Unity3D

【Unity3D】同步Socket通讯

2023-03-10  本文已影响0人  LittleFatSheep

1 前言

在多人对战网络游戏中,玩家之间一般不是直接通讯,而是与服务器通讯,服务器再把消息转发给其他玩家。网络通讯一般基于 Socket 实现,也有一些开源网络游戏框架,如:光子引擎 Photon,其底层仍然使用 Socket 实现网络通讯。

同步 Socket 是指 Socket 的部分方法会阻塞当前线程(如:Accept、Receive 方法),直到方法返回,当前线程才会继续执行。

当有客户连接上服务器后,服务器会生成一个 Socket(通过 Accept 方法返回 Socket,可以理解为客服),与客户对接,进行信息交流。

2 案例

1)Socket 基本操作接口

BaseSocket.cs

public interface BaseSocket {
    void Listening(); // 监听连接, 监听消息
    void Receive(); // 接收到消息
    void Send(string msg); // 发送消息
}

2)服务端

SyncSocketServer.cs

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

public class SyncSocketServer : BaseSocket{
    private Socket serverSocket; // 服务端通讯主机socket, 监听打进来的电话,并转接给客服
    private Socket kefuScoket; // 客服socket, 负责与客户一对一通讯
    private Action<string> msgCallback; // 消息回调
    private byte[] readBuff; // 收到消息的缓存

    public SyncSocketServer(Action<string> callback) {
        msgCallback = callback;
        serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        IPEndPoint endPoint = new IPEndPoint(IPAddress.Any, 12345);
        serverSocket.Bind(endPoint); // 绑定ip和端口
        new Thread(() => {
            Listening();
        }).Start();
    }

    public void Listening() {
        serverSocket.Listen(1); // 监听电话连接, 设置最大客服人数, 如果是0就是无限个客服
        kefuScoket = serverSocket.Accept(); // 接电话, 分配客服和客户进行一对一通信, 没有电话打进来就会一直阻塞
        msgCallback("客服的本地端口是: " + kefuScoket.LocalEndPoint.ToString());
        msgCallback("客户的远程端口是: " + kefuScoket.RemoteEndPoint.ToString());
        readBuff = new byte[1024];
        while(true) {
            Receive();
        }
    }

    public void Receive() {
        Array.Clear(readBuff, 0, readBuff.Length); // 清空缓存
        int count = kefuScoket.Receive(readBuff); // 收到消息, 并存放在缓冲区, 没有消息就会一直阻塞
        string msg = Encoding.UTF8.GetString(readBuff, 0, count);
        msgCallback("客户端发来消息: " + msg);
    }

    public void Send(string msg) {
        byte[] buffer = Encoding.UTF8.GetBytes(msg);
        kefuScoket.Send(buffer);
    }

    ~SyncSocketServer() {
        kefuScoket.Close();
        serverSocket.Close();
    }
}

3)客户端

SyncSocketClient.cs

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

public class SyncSocketClient : BaseSocket {
    private Socket clientSocket; // 客户端socket
    private Action<string> msgCallback; // 消息回调
    private byte[] readBuff; // 收到消息的缓存

    public SyncSocketClient(Action<string> callback) {
        msgCallback = callback;
        clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        new Thread(() => {
            clientSocket.Connect("127.0.0.1", 12345); //连接服务器, 未连接上就会一直阻塞
            Listening();
        }).Start();
    }

    public void Listening() {
        readBuff = new byte[1024];
        while(true) {
            Receive();
        }
    }

    public void Receive() {
        Array.Clear(readBuff, 0, readBuff.Length); // 清空缓存
        int count = clientSocket.Receive(readBuff); // 收到消息, 并存放在缓冲区, 没有消息就会一直阻塞
        string msg = Encoding.UTF8.GetString(readBuff, 0, count);
        msgCallback("客服发来消息: " + msg);
    }

    public void Send(string msg) {
        byte[] buffer = Encoding.UTF8.GetBytes(msg);
        clientSocket.Send(buffer);
    }

    ~SyncSocketClient() {
        clientSocket.Close();
    }
}

4)测试类

SyncSocketTest.cs

using UnityEngine;

public class SyncSocketTest : MonoBehaviour {
    private BaseSocket socket; // 客户端/服务端socket
    private string sendText; // 发送的消息
    private string receiveText; // 接收的消息
    private bool isSideInited = false; // 是否已初始化端测
    private string sideTag = null; // 端测标记, 服务端/客户端

    private void Awake() {
        Application.runInBackground = true; // 支持后台运行
    }

    private void OnGUI() {
        InitSide();
        initSideView();
    }

    private void InitSide() { // 初始化端测
        if (!isSideInited) {
            CreateServer();
            CreateClient();
        }
    }

    private void CreateServer() { // 创建服务器
        if (GUILayout.Button("创建服务器")) {
            socket = new SyncSocketServer((msg) => {
                receiveText += msg + "\n";
            });
            sideTag = "服务端";
            isSideInited = true;
        }
    }

    private void CreateClient() { // 创建客户端
        if (GUILayout.Button("创建客户端")) {
            socket = new SyncSocketClient((msg) => {
                receiveText += msg + "\n";
            });
            sideTag = "客户端";
            isSideInited = true;
        }
    }

    private void initSideView() { // 初始化端测界面
        if (isSideInited) {
            GUILayout.Label(sideTag);
            sendText = GUILayout.TextField(sendText);
            if (GUILayout.Button("发送")) {
                socket.Send(sendText);
            }
            GUILayout.Label("接收到的消息: ");
            GUILayout.Label(receiveText);
        }
    }
}

5)运行效果

声明:本文转自【Unity3D】同步Socket通讯

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