近来有需求如下:局域网内两个人合作拆装一个东西,比如汽车引擎。于是开始学习socket通信。还好网上这个教程已经很多了,整理了一下自己拿过来用了。
最开始用的是UDP,因为想着客户端A做了什么直接扔给服务器然后服务器再扔给客户端B(反过来也一样)就完事了。
udp客户端和服务器端的基类:
using UnityEngine;
public abstract class BaseUDP : MonoBehaviour {
public abstract void InitSocket();
public abstract void SocketSend(string sender);
public abstract void SocketReceive();
}
服务器端:
using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using LitJson;
using System.Collections.Generic;
using UnityEngine.UI;
public class UDPServer : BaseUDP
{
/// <summary>
/// 设置服务器IP
/// </summary>
public string ipAddress;
/// <summary>
/// 服务器侦听端口
/// </summary>
public int ConnectPort;
/// <summary>
/// 服务器接收到的消息
/// </summary>
public string recvStr=null;
/// <summary>
/// 服务器接收到的IP和端口信息,记录下来
/// </summary>
private List<EndPoint> mEndPoint = null;
/// <summary>
/// 声明套接字
/// </summary>
private Socket socket;
/// <summary>
/// 客户端地址
/// </summary>
private EndPoint clientEnd;
/// <summary>
/// 服务器端地址
/// </summary>
private IPEndPoint ipEnd;
/// <summary>
/// 服务器发送的消息
/// </summary>
private string sendStr;
/// <summary>
/// 接收和发送消息字节流
/// </summary>
byte[] recvData = new byte[1024];
byte[] sendData = new byte[1024];
/// <summary>
/// 接收消息的长度
/// </summary>
private int recvLen;
/// <summary>
/// 侦听客户端的线程
/// </summary>
private Thread connectThread;
public Text mInfo;
private Dictionary<string, EndPoint> mClients=new Dictionary<string, EndPoint>();
//初始化
public override void InitSocket()
{
//用指定的端口和地址初始化IPEndPoint实例
ipEnd = new IPEndPoint(IPAddress.Parse(ipAddress), ConnectPort);
//初始化socket(AddressFamily.InterNetwork,指定socket的寻址方案是IPV4)
//SocketType.Dgram 支持数据报,即最大长度固定(通常很小)的无连接、不可靠消息
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
socket.Bind(ipEnd);
//定义客户端
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
clientEnd = (EndPoint)sender;
print("等待连接数据");
//开启一个线程连接
connectThread = new Thread(new ThreadStart(SocketReceive));
connectThread.Start();
}
//服务器发送消息
public override void SocketSend(string sendStr)
{
sendData = new byte[1024];
sendData = Encoding.UTF8.GetBytes(sendStr);
foreach (var item in mClients)
{
if (item.Key!=clientEnd.ToString())
{
socket.SendTo(sendData, sendData.Length, SocketFlags.None, item.Value);
Debug.Log("发送" + sendStr + "给" + item.ToString());
}
}
}
//服务器接收
public override void SocketReceive()
{
while (true)
{
recvData = new byte[1024];
recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
Debug.Log("服务器接收到的:"+recvStr);
Debug.Log(clientEnd.ToString());
if (mClien