软件编程
位置:首页>> 软件编程>> C#编程>> C#中Socket与Unity相结合示例代码

C#中Socket与Unity相结合示例代码

作者:青鱼谷雨  发布时间:2022-09-15 23:24:15 

标签:c#,unity,socket

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

0
投稿

猜你喜欢

手机版 软件编程 asp之家 www.aspxhome.com