Socket之简单的Unity3D聊天室__TCP协议

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服务器端程序

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 1 using System;
 2 using System.Collections.Generic;
 3 using System.Linq;
 4 using System.Net;
 5 using System.Net.Sockets;
 6 using System.Text;
 7 using System.Threading.Tasks;
 8 namespace 聊天室_服务器端_TCP
 9 {
10     class Program
11     {
12         //存放客户端
13         static List<Client> clientList = new List<Client>();
14 
15         //广播消息
16         public static void BroadCastMessage(string message)
17         {
18             //创建未连接的list
19             var notConnectedList = new List<Client>();
20             foreach(Client client in clientList)
21             {
22                 if (client.Connected)   //给所有连接的客户端发送消息;
23                     client.SendMessage(message);
24                 else    //把未连接的客户端加入list
25                 {
26                     notConnectedList.Add(client);
27                 }
28             }
29             //移除未连接的客户端
30             foreach(var temp in notConnectedList)
31             {
32                 clientList.Remove(temp);
33             }
34         }
35 
36         static void Main(string[] args)
37         {
38             //实例化服务器端Socket并指定IP地址类型(IPV4),套接字类型(流类型),通信协议(TCP)
39             Socket tcpServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
40 
41             //绑定终端(设置IP地址,端口号(范围为0-65535之间随意取,为避免端口号已被其他软件占用,可以取大点))
42             tcpServer.Bind(new IPEndPoint(IPAddress.Parse("192.168.0.107"), 7788));
43 
44             //开始监听,等待客户端接入,接入后执行后续操作
45             tcpServer.Listen(100);
46             Console.WriteLine("开始监听");
47 
48             //循环等待客户端接入
49             while (true)
50             {
51 
52                 Socket ClientSocket = tcpServer.Accept();
53                 Console.WriteLine("一个客户端连接进来了");
54                 Client client = new Client(ClientSocket);
55                 clientList.Add(client);
56             }
57 
58         }
59     }
60 }
Main
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 1 using System;
 2 using System.Collections.Generic;
 3 using System.Linq;
 4 using System.Net.Sockets;
 5 using System.Text;
 6 using System.Threading;
 7 using System.Threading.Tasks;
 8 
 9 namespace 聊天室_服务器端_TCP
10 {
11     public class Client
12     {
13         private Socket clientsocket;
14         private Thread t;       //线程
15         private byte[] data = new byte[1024];
16         public Client(Socket s)
17         {
18             this.clientsocket = s;
19 
20             //启动一个线程,处理客户端数据接收
21             t = new Thread(ReceiveMessage);
22             t.Start();
23         }
24 
25         private void ReceiveMessage()
26         {
27             //一直接收客户端数据
28             while(true)
29             {
30                 if(clientsocket.Poll(10,SelectMode.SelectRead))
31                 {
32                     clientsocket.Close();
33                     break;
34                 }
35                 int length= clientsocket.Receive(data);
36                 string message = Encoding.UTF8.GetString(data, 0, length);
37                 //接收到数据时,要把这个数据分发到客户端
38                 //广播消息
39                 Program.BroadCastMessage(message);
40                 Console.WriteLine("收到消息:" + message);
41             }
42         }
43 
44         //发送消息给客户端
45         public void SendMessage(string message)
46         {
47             byte[] data = Encoding.UTF8.GetBytes(message);
48             clientsocket.Send(data);
49         }
50 
51         //判断是否连接
52         public bool Connected
53         {
54             get { return clientsocket.Connected; }
55         }
56     }
57 }
Client类

 

客户端

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 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using System.Net.Sockets;
 4 using UnityEngine;
 5 using System.Net;
 6 using System.Text;
 7 using UnityEngine.UI;
 8 using System.Threading;
 9 
10 public class ChatManger : MonoBehaviour {
11 
12     public string ipaddress = "192.168.0.107";
13     public int port = 7788;
14     public Text Input;      //InputField中显示输入的text
15     public Text Label;      //聊天室显示的text
16 
17     private Socket client_socket;
18     private Thread t;
19     private byte[] data = new byte[1024];       //数据容器
20     private string message = "";            //消息容器
21     // Use this for initialization
22     void Start () {
23         OnConnectedToServer();
24     }
25     
26     // Update is called once per frame
27     void Update () {
28         if(message!=""&&message!=null)
29         {
30             Label.text += "
" + message;
31             message = "";
32         }
33     }
34 
35     //连接至服务器,并创建一个新线程用于接受消息
36     public void OnConnectedToServer()
37     {
38         client_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
39         client_socket.Connect(new IPEndPoint(IPAddress.Parse(ipaddress),port));
40 
41         t = new Thread(ReceiveMessage);
42         t.Start();
43     }
44 
45     //接收消息
46     public void ReceiveMessage()
47     {
48         while(true)
49         {
50             if (client_socket.Poll(10, SelectMode.SelectRead))
51             {
52                client_socket.Close();
53                 break;
54             }
55             int length = client_socket.Receive(data);
56             message = Encoding.UTF8.GetString(data, 0, length);
57             //Label.text += "
" + message;     unity不允许在单独的线程里去操控其组件
58         }
59     }
60     //发送消息
61     public new void SendMessage(string message)
62     {
63         byte[] data = Encoding.UTF8.GetBytes(message);
64         client_socket.Send(data);
65     }
66     //点击发送按钮
67     public void OnSendButtonClick()
68     {
69         
70         SendMessage(Input.text);
71         Input.GetComponentInParent<InputField>().text = "";
72     }
73 
74     //当Mono被销毁时调用此方法
75     private void OnDestroy()
76     {
77         client_socket.Shutdown(SocketShutdown.Both);
78         client_socket.Close();
79     }
80 }
客户端代码

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