考虑实现用C++做服务器,unity做客户端实现TCP网络通信。

以下采用TCP单线程连接。


Qt C++服务端

建立一个Qt的GUI项目,在界面上放一个label显示连接状态,两个button作为指令发送控制。

记得在pro文件中加入network模块


widget.h

#ifndef WIDGET_H
#define WIDGET_H

#include <QWidget>

class QTcpServer;//前向声明
class QTcpSocket;

namespace Ui {
class Widget;
}

class Widget : public QWidget
{
    Q_OBJECT

public:
    explicit Widget(QWidget *parent = 0);
    ~Widget();

private:
    Ui::Widget *ui;

private:
    QString statusText; //状态信息
    QTcpServer *tcpServer; //服务器
    QTcpSocket *clientTcpSocket; //客户端socket
    void SocketSend(QString sendStr);
private slots:
    void SocketConnet();
    void SocketReceive();
    void on_leftBtn_clicked();
    void on_rightBtn_clicked();
};

#endif // WIDGET_H

widget.cpp

#include <QTcpServer>
#include <QTcpSocket>
#include <QAbstractSocket>
#include <QDebug>
#include "widget.h"
#include "ui_widget.h"

Widget::Widget(QWidget *parent) :
    QWidget(parent),
    ui(new Ui::Widget)
{
    ui->setupUi(this);
    //初始化server并监听
    tcpServer=new QTcpServer(this); //qt自己内存管理
    if(!tcpServer->listen(QHostAddress::Any,6666)) //监听所有网络地址,端口6666
        qDebug()<<tcpServer->errorString();
    statusText=statusText+"wait for connecting..."+"\n";
    ui->statusLabel->setText(statusText);
    //绑定信号槽,当有连接时作出反应
    connect(tcpServer,SIGNAL(newConnection()),this,SLOT(SocketConnet()));
}

void Widget::SocketConnet()
{
    //获得client socket
    clientTcpSocket=tcpServer->nextPendingConnection();
    //绑定信号槽,接收数据,并且当连接关闭是删除连接
    connect(clientTcpSocket,SIGNAL(readyRead()),this,SLOT(SocketReceive()));
    connect(clientTcpSocket,SIGNAL(disconnected()),clientTcpSocket,SLOT(deleteLater()));
    //显示客户端连接信息
    QString clientIp=clientTcpSocket->peerAddress().toString();
    QString clientPort=QString::number(clientTcpSocket->peerPort());
    statusText=statusText+"conneted with "+clientIp+":"+clientPort+"\n";
    ui->statusLabel->setText(statusText);
}

void Widget::SocketSend(QString sendStr)
{
    clientTcpSocket->write(sendStr.toStdString().c_str());
}

void Widget::SocketReceive()
{
    //接收数据并显示,字节转换成了字符串
    QString recvStr=clientTcpSocket->readAll();
    statusText=statusText+recvStr+"\n";
    ui->statusLabel->setText(statusText);
    //经处理后发送回去
    SocketSend("From server: "+recvStr);
}

Widget::~Widget()
{
    delete ui;
}

//发送unity物体左旋消息
void Widget::on_leftBtn_clicked()
{
    SocketSend("leftrotate");
}

//发送unity物体右旋消息
void Widget::on_rightBtn_clicked()
{
    SocketSend("rightrotate");
}

main.cpp未更改就不贴了。


unity C#客户端

建立一个unity场景,拖入一个cube

把tcpsocket连接部分封装成了一个单独的类TcpClientHandler,再加一个脚本TcpTest挂到场景中,在这个脚本中实例化用于连接的TcpClientHandler。

TcpClientHandler.cs

using UnityEngine;
using System.Collections;
//引入库
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;

public class TcpClientHandler:MonoBehaviour
{
    Socket serverSocket; //服务器端socket
    IPAddress ip; //主机ip
    IPEndPoint ipEnd;
    string recvStr; //接收的字符串
    string sendStr; //发送的字符串
    byte[] recvData=new byte[1024]; //接收的数据,必须为字节
    byte[] sendData=new byte[1024]; //发送的数据,必须为字节
    int recvLen; //接收的数据长度
    Thread connectThread; //连接线程

    //初始化
    public void InitSocket()
    {
        //定义服务器的IP和端口,端口与服务器对应
        ip=IPAddress.Parse("127.0.0.1"); //可以是局域网或互联网ip,此处是本机
        ipEnd=new IPEndPoint(ip,6666); //服务器端口号


        //开启一个线程连接,必须的,否则主线程卡死
        connectThread=new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }

    void SocketConnet()
    {
        if(serverSocket!=null)
            serverSocket.Close();
        //定义套接字类型,必须在子线程中定义
        serverSocket=new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
        print("ready to connect");
        //连接
        serverSocket.Connect(ipEnd);

        //输出初次连接收到的字符串
        recvLen=serverSocket.Receive(recvData);
        recvStr=Encoding.ASCII.GetString(recvData,0,recvLen);
        print(recvStr);
    }

    public void SocketSend(string sendStr)
    {
        //清空发送缓存
        sendData=new byte[1024];
        //数据类型转换
        sendData=Encoding.ASCII.GetBytes(sendStr);
        //发送
        serverSocket.Send(sendData,sendData.Length,SocketFlags.None);
    }

    void SocketReceive()
    {
        SocketConnet();
        //不断接收服务器发来的数据
        while(true)
        {
            recvData=new byte[1024];
            recvLen=serverSocket.Receive(recvData);
            if(recvLen==0)
            {
                SocketConnet();
                continue;
            }
            recvStr=Encoding.ASCII.GetString(recvData,0,recvLen);
            print(recvStr);
        }
    }

    //返回接收到的字符串
    public string GetRecvStr()
    {
        string returnStr;
        //加锁防止字符串被改
        lock(this)
        {
            returnStr=recvStr;
        }          
        return returnStr;
    }
    public void SocketQuit()
    {
        //关闭线程
        if(connectThread!=null)
        {
            connectThread.Interrupt();
            connectThread.Abort();
        }
        //最后关闭服务器
        if(serverSocket!=null)
            serverSocket.Close();
        print("diconnect");
    }

}

TcpTest.cs

using UnityEngine;
using System.Collections;

public class TcpTest:MonoBehaviour
{
    string editString="hello wolrd"; //编辑框文字
    GameObject cube;

    TcpClientHandler tcpClient;
    // Use this for initialization
    void Start()
    {
        //初始化网络连接
        //tcpClient=new TcpClientHandler(); //因为tcp的类继承了monobehaviour所以不能用new,或者去掉对monobehaviour继承就可以用new
        tcpClient=gameObject.AddComponent<TcpClientHandler>();
        tcpClient.InitSocket();

        //找到cube
        cube=GameObject.Find("Cube");
    }

    void OnGUI()
    {
        editString=GUI.TextField(new Rect(10,10,100,20),editString);
        GUI.Label(new Rect(10,30,300,20),tcpClient.GetRecvStr());
        if(GUI.Button(new Rect(10,50,60,20),"send"))
            tcpClient.SocketSend(editString);
    }

    // Update is called once per frame
    void Update()
    {
        if(tcpClient.GetRecvStr()!=null)
        {
            switch(tcpClient.GetRecvStr())
            {
                case "leftrotate":
                    cube.transform.Rotate(Vector3.up,50*Time.deltaTime);
                    break;
                case "rightrotate":
                    cube.transform.Rotate(Vector3.down,50*Time.deltaTime);
                    break;
            }
        }
    }

    void OnApplicationQuit()
    {
        //退出时关闭连接
        tcpClient.SocketQuit();
    }
}



测试



程序实现服务端和客户端互相收发消息,服务端按钮可以控制客户端里面的cube旋转。

unity加载qt dll unity程序嵌入qt_#include



unity加载qt dll unity程序嵌入qt_Server_02


unity加载qt dll unity程序嵌入qt_#include_03