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
}
}