基本信息
源码名称:Unity socket通信
源码大小:3.66M
文件格式:.rar
开发语言:C#
更新时间:2021-03-16
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   源码介绍



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

public delegate void SetPont(string str);
public class Cliet : MonoBehaviour {

    public Vector3 playerPosition = Vector3.zero;    //声明Vector3类型变量playerPosition并赋值为 Vector3.zero;
    public Vector3 targetPosition = Vector3.zero; //声明Vector3类型变量targetPosition并赋值为 Vector3.zero;

    //客户端负责接收服务端发来的数据消息的线程
    Thread threadClient = null;
    //创建客户端套接字,负责连接服务器
    Socket socketClient = null;

    public int prot = 8080;                 //声明int类型变量值为8080
    public string ip = "127.0.0.1";                 //声明int类变量ip,值为"127.0.0.1"

   private float timer = 0;        //声明float类型变量timer

   // private float restimer = 0.001f;
 //   public float pointX = 0;     
  //  public float pointZ = 0;

   public string userName = "";    //声明string类型变量userName

   public static Cliet instance;   //声明Cliet类型变量instance
	// Use this for initialization
	void Start () {
        instance = this;            //将自身赋值给instance
        DontDestroyOnLoad(this.gameObject);  //调用DontDestroyOnLoad,使自身不被销毁
	}


    /// <summary>
    /// 开启服务
    /// </summary>
    /// <param name="data"></param>
    public void StratServer(string data) {
        //获得文本框中的IP地址对象
        IPAddress address = IPAddress.Parse(ip);
        //创建包含IP和端口的网络节点对象
        IPEndPoint endpoint = new IPEndPoint(address, prot);
        //创建客户端套接字,负责连接服务器
        socketClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        try
        {
            //客户端连接到服务器
            socketClient.Connect(endpoint);
        }
        catch (SocketException ex) 
        {
            Debug.Log("客户端连接服务器发生异常:"   ex.Message);
        }
        catch (Exception ex)
        {
            Debug.Log("客户端连接服务器发生异常:"   ex.Message);
        }

        threadClient = new Thread(ReceiveMsg);  //将ReceiveMsg传入
        threadClient.IsBackground = true;     //设置threadClient变量IsBackground为true
        threadClient.Start();                   //调用Start方法
        SendMessage(data);                     //调用SendMessage发送消息到服务器
    }

    /// <summary>
    /// 发送消息
    /// </summary>
    /// <param name="data"></param>
    public void SendMessage(string data) {
        //将字符串转成方便网络传送的二进制数组
        byte[] arrMsg = Encoding.UTF8.GetBytes(data);
        byte[] arrMsgSend = new byte[arrMsg.Length   1];
        arrMsgSend[0] = 0;//设置标识位,0代表发送的是文字
        Buffer.BlockCopy(arrMsg, 0, arrMsgSend, 1, arrMsg.Length);
        try
        {
            socketClient.Send(arrMsgSend);
        }
        catch (SocketException ex)
        {
            System.Console.WriteLine("客户端发送消息时发生异常:"   ex.Message);
        }
        catch (Exception ex)
        {
            System.Console.WriteLine("客户端发送消息时发生异常:"   ex.Message);
        }
    }

    //接收服务器返回的消息
    void ReceiveMsg()
    {
        while (true)
        {
            //定义一个接收消息用的字节数组缓冲区(2M大小)
            byte[] arrMsgRev = new byte[1024 * 1024 * 2];
            //将接收到的数据存入arrMsgRev,并返回真正接收到数据的长度
            int length = -1;
            try
            {
                length = socketClient.Receive(arrMsgRev);
            }
            catch (SocketException ex)
            {
                System.Console.WriteLine("客户端接收消息时发生异常:"   ex.Message);
                break;
            }
            catch (Exception ex)
            {
                System.Console.WriteLine("客户端接收消息时发生异常:"   ex.Message);
                break;
            }

            //此时是将数组的所有元素(每个字节)都转成字符串,而真正接收到只有服务端发来的几个字符
            string strMsgReceive = Encoding.UTF8.GetString(arrMsgRev, 0, length);
            ParseData(strMsgReceive);
        }
    }

    /// <summary>
    /// 解析数据
    /// </summary>
    public void ParseData(string message) {
        string[] datas = message.Split('|');  //将message分割

        EventManager.instance.AddEventData(datas[0], datas[1]); //调用EventManager中的AddEventData方法,添加消息

    }

}