UDP实现一个简易的聊天室 (Unity&&C#完成)
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效果展示(尚未完善)
UDP
User Data Protocol 用户数据报协议
概述
UDP是不连接的数据报模式。即传输数据之前源端和终端不建立连接。使用尽最大努力交付原则,即不保证可靠交付。
数据报模式:由于不建立连接,收到的数据可能是任意主机发送的,所以接收端Read次数必须与发送端Write次数相同,每次只接收一个报文,避免多个报文合并。但如果报文过长,多出部分会被丢弃,所以注意数据最大为1472字节。
实现步骤
服务端 客户端
获取本机终结点 获取本机终结点
创建UdpClient对象 创建UdpClient对象
接收任意终结点消息 接收任意终结点消息
向客户端发送消息 向服务端发送消息
…… …
关闭连接 关闭连接
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Threading; using System.Net; using System.Net.Sockets; using System.Text; using Common; using UIWidgetsSamples; using System; /// <summary> /// 服务端 /// </summary> public class ChatUDPServerTest : MonoBehaviour { public string serverIP; //IP地址 public int serverPort; //端口 //1.创建Scoket对象 IP Port private Thread thread; private UdpClient udpSeivic; public void Start() { chatView = transform.FindChildByName("ChatView"). GetComponent<ChatView>(); //给端口和IP //构建终结点 IP和一个端口 IPEndPoint localEP = new IPEndPoint(IPAddress.Parse(serverIP), serverPort); udpSeivic = new UdpClient(localEP); thread = new Thread(ReceiveMessage); thread.Start(); } /// <summary> /// 接收消息 /// </summary> private void ReceiveMessage() { while (true) { IPEndPoint remote = new IPEndPoint(IPAddress.Any, 0); //创建任意终结点 //ref byte[] date = udpSeivic.Receive(ref remote); //Receive接收消息 如果没有收到消息 线程阻塞 放在线程中 string msg = Encoding.UTF8.GetString(date); //获取的客户都安信息 Debug.Log(remote.Address + "===" + remote.Port); //如果接收客户端的消息,会把任意终结点修改为客户端的终结点 ThreadCrossHelper.Instance.ExecuteOnMainThread(() => { ShowMessage(msg); }); } } private ChatView chatView; /// <summary> /// 显示消息 /// </summary> /// <param name="msg"></param> public void ShowMessage(string msg) { chatView.DataSource.Add(new ChatLine() { UserName = "AnnnS", Message = msg, Time = DateTime.Now, Type = ChatLineType.User, }); } private void OnApplicationQuit() { udpSeivic.Close(); thread.Abort(); } }
脚本引用的工具箱
- MonoSingleton (泛型单例)
- ThreadCrossHelper (为子线程提供,可以在主线程中执行的方法)
- TransformHelper(根据名称查找后代元素)
using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Common { /// <summary> /// /// </summary> public class MonoSingleton<T> : MonoBehaviour where T : MonoSingleton<T> { //public static T Instance //{ // get; // private set; //} //private void Awake() //{ // Instance = this as T; //} //按需加载 private static T instance; public static T Instance { get { if (instance == null) { //在场景中查找对象 instance = FindObjectOfType<T>(); if (instance == null) { //创建游戏对象 附加 脚本对象 new GameObject("Singleton of " + typeof(T)).AddComponent<T>();//立即执行Awake } else { instance.Initialized(); } } return instance; } } protected virtual void Initialized() { } [Tooltip("是否需要跨场景不销毁")] public bool isDontDestroy = true; //如果管理类自行附加到物体中 //在Awake中为instance赋值 protected void Awake() { if (isDontDestroy) { DontDestroyOnLoad(gameObject); } if (instance == null) { instance = this as T; instance.Initialized(); } } } }
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Common { /// <summary> /// /// </summary> public class ThreadCrossHelper : MonoSingleton<ThreadCrossHelper> { /// <summary> /// 延迟项 /// </summary> class DelayedItem { public Action CurrentAction { get; set; } public DateTime Time { get; set; } } private List<DelayedItem> actionList; //private List<Action> actionList; //private List<float> timeList; protected override void Initialized() { base.Initialized(); actionList = new List<DelayedItem>(); } private void Update() { for (int i = actionList.Count - 1; i >= 0; i--) { //到时间 if (actionList[i].Time <= DateTime.Now) { lock (actionList) { actionList[i].CurrentAction();//执行 actionList.RemoveAt(i);//从列表中移除 } } } } /// <summary> /// 为子线程提供,可以在主线程中执行的方法 /// </summary> /// <param name="action"></param> /// <param name="dealy"></param> public void ExecuteOnMainThread(Action action, float dealy = 0) { DelayedItem item = new DelayedItem() { CurrentAction = action, //Time = Time.time + dealy Time = DateTime.Now.AddSeconds(dealy) }; lock (actionList) { actionList.Add(item); } } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Common { /// <summary> /// 变换组件助手类 /// </summary> public static class TransformHelper { /// <summary> /// 未知层级,根据名称查找后代元素 /// </summary> /// <param name="currentTF"></param> /// <param name="childName"></param> /// <returns></returns> public static Transform FindChildByName(this Transform currentTF, string childName) { Transform childTF = currentTF.Find(childName); if (childTF != null) return childTF; //将问题推迟给子物体 for (int i = 0; i < currentTF.childCount; i++) { //在方法体内部,又遇到了相同的问题,所以需要调用自身。 childTF = FindChildByName(currentTF.GetChild(i), childName); if (childTF != null) return childTF; } return null; } } }
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