Unity3d简单的socket通信
vs2010或其他创建C#工程
C#端代码一:
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Net.Sockets; namespace SoketDemo { class Program { // 设置连接端口 const int portNo = 500; static void Main(string[] args) { // 初始化服务器IP System.Net.IPAddress localAdd = System.Net.IPAddress.Parse("127.0.0.1"); // 创建TCP侦听器 TcpListener listener = new TcpListener(localAdd, portNo); listener.Start(); // 显示服务器启动信息 Console.WriteLine("Server is starting...\n"); // 循环接受客户端的连接请求 while (true) { ChatClient user = new ChatClient(listener.AcceptTcpClient()); // 显示连接客户端的IP与端口 Console.WriteLine(user._clientIP + " is joined...\n"); } } }
代码二:
using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Collections; using System.Net.Sockets; namespace SoketDemo { class ChatClient { public static Hashtable ALLClients = new Hashtable(); // 客户列表 private TcpClient _client; // 客户端实体 public string _clientIP; // 客户端IP private string _clientNick; // 客户端昵称 private byte[] data; // 消息数据 private bool ReceiveNick = true; public ChatClient(TcpClient client) { this._client = client; this._clientIP = client.Client.RemoteEndPoint.ToString(); // 把当前客户端实例添加到客户列表当中 ALLClients.Add(this._clientIP, this); data = new byte[this._client.ReceiveBufferSize]; // 从服务端获取消息 client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null); } // 从客戶端获取消息 public void ReceiveMessage(IAsyncResult ar) { int bytesRead; try { lock (this._client.GetStream()) { bytesRead = this._client.GetStream().EndRead(ar); } if (bytesRead < 1) { ALLClients.Remove(this._clientIP); Broadcast(this._clientNick + " has left the chat"); return; } else { string messageReceived = System.Text.Encoding.ASCII.GetString(data, 0, bytesRead); if (ReceiveNick) { this._clientNick = messageReceived; Broadcast(this._clientNick + " has joined the chat."); //this.sendMessage("hello"); ReceiveNick = false; } else { Broadcast(this._clientNick + ">" + messageReceived); } } lock (this._client.GetStream()) { this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null); } } catch (Exception ex) { ALLClients.Remove(this._clientIP); Broadcast(this._clientNick + " has left the chat."); } } // 向客戶端发送消息 public void sendMessage(string message) { try { System.Net.Sockets.NetworkStream ns; lock (this._client.GetStream()) { ns = this._client.GetStream(); } // 对信息进行编码 byte[] bytesToSend = System.Text.Encoding.ASCII.GetBytes(message); ns.Write(bytesToSend, 0, bytesToSend.Length); ns.Flush(); } catch (Exception ex) { } } // 向客户端广播消息 public void Broadcast(string message) { Console.WriteLine(message); foreach (DictionaryEntry c in ALLClients) { ((ChatClient)(c.Value)).sendMessage(message + Environment.NewLine); } } } }
unity端代码,直接挂载到摄像头:
using UnityEngine; using System.Collections; using System; using System.Collections.Generic; using System.ComponentModel; using System.Text; using System.Net.Sockets; public class ClientHandler : MonoBehaviour { const int portNo = 500; private TcpClient _client; byte[] data; public string nickName = ""; public string message = ""; public string sendMsg = ""; void OnGUI() { nickName = GUI.TextField(new Rect(10, 10, 100, 20), nickName); message = GUI.TextArea(new Rect(10, 40, 300, 200), message); sendMsg = GUI.TextField(new Rect(10, 250, 210, 20), sendMsg); if (GUI.Button(new Rect(120, 10, 80, 20), "Connect")) { //Debug.Log("hello"); this._client = new TcpClient(); this._client.Connect("127.0.0.1", portNo); data = new byte[this._client.ReceiveBufferSize]; //SendMessage(txtNick.Text); SendMessage(nickName); this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null); }; if (GUI.Button(new Rect(230, 250, 80, 20), "Send")) { SendMessage(sendMsg); sendMsg = ""; }; } public void SendMessage(string message) { try { NetworkStream ns = this._client.GetStream(); byte[] data = System.Text.Encoding.ASCII.GetBytes(message); ns.Write(data, 0, data.Length); ns.Flush(); } catch (Exception ex) { //MessageBox.Show(ex.ToString()); } } public void ReceiveMessage(IAsyncResult ar) { try { int bytesRead; bytesRead = this._client.GetStream().EndRead(ar); if (bytesRead < 1) { return; } else { Debug.Log(System.Text.Encoding.ASCII.GetString(data, 0, bytesRead)); message += System.Text.Encoding.ASCII.GetString(data, 0, bytesRead); } this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null); } catch (Exception ex) { } } }
这样就得了。
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