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C#中Socket与Unity相结合示例代码

2019-10-29 21:08:33
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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

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