Unity之Socket的简单使用

一、服务器Socket创建步骤 

1.Socket实例化介绍

Socket serverSocket = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);

AddressFamily: Socket 地址簇 

 010-1 Socket地址族AddressFamily - kubll - 博客园

SocketType:指定Socket类的实例表示的套接字的类型 

SocketType 枚举----指定 Socket 类的实例表示的套接字的类型 - 小寒 - 博客园

ProtocolType:Socket 类支持的协议

ProtocolType 枚举----指定 Socket 类支持的协议_Vincen??的博客-CSDN博客

2.创建服务器ip

//服务器IP地址 
//IPAddress ip = IPAddress.Parse("127.0.0.1");//127.0.0.1 为本机IP地址
IPAddress ip = IPAddress.Any; //本机地址

本地ip为什么要用IPAddress.Any而不是127.0.0.1,因为使用127.0.0.1是无法连接外网的。

具体解释:关于socket的绑定IP_踏雪亦无痕的博客-CSDN博客_socket绑定ip 

IPAddress.Any:IPAddress.Any_Acettest's Blogs-CSDN博客

3.使用IPEndPoint封装ip和端口号

private static int myProt = 59999;   //端口   
IPAddress ip = IPAddress.Any; //本机地址 上一步设置的ip
IPEndPoint iPEndPoint = new IPEndPoint(ip, myProt); //绑定IP地址:端口  

 IPEndPoint作用是用来封装ip和端口号,以便于指定一个唯一设备

 4.Socket绑定ip

serverSocket.Bind(iPEndPoint);  //绑定IP地址:端口  

5.设置监听数量

serverSocket.Listen(10);    //最多10个连接请求  

6.使用线程监听连接

//服务器线程开启,写到Start中就可以了 
myThread = new Thread(ListenClientConnect);
 myThread.Start();


    // 监听客户端是否连接  
    private void ListenClientConnect()
    {
        while (true)
        {
            Socket clientSocket = serverSocket.Accept(); //1.创建一个Socket 接收客户端发来的请求信息 没有消息时堵塞
            clientSocket.Send(Encoding.ASCII.GetBytes("Server Say Hello")); //2.向客户端发送 连接成功 消息
            Thread receiveThread = new Thread(ReceiveMessage); //3.为已经连接的客户端创建一个线程 此线程用来处理客户端发送的消息
            receiveThread.Start(clientSocket); //4.开启线程

            //添加到字典中
            string clientIp = ((IPEndPoint)clientSocket.RemoteEndPoint).Address.ToString();
            //Debug.Log( clientSocket.LocalEndPoint.ToString()); //获取ip:端口号
            if (!threadDic.ContainsKey(clientIp)) 
            {
                threadDic.Add(clientIp, receiveThread);
            }
        }
    }

    private byte[] result = new byte[1024]; //1.存入的byte值 最大数量1024
    //开启线程接收数据 (将Socket作为值传入)
    private void ReceiveMessage(object clientSocket)
    {
        Socket myClientSocket = (Socket)clientSocket; //2.转换传入的客户端Socket
        while (true)
        {
            try
            {
                //接收数据  
                int receiveNumber = myClientSocket.Receive(result); //3.将客户端得到的byte值写入
                //Debug.Log(receiveNumber);//子节数量
                if (receiveNumber>0)
                {
                    Debug.Log("client say :" + Encoding.ASCII.GetString(result, 0, receiveNumber));
                }
                else
                {
                    Debug.Log("client: " + ((IPEndPoint)myClientSocket.RemoteEndPoint).Address.ToString() + "断开连接");
                    threadDic[((IPEndPoint)myClientSocket.RemoteEndPoint).Address.ToString()].Abort(); //清除线程
                }
            }
            catch (Exception ex)
            {
                //myClientSocket.Shutdown(SocketShutdown.Both); //出现错误 关闭Socket
                Debug.Log(" 错误信息"+ex); //打印错误信息
                break;
            }
        }
    }

 最终代码:

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;

public class Test : MonoBehaviour
{
	private static int myProt = 59999;   //端口  
	static Socket serverSocket;
    Thread myThread;
    Dictionary<string, Thread> threadDic = new Dictionary<string, Thread>();//存储线程,程序结束后关闭线程
    private void Start()
	{
        //服务器IP地址  ,127.0.0.1 为本机IP地址
        IPAddress ip = IPAddress.Parse("127.0.0.1");
        //IPAddress ip = IPAddress.Any; //本机地址
        Debug.Log(ip.ToString());
        serverSocket = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);

        IPEndPoint iPEndPoint = new IPEndPoint(ip, myProt);
        //serverSocket.Bind(new IPEndPoint(ip, myProt));  //绑定IP地址:端口  
        serverSocket.Bind(iPEndPoint);  //绑定IP地址:端口  
        serverSocket.Listen(10);    //最多10个连接请求  
        //Console.WriteLine("creat service {0} success",
        //    serverSocket.LocalEndPoint.ToString());

        myThread = new Thread(ListenClientConnect);
        myThread.Start();
        //Console.ReadLine();
        Debug.Log("服务器启动...........");

    }

    // 监听客户端是否连接  
    private void ListenClientConnect()
    {
        while (true)
        {
            Socket clientSocket = serverSocket.Accept(); //1.创建一个Socket 接收客户端发来的请求信息 没有消息时堵塞
            clientSocket.Send(Encoding.ASCII.GetBytes("Server Say Hello")); //2.向客户端发送 连接成功 消息
            Thread receiveThread = new Thread(ReceiveMessage); //3.为已经连接的客户端创建一个线程 此线程用来处理客户端发送的消息
            receiveThread.Start(clientSocket); //4.开启线程

            //添加到字典中
            string clientIp = ((IPEndPoint)clientSocket.RemoteEndPoint).Address.ToString();
            //Debug.Log( clientSocket.LocalEndPoint.ToString()); //获取ip:端口号
            if (!threadDic.ContainsKey(clientIp)) 
            {
                threadDic.Add(clientIp, receiveThread);
            }
        }
    }

    private byte[] result = new byte[1024]; //1.存入的byte值 最大数量1024
    //开启线程接收数据 (将Socket作为值传入)
    private void ReceiveMessage(object clientSocket)
    {
        Socket myClientSocket = (Socket)clientSocket; //2.转换传入的客户端Socket
        while (true)
        {
            try
            {
                //接收数据  
                int receiveNumber = myClientSocket.Receive(result); //3.将客户端得到的byte值写入
                //Debug.Log(receiveNumber);//子节数量
                if (receiveNumber>0)
                {
                    Debug.Log("client say :" + Encoding.ASCII.GetString(result, 0, receiveNumber));
                }
                else
                {
                    Debug.Log("client: " + ((IPEndPoint)myClientSocket.RemoteEndPoint).Address.ToString() + "断开连接");
                    threadDic[((IPEndPoint)myClientSocket.RemoteEndPoint).Address.ToString()].Abort(); //清除线程
                }
            }
            catch (Exception ex)
            {
                //myClientSocket.Shutdown(SocketShutdown.Both); //出现错误 关闭Socket
                Debug.Log(" 错误信息"+ex); //打印错误信息
                break;
            }
        }
    }

    void OnApplicationQuit()
    {
        //结束线程必须关闭 否则下次开启会出现错误 (如果出现的话 只能重启unity了)
        myThread.Abort();

        //关闭开启的线程
        foreach (string item in threadDic.Keys)
        {
            Debug.Log(item);//de.Key对应于key/value键值对key
            //item.Value.GetType()
            threadDic[item].Abort();
        }
    }

}

二、创建客户端

步骤和上面差不多,只不过客户端是将绑定Bind()换成Connect()连接服务器即可

代码:

using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using UnityEngine.UI;
using UnityEngine;
using System;

public class ClientTest : MonoBehaviour
{
    public Button sendBtn;//发送
    public InputField inputfield;//信息
    Socket clientSocket;

    private static byte[] result = new byte[1024];
    void Start()
    {
        sendBtn.onClick.AddListener(SetMessage);

        //要连接的服务器IP地址  
        IPAddress ip = IPAddress.Parse("10.25.4.133");//本地IP地址
        //IPAddress ip = IPAddress.Any;//本地IP地址
        clientSocket = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
        try
        {
            clientSocket.Connect(new IPEndPoint(ip, 59999)); //配置服务器IP与端口 ,并且尝试连接
            Debug.Log("Connect Success"); //没有出错 打印连接成功
        }
        catch (Exception ex)
        {
            Debug.Log("Connect lose"+ ex); //打印连接失败
            return;
        }

        int receiveLength = clientSocket.Receive(result);//接收服务器回复消息,成功则说明已经接通
        Debug.Log("开始"+ receiveLength);

    }

    void Update() 
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }

        //开始发送数据
        try
        {
            if (isShow)
            {
                isShow = false;//发送后 变为false 直到按钮再次点击发送
                string sendMessage = inputfield.text;
                Debug.Log("发送信息" + sendMessage);
                clientSocket.Send(Encoding.ASCII.GetBytes(sendMessage));//传送信息
            }
        }
        catch (Exception ex)
        {
            Debug.Log("发送失败:"+ ex);
            //clientSocket.Shutdown(SocketShutdown.Both); //出现问题关闭socket
        }
    }

    //单击按钮发送信息
    bool isShow = false; //用来判断是否发送信息的
    void SetMessage()
    {
        //输入框不为空 发送消息
        if (!inputfield.text.Equals(string.Empty))
            isShow = true;
    }
}

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转载自blog.csdn.net/qq_42345116/article/details/122185529