在Unity中客户端与服务器端的2种通信方式(Socker)

15:17 2019/5/10
//第一种
using UnityEngine;
using System.Collections;
//引入库
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.UI;

public class UdpClient : MonoBehaviour
{
    string editString = "hello wolrd"; //编辑框文字

    //以下默认都是私有的成员
    Socket socket; //目标socket
    EndPoint serverEnd; //服务端
    IPEndPoint ipEnd; //服务端端口
    string recvStr; //接收的字符串
    string sendStr; //发送的字符串
    byte[] recvData = new byte[1024]; //接收的数据,必须为字节
    byte[] sendData = new byte[1024]; //发送的数据,必须为字节
    int recvLen; //接收的数据长度
    Thread connectThread; //连接线程

    //初始化
    void InitSocket()
    {
        //定义连接的服务器ip和端口,可以是本机ip,局域网,互联网
        ipEnd = new IPEndPoint(IPAddress.Parse("192.168.1.133"), 7000);
        //定义套接字类型,在主线程中定义
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        //定义服务端
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        serverEnd = (EndPoint)sender;
        print("waiting for sending UDP dgram");

        //建立初始连接,这句非常重要,第一次连接初始化了serverEnd后面才能收到消息
        //SocketSend("hello");

        //开启一个线程连接,必须的,否则主线程卡死
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }

    public void OnBtnClick(string command)
    {
        Debug.Log("send command: " + command);
        this.SocketSend(command);
    }

    void SocketSend(string sendStr)
    {
        //清空发送缓存
        sendData = new byte[1024];
        //数据类型转换
        sendData = Encoding.ASCII.GetBytes(sendStr);
        //发送给指定服务端
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
    }

    //服务器接收
    void SocketReceive()
    {
        //进入接收循环
        while (true)
        {
            //对data清零
            recvData = new byte[1024];
            //获取客户端,获取服务端端数据,用引用给服务端赋值,实际上服务端已经定义好并不需要赋值
            recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
            print("message from: " + serverEnd.ToString()); //打印服务端信息
            //输出接收到的数据
            recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
            print(recvStr);
        }
    }

    //连接关闭
    void SocketQuit()
    {
        //关闭线程
        if (connectThread != null)
        {
            connectThread.Interrupt();
            connectThread.Abort();
        }
        //最后关闭socket
        if (socket != null)
            socket.Close();
    }

    // Use this for initialization
    void Start()
    {
        InitSocket(); //在这里初始化
    }

    void OnGUI()
    {
        //editString = GUI.TextField(new Rect(10, 10, 100, 20), editString);
        //if (GUI.Button(new Rect(10, 30, 60, 20), "send"))
        //    SocketSend(editString);
    }

    // Update is called once per frame
    void Update()
    {

    }

    void OnApplicationQuit()
    {
        SocketQuit();
    }
}




//第二种
#region UDP客户端类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
public class UDPClient : MonoBehaviour {

public void OnBtnClick(string command)
{
Debug.Log("send command: " + command);
this.SocketSend(command);
}
public string recvStr;
public string UDPClientIP = "168.178.2.11";
string str = "客户端01发送消息";
Socket socket;
EndPoint serverEnd;
IPEndPoint ipEnd;
byte[] recvData = new byte[1024];
byte[] sendData = new byte[1024];
int recvLen = 0;
Thread connectThread;

void Start()
{
//UDPClientIP = "168.178.2.11";//服务端的IP.自己更改
UDPClientIP = UDPClientIP.Trim();
InitSocket();
}

void InitSocket()
{
ipEnd = new IPEndPoint(IPAddress.Parse(UDPClientIP), 7000);
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
serverEnd = (EndPoint)sender;
print("等待连接");
SocketSend(str);
print("连接");
//开启一个线程连接
connectThread = new Thread(new ThreadStart(SocketReceive));
connectThread.Start();
}
void SocketSend(string sendStr)
{
try
{
//清空
sendData = new byte[1024];
//数据转换
sendData = Encoding.UTF8.GetBytes(sendStr);
//发送给指定服务端
socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
}
catch (Exception e)
{

}

}

//接收服务器信息
void SocketReceive()
{
while (true)
{

recvData = new byte[1024];
try
{
recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
}
catch (Exception e)
{
}

print("信息来自: " + serverEnd.ToString());
if (recvLen > 0)
{
recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
}
print(recvStr);

}
}

//连接关闭
void SocketQuit()
{
//关闭线程
if (connectThread != null)
{
connectThread.Interrupt();
connectThread.Abort();
}
//最后关闭socket
if (socket != null)
socket.Close();
}
void OnApplicationQuit()
{
SocketQuit();
}

void Update()
{

}


}

  

posted @ 2019-05-24 10:53  玄~轩逸  阅读(5146)  评论(0编辑  收藏  举报