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【Unity3D自学记录】Unity3D网络之Socket聊天室初探

时间:2014-08-30 22:56:50      阅读:662      评论:0      收藏:0      [点我收藏+]

首先创建一个服务端程序,这个程序就用VS的控制台程序做即可了。

代码例如以下:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;

namespace SocketServer
{
    class Program
    {
        const int Port = 20000; //设置连接port
        static void Main(string[] args)
        {
            // 初始化serverIP
            System.Net.IPAddress SocketIP = System.Net.IPAddress.Parse("127.0.0.1");
            // 创建TCP侦听器
            TcpListener listener = new TcpListener(SocketIP, Port);
            listener.Start();
            // 显示server启动信息
            Console.WriteLine("服务开启中...\n");
            // 循环接受客户端的连接请求
            while (true)
            {
                ChatClient client = new ChatClient(listener.AcceptTcpClient());

                // 显示连接客户端的IP与port
                Console.WriteLine(client._clientIP + " 添?...\n");
            }
        }
    }
}

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Collections;
using System.Net.Sockets;

namespace SocketServer
{
    class ChatClient
    {
        public static Hashtable ALLClients = new Hashtable(); // 客户列表
        private TcpClient _client;  // 客户端实体
        public string _clientIP;   // 客户端IP
        private string _clientNick; // 客户端昵称
        private byte[] data;        // 消息数据

        private bool ReceiveNick = true;

        public ChatClient(TcpClient client)
        {
            this._client = client;
            this._clientIP = client.Client.RemoteEndPoint.ToString();

            // 把当前客户端实例加入?到客户列表其中
            ALLClients.Add(this._clientIP, this);

            data = new byte[this._client.ReceiveBufferSize];

            // 从服务端获取消息
            client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
        }

        // 从客戶端获取消息
        public void ReceiveMessage(IAsyncResult ar)
        {
            int bytesRead;
            try
            {
                lock (this._client.GetStream())
                {
                    bytesRead = this._client.GetStream().EndRead(ar);
                }

                if (bytesRead < 1)
                {
                    ALLClients.Remove(this._clientIP);
                    Broadcast(this._clientNick + "离开聊天室");
                    return;
                }
                else
                {
                    string messageReceived = System.Text.Encoding.ASCII.GetString(data, 0, bytesRead);

                    if (ReceiveNick)
                    {
                        this._clientNick = messageReceived;
                        Broadcast(this._clientNick + "加入聊天室");
                        ReceiveNick = false;
                    }
                    else
                    {
                        Broadcast(this._clientNick + ":" + messageReceived);
                    }
                }

                lock (this._client.GetStream())
                {
                    this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
                }
            }
            catch (Exception ex)
            {
                ALLClients.Remove(this._clientIP);
                Broadcast(this._clientNick + "离开聊天室");
            }
        }

        // 向客戶端发送消息
        public void sendMessage(string message)
        {
            try
            {
                System.Net.Sockets.NetworkStream ns;
                lock (this._client.GetStream())
                {
                    ns = this._client.GetStream();
                }
                // 对信息进行编码
                byte[] bytesToSend = System.Text.Encoding.ASCII.GetBytes(message);
                ns.Write(bytesToSend, 0, bytesToSend.Length);
                ns.Flush();
            }
            catch (Exception ex)
            {

            }
        }

        // 向客户端广播消息
        public void Broadcast(string message)
        {
            Console.WriteLine(message);

            foreach (DictionaryEntry c in ALLClients)
            {
                ((ChatClient)(c.Value)).sendMessage(message + Environment.NewLine);
            }
        }

    }
}

这个比較简单啊,我就直接拷贝了别人的代码,比較好理解,适合新手~~~(如有侵犯版权,请私信联系我)


接下来就是Unity这边的代码了~

代码例如以下:

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

public class ScoketClient : MonoBehaviour
{
    const int Port = 20000;//port号与服务端port相应
    private TcpClient client;
    byte[] data;

    public string UserName = "";//username
    public string message = "";//聊天内容
    public string sendMsg = "";//输入框

    void OnGUI()
    {
        UserName = GUI.TextField(new Rect(10, 10, 100, 20), UserName);
        message = GUI.TextArea(new Rect(10, 40, 300, 200), message);
        sendMsg = GUI.TextField(new Rect(10, 250, 210, 20), sendMsg);

        if (GUI.Button(new Rect(120, 10, 80, 20), "连接server"))
        {
            this.client = new TcpClient();
            this.client.Connect("127.0.0.1", Port);
            data = new byte[this.client.ReceiveBufferSize];
            SendSocket(UserName);
            this.client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this.client.ReceiveBufferSize), ReceiveMessage, null);
        };

        if (GUI.Button(new Rect(230, 250, 80, 20), "发送"))
        {
            SendSocket(sendMsg);
            sendMsg = "";
        };
    }

    public void SendSocket(string message)
    {
        try
        {
            NetworkStream ns = this.client.GetStream();
            byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
            ns.Write(data, 0, data.Length);
            ns.Flush();
        }
        catch (Exception ex)
        {
           
        }
    }

    public void ReceiveMessage(IAsyncResult ar)
    {
        try
        {
            int bytesRead;
            bytesRead = this.client.GetStream().EndRead(ar);
            if (bytesRead < 1)
            {
                return;
            }
            else
            {
                message += System.Text.Encoding.ASCII.GetString(data, 0, bytesRead);
            }
            this.client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this.client.ReceiveBufferSize), ReceiveMessage, null);
        }
        catch (Exception ex)
        {

        }
    }
}

这样就能够了~先开启服务端,然后在用client连接。

这里用的编码是ASCII。假设想用中文的话改成UTF-8,或者GB2312。




【Unity3D自学记录】Unity3D网络之Socket聊天室初探

原文:http://www.cnblogs.com/hrhguanli/p/3946884.html

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