总共三个脚本
@第一个(工具类脚本)单例
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System;
///
/// 工具类
///
public class NetWorkManager {
#region 单例
private static NetWorkManager instance;
public static NetWorkManager Instance {
get {
if (instance == null) {
instance = new NetWorkManager ();
}
return instance;
}
}
#endregion
public delegate void MyCallBack(string msg);
#region 服务器端
/*
* 服务器创建流程
* 1、创建服务器
* 2、等待客户端连接
*/
/*
* 使用到Socket的哪些方法
* 1、创建套接字
* 2、绑定IP地址和端口
* 3、监听客户端连接的方法
* 4、接收客户端请求
* 5、收发信息
*/
///
/// 服务端的套接字对象
///
private Socket serverSocket;
///
/// 服务端的输入输出缓冲区
///
private byte[] serverBuffer = new byte[1024];
///
/// 服务端的委托
///
private MyCallBack serverCallBack;
///
/// 初始化服务器
///
/// 外界传进来的委托方法
public void ServerInit(MyCallBack userCallBack) {
serverCallBack = userCallBack;
// 创建
serverSocket = new Socket (
AddressFamily.InterNetwork,
SocketType.Stream,
ProtocolType.Tcp
);
// 绑定
IPEndPoint point = new IPEndPoint(IPAddress.Parse("127.0.0.1"),12345);
serverSocket.Bind (point);
// 开始监听
serverSocket.Listen(10);
serverCallBack ("服务器启动成功");
// 接受客户端的请求
serverSocket.BeginAccept(ServerAccept,serverSocket);
}
///
/// 当服务器接受到客户端请求的回调事件
///
/// Ar.
void ServerAccept(IAsyncResult ar) {
serverSocket = ar.AsyncState as Socket;
// 接受结束
Socket workingSocket = serverSocket.EndAccept(ar);
// 开始基于新的Socket进行收发信息
workingSocket.BeginReceive (
// 收发缓冲区
serverBuffer,
// 起始位置
0,
// 接受数据的的长度
serverBuffer.Length,
// 特殊服务
SocketFlags.None,
// 当接收到信息的回调委托
ServerReceive,
// 当前的套接字状态
workingSocket
);
serverSocket.BeginAccept (ServerAccept, serverSocket);
}
///
/// 服务器接收到客户端的消息的委托回调
///
/// Ar.
void ServerReceive(IAsyncResult ar) {
Socket workingSocket = ar.AsyncState as Socket;
// 接收到的字节数据
int count = workingSocket.EndReceive(ar);
string result = UTF8Encoding.UTF8.GetString (serverBuffer,0,count);
serverCallBack (result);
workingSocket.BeginReceive (
// 收发缓冲区
serverBuffer,
// 起始位置
0,
// 接受数据的的长度
serverBuffer.Length,
// 特殊服务
SocketFlags.None,
// 当接收到信息的回调委托
ServerReceive,
// 当前的套接字状态
workingSocket
);
}
#endregion
#region 客户端
///
/// 客户端的套接字
///
Socket clientSocket;
///
/// 客户端的缓冲区
///
byte[] clientBuffer = new byte[1024];
///
/// 客户端的委托
///
MyCallBack clientCallBack;
///
/// 开始连接服务器
///
/// IP地址
/// 端口号
/// 委托事件
public void ClientConnect(string ip, int port, MyCallBack userCallBack) {
clientSocket = new Socket (AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
clientSocket.Connect (IPAddress.Parse(ip),port);
clientCallBack = userCallBack;
clientCallBack ("客户端连接成功");
}
///
/// 客户端发送消息的回调事件
///
/// Message.
public void ClientSendMessage(string message) {
clientBuffer = UTF8Encoding.UTF8.GetBytes (message);
clientSocket.BeginSend(
clientBuffer,
0,
message.Length,
SocketFlags.None,
SendSuccess,
clientSocket
);
}
//消息发送成功的回调方法
void SendSuccess(IAsyncResult ar) {
Socket workingSocket = ar.AsyncState as Socket;
workingSocket.EndSend (ar);
}
#endregion
}
@第二个脚本(服务器)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Server : MonoBehaviour {
Text text;
void Awake(){
text = GameObject.Find ("Text").GetComponent ();
Application.runInBackground = true;
}
void Start () {
NetWorkManager.Instance.ServerInit (
(string msg) => {
if (msg == "1") {
msg = "开启";
}else{
msg = "关闭";
}
text.text = msg;
}
);
}
}
@第三脚本(客户端)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Client : MonoBehaviour {
Button send; // 发送指令的按钮
InputField text; // 发送的指令
void Awake(){
Application.runInBackground = true; // 后台运行
send = GameObject.Find ("Button").GetComponent ();
text = GameObject.Find ("InputField").GetComponent ();
send.onClick.AddListener (SendMessage);
}
void Start () {
NetWorkManager.Instance.ClientConnect (
"127.0.0.1",
12345,
(string msg) => {
}
);
}
void SendMessage(){
NetWorkManager.Instance.ClientSendMessage (text.text);
}
}
3
如下效果图
如果想写及时通讯(聊天对话框),直接修改一些代码即可。如有不当,多多指教!�
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