服务器端的整体思路:
1、初始化IP地址和端口号以及套接字等字段;
2、绑定IP启动服务器,开始监听消息 socketServer.Listen(10);
3、开启一个后台线程接受客户端的连接 socketServer.Accept(),这里需要注意的是服务器端有两个Socket,一个负责监听,另一个负责传输消息,分工明确;
4、接受客户端消息 socketMsg.Receive();
5、向客户端发送消息 Send(bySendArray);
6、当然还应该包括信息显示方法和系统的退出方法。
/***
*
*
* 服务器端
*
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Text;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using UnityEngine.UI;
using System;
public class Server : MonoBehaviour
{
public InputField InpIPAdress; //IP地址
public InputField InpPort; //端口号
public InputField InpDisplayInfo; //显示信息
public InputField InpSendMsg; //发送信息
public Dropdown Dro_IPList; //客户端的IP列表
private Socket socketServer; //服务端套接字
private bool IsListionContect = true; //是否监听
private StringBuilder _strDisplayInfo = new StringBuilder();//追加信息
private string _CurClientIPValue = string.Empty; //当前选择的IP地址
//保存客户端通讯的套接字
private Dictionary<string, Socket> _DicSocket = new Dictionary<string, Socket>();
//保存DropDown的数据,目的为了删除节点信息
private Dictionary<string, Dropdown.OptionData> _DicDropdowm = new Dictionary<string, Dropdown.OptionData>();
// Start is called before the first frame update
void Start()
{
//控件初始化
InpIPAdress.text = "127.0.0.1";
InpPort.text = "1000";
InpSendMsg.text = string.Empty;
//下拉列表处理
Dro_IPList.options.Clear(); //清空列表信息
//添加一个空节点
Dropdown.OptionData op = new Dropdown.OptionData();
op.text = "";
Dro_IPList.options.Add(op);
}
/// <summary>
/// 退出系统
/// </summary>
public void ExitSystem()
{
//退出会话Socket
//退出监听Socket
if (socketServer != null)
{
try
{
socketServer.Shutdown(SocketShutdown.Both); //关闭连接
}
catch (Exception)
{
throw;
}
socketServer.Close(); //清理资源
}
Application.Quit();
}
/// <summary>
/// 获取当前好友
/// </summary>
public void GetCurrentIPInformation()
{
//选择玩家当前列表
_CurClientIPValue = Dro_IPList.options[Dro_IPList.value].text;
}
/// <summary>
/// 服务端开始监听
/// </summary>
public void EnableServerReady()
{
//需要绑定地址和端口号
IPEndPoint endPoint = new IPEndPoint(IPAddress.Parse(InpIPAdress.text), Convert.ToInt32(InpPort.text));
//定义监听Socket
socketServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//绑定
socketServer.Bind(endPoint);
//开始socket监听
socketServer.Listen(10);
//显示内容
DisplayInfo("服务器端启动");
//开启后台监听(监听客户端连接)
Thread thClientCon = new Thread(ListionCilentCon);
thClientCon.IsBackground = true; //后台线程
thClientCon.Name = "thListionClientCon";
thClientCon.Start();
}
/// <summary>
/// 接听到客户端的连接
/// </summary>
private void ListionCilentCon()
{
Socket socMesgServer = null; //会话Socket
try
{
while (IsListionContect)
{
//等待接受客户端连接,此处会“阻断”当前线程
socMesgServer = socketServer.Accept();
//获取远程节点信息
string strClientIPAndPort = socketServer.RemoteEndPoint.ToString();
//把远程节点信息添加到DropDown控件中
Dropdown.OptionData op = new Dropdown.OptionData();
op.text = strClientIPAndPort;
Dro_IPList.options.Add(op);
//把会话Socket添加到集合中(为后面发送信息使用)
_DicSocket.Add(strClientIPAndPort, socMesgServer);
//控件显示,有客户端连接
DisplayInfo("有客户端连接");
//开启后台线程,接受客户端信息
Thread thClientMsg = new Thread(ReceivMsg);
thClientMsg.IsBackground = true;
thClientMsg.Name = "thListionClientMsg";
thClientMsg.Start(socMesgServer);
}
}
catch (Exception)
{
IsListionContect = false;
//关闭会话Socket
if (socketServer != null)
{
socketServer.Shutdown(SocketShutdown.Both);
socketServer.Close();
}
if (socMesgServer != null)
{
socMesgServer.Shutdown(SocketShutdown.Both);
socMesgServer.Close();
}
}
}
/// <summary>
/// 后台线程,接受客户端信息
/// </summary>
/// <param name="sockMsg"></param>
private void ReceivMsg(object sockMsg)
{
Socket socketMsg = sockMsg as Socket;
try
{
while (true)
{
//准备接受数据缓存
byte[] msgAarry = new byte[1024 * 0124];
//准备接受客户端发来的套接字信息
int trueClientMsgLenth = socketMsg.Receive(msgAarry);
//byte数组转换为字符串
string strMsg = System.Text.Encoding.UTF8.GetString(msgAarry, 0, trueClientMsgLenth);
//显示接受的客户端消息内容
DisplayInfo("客户端消息:" + strMsg);
}
}
catch (Exception)
{
}
finally
{
DisplayInfo("有客户端断开连接了:" + socketMsg.RemoteEndPoint.ToString());
//字典类断开连接的客户端消息
_DicSocket.Remove(socketMsg.RemoteEndPoint.ToString());
//客户端列表移除
if (_DicDropdowm.ContainsKey(socketMsg.RemoteEndPoint.ToString()))
{
Dro_IPList.options.Remove(_DicDropdowm[socketMsg.RemoteEndPoint.ToString()]);
}
//关闭Socket
socketMsg.Shutdown(SocketShutdown.Both);
socketMsg.Close();
}
}
//向发送客户端会话
public void SendMsg()
{
//参数检查
_CurClientIPValue = _CurClientIPValue.Trim();
if (string.IsNullOrEmpty(_CurClientIPValue))
{
DisplayInfo("请选择要聊天的用户名称");
return;
}
//判断是否与指定的Socket通信
if (_DicSocket.ContainsKey(_CurClientIPValue))
{
//得到发送的消息
string strSendMsg = InpSendMsg.text;
strSendMsg = strSendMsg.Trim();
if (!string.IsNullOrEmpty(strSendMsg))
{
//信息转码
byte[] bySendArray = System.Text.Encoding.UTF8.GetBytes(strSendMsg);
//发送数据
_DicSocket[_CurClientIPValue].Send(bySendArray);
//记录发送数据
DisplayInfo("发送的数据:" + strSendMsg);
//控件重置
InpSendMsg.text = string.Empty;
}
else
{
DisplayInfo("发送的消息不能为空!");
}
}
else
{
DisplayInfo("请选择合法的聊天用户!");
}
}
/// <summary>
/// 主显示控件,显示消息
/// </summary>
/// <param name="str"></param>
private void DisplayInfo(string str)
{
str = str.Trim();
if (!string.IsNullOrEmpty(str))
{
_strDisplayInfo.Append(System.DateTime.Now.ToString());
_strDisplayInfo.Append(" ");
_strDisplayInfo.Append(str);
_strDisplayInfo.Append("\r\n");
InpDisplayInfo.text = _strDisplayInfo.ToString();
}
}
// Update is called once per frame
void Update()
{
}
}
客户端整体思路:
1、初始化IP地址和端口号以及一些显示信息和套接字;
2、启动客户端连接 _SockClient.Connect(endPoint);
3、开启后台线程监听客户端发来的信息 _SockClient.Receive(byMsgArray);
4、客户端发送数据到服务器 _SockClient.Send(byteArray);
5、当然也应该包括退出系统和显示信息方法。
/***
*
*
*
* 客户端
*
*
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using System.Text;
using UnityEngine.UI;
public class Client : MonoBehaviour
{
public InputField InpIPAdress; //IP地址
public InputField InpPort; //端口号
public InputField InpDisplayInfo; //显示信息
public InputField InpSendMsg; //发送信息
private Socket _SockClient; //客户端Socket
private IPEndPoint endPoint;
private bool _IsSendDataConnection=true; //发送数据连接
private StringBuilder _SbDisplayInfo = new StringBuilder();//控件追加信息
// Start is called before the first frame update
void Start()
{
InpIPAdress.text = "127.0.0.1";
InpPort.text = "1000";
}
//客户端退出系统
public void ExitSystem()
{
//关闭客户端Socket
if (_SockClient != null)
{
try
{
//关闭连接
_SockClient.Shutdown(SocketShutdown.Both);
}
catch
{
}
//清理资源
_SockClient.Close();
}
//退出
Application.Quit();
}
//启动客户端连接
public void EnableClientCon()
{
//通讯IP和端口号
endPoint = new IPEndPoint(IPAddress.Parse(InpIPAdress.text), Convert.ToInt32(InpPort.text));
//建立客户端Socket
_SockClient = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
try
{
//建立连接
_SockClient.Connect(endPoint);
//启动线程,监听服务端返回的消息
Thread thrListenMsgFromServer = new Thread(ListionMsgFromServer);
thrListenMsgFromServer.IsBackground = true;
thrListenMsgFromServer.Name = "thrListenMsgFromServer";
thrListenMsgFromServer.Start();
}
catch (Exception)
{
throw;
}
//控件显示连接服务端成功
DisplayInfo("连接服务器成功!");
}
/// <summary>
/// 后台线程监听服务端返回的消息
/// </summary>
public void ListionMsgFromServer()
{
try
{
while (true)
{
//开辟消息内存区域
byte[] byMsgArray = new byte[1024 * 0124];
//客户端接受服务器返回的数据
int intTrueMsgLengh = _SockClient.Receive(byMsgArray);
//转化为字符串
string strMsg = System.Text.Encoding.UTF8.GetString(byMsgArray, 0, intTrueMsgLengh);
//显示收到的消息
DisplayInfo("服务器返回消息:" + strMsg);
}
}
catch
{
}
finally
{
DisplayInfo("服务器断开连接");
_SockClient.Disconnect(true);
_SockClient.Close();
}
}
//客户端发送数据到服务器
public void SendMsg()
{
string strSendMsg = InpSendMsg.text;
if (!string.IsNullOrEmpty(strSendMsg))
{
//字节转化
byte[] byteArray = System.Text.Encoding.UTF8.GetBytes(strSendMsg);
//发送
_SockClient.Send(byteArray);
//显示发送内容
DisplayInfo("我:" + strSendMsg);
//控件清空
InpSendMsg.text = string.Empty;
}
else
{
DisplayInfo("提示:发送信息不能为空!");
}
}
/// <summary>
/// 主显示控件,显示消息
/// </summary>
/// <param name="str"></param>
private void DisplayInfo(string str)
{
str = str.Trim();
if (!string.IsNullOrEmpty(str))
{
_SbDisplayInfo.Append(System.DateTime.Now.ToString());
_SbDisplayInfo.Append(" ");
_SbDisplayInfo.Append(str);
_SbDisplayInfo.Append("\r\n");
InpDisplayInfo.text = _SbDisplayInfo.ToString();
}
}
// Update is called once per frame
void Update()
{
}
}