Unity Socket不断接受和发送消息

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

public class SocketU3d : MonoBehaviour
{
private Socket clientSocket;
private byte[] receiveBuffer = new byte[1024];

private void Start()
{
    // 创建客户端Socket
    clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

    // 连接服务器
    string serverIP = "127.0.0.1"; // 服务器IP地址
    int serverPort = 8888; // 服务器端口
    ConnectToServer(serverIP, serverPort);
}
private void Update()
{
    if (Input.GetKeyDown(KeyCode.Alpha1))
    {
        SendMessageToServer("11111");
    }
    else
        if (Input.GetKeyDown(KeyCode.Alpha2))
    {
        SendMessageToServer("22222");
    }
}

private void ConnectToServer(string serverIP, int serverPort)
{
    try
    {
        // 创建服务器地址对象
        IPAddress ipAddress = IPAddress.Parse(serverIP);
        IPEndPoint serverEndPoint = new IPEndPoint(ipAddress, serverPort);

        // 连接服务器
        clientSocket.BeginConnect(serverEndPoint, ConnectCallback, null);
    }
    catch (Exception ex)
    {
        Debug.LogError("Failed to connect to server: " + ex.Message);
    }
}

private void ConnectCallback(IAsyncResult result)
{
    try
    {
        
        // 结束连接操作
        clientSocket.EndConnect(result);

        // 开始接收服务器消息
        StartReceiving();
    }
    catch (Exception ex)
    {
        Debug.LogError("Failed to connect callback: " + ex.Message);
    }
}

private void StartReceiving()
{
    try
    {
        
        // 异步接收服务器消息
        clientSocket.BeginReceive(receiveBuffer, 0, receiveBuffer.Length, SocketFlags.None, ReceiveCallback, null);
    }
    catch (Exception ex)
    {
        Debug.LogError("Failed to start receiving: " + ex.Message);
    }
}

private void ReceiveCallback(IAsyncResult result)
{
    try
    {
       
        // 结束接收操作
        int bytesRead = clientSocket.EndReceive(result);

        if (bytesRead > 0)
        {
            // 处理接收到的消息
            string message = System.Text.Encoding.UTF8.GetString(receiveBuffer, 0, bytesRead);
            Debug.Log("Received message from server: " + message);

            // 继续接收消息
            StartReceiving();
        }
        else
        {
            // 连接断开,关闭客户端Socket
            clientSocket.Close();
        }
    }
    catch (Exception ex)
    {
        Debug.LogError("Failed to receive callback: " + ex.Message);
    }
}

private void SendMessageToServer(string message)
{
    try
    {
        // 将消息转换为字节数组
        byte[] data = System.Text.Encoding.UTF8.GetBytes(message);

        // 发送消息给服务器
        clientSocket.BeginSend(data, 0, data.Length, SocketFlags.None, SendCallback, null);
    }
    catch (Exception ex)
    {
        Debug.LogError("Failed to send message to server: " + ex.Message);
    }
}

private void SendCallback(IAsyncResult result)
{
    try
    {
        // 结束发送操作
        int bytesSent = clientSocket.EndSend(result);
        Debug.Log("Sent " + bytesSent + " bytes to server.");
    }
    catch (Exception ex)
    {
        Debug.LogError("Failed to send callback: " + ex.Message);
    }
}

}

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转载自blog.csdn.net/weixin_43780907/article/details/130616215