()
{
    StopClient ();
    StopServer ();
    Debug.Log ("Stop");
}



void OnServer()
{
    GUILayout.Label ("新建服务器成功,等待客户端连接");
    int length = Network.connections.Length;
    for (int i = 0; i < length; i++) 
    {
        GUILayout.Label ("连接的IP:"+Network.connections[i].ipAddress);
        GUILayout.Label ("连接的端口:"+Network.connections[i].port);
        GUILayout.Label ("Udp连接到IP"+ip);
    }
    if (GUILayout.Button("断开连接")) 
    {
        Network.Disconnect ();
    }
    GUILayout.TextArea(recMes);//显示接收到的消息(只显示)
    sendMes = GUILayout.TextField (sendMes);//输入消息
    if (GUILayout.Button("发送消息")) 
    {
        netWorkView.RPC ("SendMes", RPCMode.All, Network.player + "Say:" + sendMes);
    }
}
void OnClient()
{
    GUILayout.Label ("连接成功");
    int length = Network.connections.Length;
    for (int i = 0; i < length; i++) 
    {
        GUILayout.Label ("连接的IP:"+Network.connections[i].ipAddress);
        GUILayout.Label ("连接的端口:"+Network.connections[i].port);
        GUILayout.Label ("Udp连接到IP"+ip);
    }
    if (GUILayout.Button("断开连接")) 
    {
        Network.Disconnect ();
    }
    GUILayout.TextArea (recMes);
    sendMes = GUILayout.TextField (sendMes);
    if (GUILayout.Button("发送消息")) 
    {
        netWorkView.RPC ("SendMes", RPCMode.All, Network.player + "说:" + sendMes);
    }
}
[RPC]
void SendMes(string mes)
{
    this.recMes+="\n";
    this.recMes += mes;
}

}

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