同步Socket 与 异步 Socket:
1.同步就是阻塞的,比如 接受数据 如果没有回应 就一直等待。
2.异步就是不用等待;
同步Socket
<span style="font-size:24px;">using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
//多线程
namespace MySocket
{
class Program
{
//用于连接
public static Socket connSocket;
//用于请求
public static Socket ComdSocket;
public static byte[] buf = new byte[1024];
static void Main (string[] args)
{
//开启一个新的线程当客户端
Thread client = new Thread (InitClient);
client.Start ();//开启
InitServer ();
Console.Read ();
}
public static void InitServer ()
{
//操作都放到try和catch中,以捕捉异常
connSocket = new Socket (AddressFhamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//实例化一个终端
IPEndPoint endPoint = new IPEndPoint (IPAddress.Parse ("127.0.0.1"), 3535);
//占用一个房间
connSocket.Bind (endPoint);
//用于监听,可以接受10个人
connSocket.Listen (10);
//接受客户端对象, 重点:阻塞方法(block)
ComdSocket = connSocket.Accept ();
Console.WriteLine ("有客户端连接了,终端为" + ComdSocket.RemoteEndPoint);
while (true) {
//接受数据,阻塞方法(block)
int len = ComdSocket.Receive (buf);
string msg = Encoding.UTF8.GetString (buf, 0, len);
Console.WriteLine ("收到新的消息:" + msg);
}
}
public static void InitClient ()
{
//
Thread.Sleep (3000);//休眠1000毫秒,保证服务器开启之后才能连接
connSocket = new Socket (AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//实例化一个终端
IPEndPoint endPoint = new IPEndPoint (IPAddress.Parse ("127.0.0.1"), 3535);
//连接服务器
connSocket.Connect (endPoint);
Console.WriteLine (connSocket.Connected);
if (connSocket.Connected) {
while (true) {
//客户端发送数据给服务器
Console.WriteLine ("client input:");
string msg = Console.ReadLine ();
//讲一个字符串转换成byte[]
buf = Encoding.UTF8.GetBytes (msg);
//发送数据
connSocket.Send (buf);
}
}
}
}
}</span>
异步Socket
using UnityEngine;
using System.Collections;
//关于网络
using System.Net;
//关于套接字
using System.Net.Sockets;
//关于文本
using System.Text;
//声明一个委托
public delegate void ldyReceiveCallBack (string content);
public class LdySocket
{
#region 服务器端
//声明一个服务器端的套接字
Socket serverSocket;
//声明一个委托对象
ldyReceiveCallBack serverCallBake;
//生成一个比特缓存
byte[] serverBuffer = new byte[1024];
//初始化服务器
public void InitServer (ldyReceiveCallBack rcb)
{
//传入委托对象
serverCallBake = rcb;
//初始化服务器端的套接字
serverSocket = new Socket (AddressFamily.InterNetwork/*IPV4*/, SocketType.Stream/*双向读写流(服务端可以发给客户 客户也可以发服务)*/,
ProtocolType.Tcp/*TCP协议*/);
//实例一个网络端点 传入地址和端口
IPEndPoint serverEP = new IPEndPoint (IPAddress.Any, 23456);
//绑定网络端点
serverSocket.Bind (serverEP);
//设置最大监听数量
serverSocket.Listen (10);
//异步接受客户端的连接(CallBack)
serverSocket.BeginAccept (new System.AsyncCallback (ServerAccept), serverSocket);
//发送一个消息 表示服务器已经创建
serverCallBake ("Server Has Init");
}
//服务器接受
void ServerAccept (System.IAsyncResult ar)
{
//接受结果状态
serverSocket = ar.AsyncState as Socket;
//接收结果
Socket workingSocket = serverSocket.EndAccept (ar);
workingSocket.BeginReceive (serverBuffer/*消息缓存*/,
0/*接受消息的偏移量 就是从第几个开始*/,
this.serverBuffer.Length/*设置接受字节数*/,
SocketFlags.None/*Socket标志位*/,
new System.AsyncCallback (ServerReceive)/*接受回调*/,
workingSocket/*最后的状态*/);
//继续接受客户端的请求
workingSocket.BeginAccept (new System.AsyncCallback (ServerAccept), workingSocket);
}
void ServerReceive (System.IAsyncResult ar)
{
//获取正在工作的Socket对象(用来接受数据的 )
Socket workingSocket = ar.AsyncState as Socket;
//接受到得数据字节
int byteCount = 0;
//接收到的数据字符串
string content = "";
try {
byteCount = workingSocket.EndReceive (ar);
} catch (SocketException ex) {
//如果接受失败 返回详细异常
serverCallBake (ex.ToString ());
}
if (byteCount > 0) {
//转换byte数组为字符串(支持中文)
content = UTF8Encoding.UTF8.GetString (serverBuffer);
}
//发送接收到的消息
serverCallBake (content);
//继续接受消息
workingSocket.BeginReceive (serverBuffer/*消息缓存*/,
0/*接受消息的偏移量 就是从第几个开始*/,
this.serverBuffer.Length/*设置接受字节数*/,
SocketFlags.None/*Socket标志位*/,
new System.AsyncCallback (ServerReceive)/*接受回调*/,
workingSocket/*最后的状态*/);
}
#endregion
#region
//声明客户端的套接字
Socket clientSocket;
//声明客户端的委托对象
ldyReceiveCallBack clientReceiveCallBack;
//声明客户端的缓存1KB
byte[] clientBuffer = new byte[1024];
//1.ip地址 2.端口3.委托对象
public void InitClient (string ip, int port, ldyReceiveCallBack rcb)
{
//接受委托对象
clientReceiveCallBack = rcb;
//实例客户端的Socket 参数(IPV4 ,双向读写流,TCP协议)
clientSocket = new Socket (AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
//实例化一个客户端的网络端点 IPAddress.Parse (ip):将IP地址字符串转换为Ip地址实例
IPEndPoint clientEP = new IPEndPoint (IPAddress.Parse (ip), port);
//连接服务器
clientSocket.Connect (clientEP);
//第一个是缓存 第二个 是从第几个开始接受 第三个 接受多少个字节 第四个 需不需要特殊的服务 第五个回调函数 第六个当前对象
clientSocket.BeginReceive (clientBuffer, 0, this.clientBuffer.Length, SocketFlags.None,
new System.AsyncCallback (clientReceive), this.clientSocket);
}
void clientReceive (System.IAsyncResult ar)
{
//获取一个客户端正在接受数据的对象
Socket workingSocket = ar.AsyncState as Socket;
int byteCount = 0;
string content = "";
try {
//结束接受数据 完成储存
byteCount = workingSocket.EndReceive (ar);
} catch (SocketException ex) {
//如果接受消息失败
clientReceiveCallBack (ex.ToString ());
}
if (byteCount > 0) {
//转换已经接受到得Byte数据为字符串
content = UTF8Encoding.UTF8.GetString (clientBuffer);
}
//发送数据
clientReceiveCallBack (content);
//接受下一波数据
clientSocket.BeginReceive (clientBuffer, 0, this.clientBuffer.Length, SocketFlags.None,
new System.AsyncCallback (clientReceive), this.clientSocket);
}
public void ClientSendMessage (string msg)
{
if (msg != "") {
//将要发送的字符串消息转换成BYTE数组
clientBuffer = UTF8Encoding.UTF8.GetBytes (msg);
}
clientSocket.BeginSend (clientBuffer, 0, this.clientBuffer.Length, SocketFlags.None,
new System.AsyncCallback (SendMsg),
this.clientSocket);
}
void SendMsg (System.IAsyncResult ar)
{
Socket workingSocket = ar.AsyncState as Socket;
workingSocket.EndSend (ar);
}
#endregion
}
服务器端
<span style="font-size:24px;">using UnityEngine;
using System.Collections;
public class ServerSocketDemo : MonoBehaviour
{
private LdySocket ldysocket;
string serverContent;
void Awake ()
{
ldysocket = new LdySocket ();
//执行初始化服务器方法,传入委托函数
ldysocket.InitServer (ShowMsg);
}
void ShowMsg (string msg)
{
serverContent = msg;
}
void OnGUI ()
{
GUILayout.Label (serverContent);
}
}
</span>
客户端
<span style="font-size:24px;">using UnityEngine;
using System.Collections;
public class ClientSocketDemo : MonoBehaviour
{
private LdySocket ldysocket;
private string clientContent;
private string needSendText = "";
void Awake ()
{
ldysocket = new LdySocket ();
ldysocket.InitClient ("127.0.0.1", 23456, (string msg) => {
clientContent = msg;
});
}
void OnGUI ()
{
needSendText = GUILayout.TextField (needSendText);
if (GUILayout.Button ("点击发送消息")) {
if (needSendText != "") {
ldysocket.ClientSendMessage (needSendText);
}
}
}
}</span>