• unity_小功能实现(客户端相互通信功能)


    服务器端:在VS中新建项目,用于服务器的搭建

    using System;
    using System.Collections.Generic;     
    using System.Net.Sockets;
    using System.Net;
    using System.Text;
    using System.Threading;   

    namespace Chat_Server
    {
     
        class Client
        {
            private Socket clientSocket;
            private Thread t;
            private byte[] data = new byte[1024];//接收数据容器

            static List<Client> clientList = new List<Client>();
             
            static void Main(string[] args)
            {
                Socket tcpServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);     
                tcpServer.Bind(new IPEndPoint(IPAddress.Parse("192.168.43.231"), 7788));
                tcpServer.Listen(100);

                Console.WriteLine("server is runing");

                //死循环:解决只能接收一个客户端的问题
                while (true)
                {
                    Socket clientSocket = tcpServer.Accept();//暂停,当有客户端连接时执行下面代码
                    Console.WriteLine("有一个客户端连接上了");
                    Client client = new Client(clientSocket);
                    clientList.Add(client);
                }

            }   
            //是否连接成功,true为成功
            public bool Connected
            {
                get { return clientSocket.Connected; }
            }  
            public Client(Socket s)
            {
                clientSocket = s;
                //启动一个线程 处理客户端的数据接收
                t = new Thread(ReceiveMessage);
                t.Start();
            }
            //接收从客户端发送的消息
            private void ReceiveMessage()
            {
                //一直接收客户端的数据
                while (true)
                {
                    //在接收数据之前  判断一下socket连接是否断开,等待10毫秒响应。断开连接时:
                    if (clientSocket.Poll(10, SelectMode.SelectRead))
                    {
                        clientSocket.Close();
                        break;//跳出循环 终止线程的执行
                    }

                    //接收消息
                    int length = clientSocket.Receive(data);
                    string message = Encoding.UTF8.GetString(data, 0, length);
                    
                    BroadcastMessage(message);
                    Console.WriteLine("收到了消息:" + message);
                }
            }       
            //服务器向客户端发消息
            public void SendMessage(string message)
            {
                byte[] data = Encoding.UTF8.GetBytes(message);
                clientSocket.Send(data);
            }
            //服务器端向客户端广播消息
            public static void BroadcastMessage(string message)
            {
                var notConnectedList = new List<Client>();
                foreach (var client in clientList)
                {
                    if (client.Connected) //连接成功的广播消息
                        client.SendMessage(message);
                    else  //连接失败的存储在另一个泛型集合里,方便后面移除
                    {
                        notConnectedList.Add(client);
                    }
                }
                //移除未连接的客户端
                foreach (var temp in notConnectedList)
                {
                    clientList.Remove(temp);
                }
            }

        }
    }

    Unity客户端:

    using UnityEngine;
    using System.Collections;
    using System.Net;
    using System.Net.Sockets;
    using System.Text;
    using System.Threading;

    public class ChatManager : MonoBehaviour
    {
        public string ipaddress = "192.168.43.231";
        public int port = 7788;

        public UIInput textInput;
        public UILabel chatLabel;

        private Socket clientSocket;
        private Thread t;

        private byte[] data = new byte[1024];//数据容器
        private string message = "";//接收到的消息容器
        
        void Start () {
            ConnectToServer();
        }  
        void Update () {
            if (message != null && message != "")
            {
                chatLabel.text += " " + message;
                message = "";//清空消息
            }
        }
        void ConnectToServer()
        {
            clientSocket = new Socket(AddressFamily.InterNetwork,SocketType.Stream, ProtocolType.Tcp);
            //跟服务器端建立连接
            clientSocket.Connect( new IPEndPoint(IPAddress.Parse(ipaddress),port) );

            //创建一个新的线程 用来接收消息
            t = new Thread(ReceiveMessage);
            t.Start();
        }
        //接收消息
        void ReceiveMessage()
        {
            while (true)
            {
                if (clientSocket.Connected == false)
                    break;
                int length = clientSocket.Receive(data);
                message = Encoding.UTF8.GetString(data, 0, length);
                
            }
        }
        //发消息
        void SendMessage(string message)
        {
            byte[] data = Encoding.UTF8.GetBytes(message);
            clientSocket.Send(data);
        }
        //发送按钮
        public void OnSendButtonClick()
        {
            string value = textInput.value;
            SendMessage(value);
            textInput.value = "";
        }

        void OnDestroy()
        {
            clientSocket.Shutdown(SocketShutdown.Both);
            
            clientSocket.Close();//关闭连接
        }
    }
    注意:我们在客户端和服务器端都使用了线程,线程的作用在于加快出库速度,提高性能。服务器端,使用线程接收数据,客户端使用线程发送数据。

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  • 原文地址:https://www.cnblogs.com/shirln/p/7788900.html
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