Unity3d简单的socket通信

时间:2020-11-27 21:56:32

Unity3d简单的socket通信

vs2010或其他创建C#工程

C#端代码一:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets; namespace SoketDemo
{
class Program
{
// 设置连接端口
const int portNo = ; static void Main(string[] args)
{
// 初始化服务器IP
System.Net.IPAddress localAdd = System.Net.IPAddress.Parse("127.0.0.1"); // 创建TCP侦听器
TcpListener listener = new TcpListener(localAdd, portNo); listener.Start(); // 显示服务器启动信息
Console.WriteLine("Server is starting...\n"); // 循环接受客户端的连接请求
while (true)
{
ChatClient user = new ChatClient(listener.AcceptTcpClient()); // 显示连接客户端的IP与端口
Console.WriteLine(user._clientIP + " is joined...\n");
}
}
}

代码二:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Collections;
using System.Net.Sockets; namespace SoketDemo
{
class ChatClient
{
public static Hashtable ALLClients = new Hashtable(); // 客户列表 private TcpClient _client; // 客户端实体
public string _clientIP; // 客户端IP
private string _clientNick; // 客户端昵称 private byte[] data; // 消息数据 private bool ReceiveNick = true; public ChatClient(TcpClient client)
{
this._client = client; this._clientIP = client.Client.RemoteEndPoint.ToString(); // 把当前客户端实例添加到客户列表当中
ALLClients.Add(this._clientIP, this); data = new byte[this._client.ReceiveBufferSize]; // 从服务端获取消息
client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
} // 从客戶端获取消息
public void ReceiveMessage(IAsyncResult ar)
{
int bytesRead; try
{
lock (this._client.GetStream())
{
bytesRead = this._client.GetStream().EndRead(ar);
} if (bytesRead < 1)
{
ALLClients.Remove(this._clientIP); Broadcast(this._clientNick + " has left the chat"); return;
}
else
{
string messageReceived = System.Text.Encoding.ASCII.GetString(data, 0, bytesRead); if (ReceiveNick)
{
this._clientNick = messageReceived; Broadcast(this._clientNick + " has joined the chat."); //this.sendMessage("hello"); ReceiveNick = false;
}
else
{
Broadcast(this._clientNick + ">" + messageReceived); }
} lock (this._client.GetStream())
{
this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
}
}
catch (Exception ex)
{
ALLClients.Remove(this._clientIP); Broadcast(this._clientNick + " has left the chat.");
}
} // 向客戶端发送消息
public void sendMessage(string message)
{
try
{
System.Net.Sockets.NetworkStream ns; lock (this._client.GetStream())
{
ns = this._client.GetStream();
} // 对信息进行编码
byte[] bytesToSend = System.Text.Encoding.ASCII.GetBytes(message); ns.Write(bytesToSend, 0, bytesToSend.Length);
ns.Flush();
}
catch (Exception ex)
{ }
} // 向客户端广播消息
public void Broadcast(string message)
{
Console.WriteLine(message); foreach (DictionaryEntry c in ALLClients)
{
((ChatClient)(c.Value)).sendMessage(message + Environment.NewLine);
}
} }
}

unity端代码,直接挂载到摄像头:

using UnityEngine;
using System.Collections; using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Text;
using System.Net.Sockets; public class ClientHandler : MonoBehaviour
{
const int portNo = ;
private TcpClient _client;
byte[] data; public string nickName = "";
public string message = "";
public string sendMsg = ""; void OnGUI()
{
nickName = GUI.TextField(new Rect(, , , ), nickName);
message = GUI.TextArea(new Rect(, , , ), message);
sendMsg = GUI.TextField(new Rect(, , , ), sendMsg); if (GUI.Button(new Rect(, , , ), "Connect"))
{
//Debug.Log("hello"); this._client = new TcpClient();
this._client.Connect("127.0.0.1", portNo); data = new byte[this._client.ReceiveBufferSize]; //SendMessage(txtNick.Text);
SendMessage(nickName); this._client.GetStream().BeginRead(data, , System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
}; if (GUI.Button(new Rect(, , , ), "Send"))
{
SendMessage(sendMsg);
sendMsg = "";
};
} public void SendMessage(string message)
{
try
{
NetworkStream ns = this._client.GetStream(); byte[] data = System.Text.Encoding.ASCII.GetBytes(message); ns.Write(data, , data.Length);
ns.Flush();
}
catch (Exception ex)
{
//MessageBox.Show(ex.ToString());
}
} public void ReceiveMessage(IAsyncResult ar)
{
try
{
int bytesRead; bytesRead = this._client.GetStream().EndRead(ar); if (bytesRead < )
{
return;
}
else
{ Debug.Log(System.Text.Encoding.ASCII.GetString(data, , bytesRead)); message += System.Text.Encoding.ASCII.GetString(data, , bytesRead);
} this._client.GetStream().BeginRead(data, , System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null); }
catch (Exception ex)
{ }
}
}

这样就得了。