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 }
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 }
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(); } } }