unity网络----简单基础

网络

TCP:与打电话类似,通知服务到位

UDP:与发短信类似,消息发出即可

IP和端口号是网络两大重要成员

端口号(Port)分为知名端口号[0-1024,不开放)和动态端口号[1024,10000多,开放可用)

三次握手,四次挥手:

unity网端简单案例:

分为:综合管理部分、客户端和服务器

需要Socket作为媒介来进行交互

见代码:

 一、综合管理部分:

 

 

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 using System.Net;
 5 using System.Net.Sockets;
 6 using System.Threading;
 7 using System;
 8 
 9 //综合管理部分
10 // 可以供客户端和服务器一块使用
11 public class TcpSocket
12 {
13     private Socket socket;//当前实例化的套接字
14     private byte[] data;//socket上的数据  
15     private bool isServer; //用来区分服务器  还是客户端
16 
17 //构造TcpSocket
18     public TcpSocket(Socket socket,int dataLength, bool isServer)
19     {
20         this.socket = socket;
21         data = new byte[dataLength];
22         this.isServer = isServer;
23     }  
24 // 接受----->客户端
25     public void ClientReceive()
26     {
27         //data:数据缓存   0:接受位的偏移量  length
28         socket.BeginReceive(data,0,data.Length,SocketFlags.None,new AsyncCallback(ClientEndReceive),null);
29     }
30     public void ClientEndReceive(IAsyncResult ar)
31     {
32         int receiveLength = socket.EndReceive(ar); //数据的处理      
33         string dataStr = System.Text.Encoding.UTF8.GetString(data,0, receiveLength); //把接受完毕的字节数组转化为 string类型
34         if (isServer)
35         {  Debug.Log("服务器接受到了:" + dataStr);           
36             for (int i = 0; i < Server.Instance.clients.Count; i++) //服务器要回什么
37             {
38                 if (Server.Instance.clients[i].ClientConnect())
39                 {
40                     Server.Instance.clients[i].ClientSeed(System.Text.Encoding.UTF8.GetBytes("服务器回复:"+ dataStr));
41                 }
42             }
43         }else {
44             DataManager.Instance.Msg = dataStr;            
45             Debug.Log("客户端接受到了:" + dataStr);
46         }
47     }
48 
49 
50 // 发送---->客户端发送给服务器
51     public void  ClientSeed(byte[] data)
52     {
53         socket.BeginSend(data,0, data.Length, SocketFlags.None,new AsyncCallback(ClientSeedEnd),null );
54     }
55 
56     private void ClientSeedEnd(IAsyncResult ar)
57     {
58         socket.EndSend(ar);
59     }
60 
61 
62 //连接----客户端与服务器连接
63     public void ClientConnect(string ip,int port)
64     {
65         socket.BeginConnect(new IPEndPoint(IPAddress.Parse(ip), port),new AsyncCallback(ClientEndConnect),null);
66     }
67     public void ClientEndConnect(IAsyncResult ar)
68     {
69         if (ar.IsCompleted) {
70             Debug.Log("连接成功");
71         }
72         socket.EndConnect(ar);
73     }
74 
75 // 客户端与服务器是否连接
76 
77     public bool IsClientConnect()
78     {
79         return socket.Connected;
80     }
81 //断开连接
82     public void ClientClose()
83     {
84         if (socket!=null&& ISClientConnect())
85         {
86             socket.Close();
87         }
88     }
89 
90 }
View Code

 

 二、服务器部分:

      注意:回调函数AcceptClient只有当服务器接受连接(连接成功了)才会被调用.

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 using System.Net;
 5 using System.Net.Sockets;
 6 using System.Threading;
 7 using System;
 8 
 9 // 服务器
10 
11 public class Server : MonoBehaviour {
12  
13     //单例服务器,继承Mono的
14     private static Server instance;
15     public static Server Instance
16     {
17         get {  return instance;  }
18     }
19     private void Awake()
20     {
21         instance = this;
22     }
23 //------------------------------------------------------------------------
24     private Socket server;//定义一个服务器
25     public List<TcpSocket> clients;//所有连接的客户端
26     private bool isLoopAccept = true;//是否循环接受客户端的请求
27     
28     void Start ()
29     {
30         //初始化服务器socket        协议族   
31         server = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);       
32         server.Bind(new IPEndPoint(IPAddress.Any,10086));//绑定端口号       
33         server.Listen(100); //可以监听的客户端数目
34 //------------------------------------------------------------------------    
35         //开辟一个线程      处理客户端连接请求  线程要暂停需用listenThread.Abort();
36         Thread listenThread = new Thread(ReceiveClient);
37         listenThread.Start(); //开启线程
38         listenThread.IsBackground = true; //后台运行
39 //------------------------------------------------------------------------
40         //初始化连接的客户端
41         clients = new List<TcpSocket>();
42  
43     }
44 
45 // 持续处理 接受客户端连接的请求  
46     private void ReceiveClient()
47     {
48         while (isLoopAccept)
49         {          
50             server.BeginAccept(AcceptClient,null); //开始接受客户端连接请求            
51             Debug.Log("检测客户端连接中.....");
52             Thread.Sleep(1000);//每隔1s检测 有没有连接我            
53         }       
54     }
55 // 客户端连接成功之后回调
56     private void AcceptClient(IAsyncResult ar)
57     {
58         //连接成功后处理该客户
59        Socket client = server.EndAccept(ar);
60        TcpSocket clientSocket = new TcpSocket(client,1024,true);
61        clients.Add(clientSocket); 
62        Debug.Log("连接成功");
63     }
64 //关闭项目终止线程,停止服务器.
65     private void OnApplicationQuit()
66     {
67         listenThread.Abort();
68         listenThread.IsBackground = true;//关闭线程
69     }
70 }
View Code

 

 三客户端部分:

 

using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System;
using UnityEngine;
using UnityEngine.UI;

//客户端
public class Client : MonoBehaviour {
    public InputField  input;
    public Text receiveText;

    TcpSocket tcpClient;
    Socket client;

    void Start () {
        //注册监听事件
        receiveText = GameObject.Find("ReceiveText").GetComponent<Text>();      
        
        tcpClient = new TcpSocket(client,1024,false);//初始化综合处理器
        client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);//初始化客户端
    }              
    void Update () {
        if (tcpClient != null && tcpClient.IsClientConnect())//如果客户端不为空且客户端已连接
        {
            tcpClient.ClientReceive();//执行综合管理器中的ClientReceive()
        }
        receiveText.text = DataManager.Instance.Msg;
    }
    public void OnClickConnectBtn()//客户端向服务器开始连接输入(IP和端口号)按钮事件
    {
        if (!tcpClient.IsClientConnect())
        {
            tcpClient.ClientConnect("10.50.6.129",10086);
        }
    }
    public void OnClickToSendServer()//客户端向服务器发送文本消息按钮事件
    {
        if (tcpClient != null && tcpClient.IsClientConnect() && !String.IsNullOrEmpty(input.text))
        {
            tcpClient.ClientSeed(System.Text.Encoding.UTF8.GetBytes(input.text));
            input.text = "";
        }
    }
    private void OnApplicationQuit()//关闭项目,退出服务器连接
    {
        if (tcpClient != null && tcpClient.ClientConnect())
        {
            tcpClient.ClientClose();
        }
    }
    
}
View Code

 

posted @ 2018-12-13 18:08  薄荷グ微凉べ  阅读(649)  评论(0编辑  收藏  举报