在剛剛開發Unity項目的過程中,需要用到即時通信功能來完成服務器與客戶端自定義的數據結構封裝。
現在將部分主要功能的實現代碼抽取出來實現了可以異步Socket請求的技術Demo。
客戶端腳本ClientScript
/// <summary> /// Client Script. /// Created By 藍鷗3G 2014.08.23 /// </summary> using UnityEngine; using System.Collections; public class ClientScript: MonoBehaviour { string msg = ""; // Use this for initialization LOSocket client; void Start () { client = LOSocket.GetSocket(LOSocket.LOSocketType.CLIENT); client.InitClient ("127.0.0.1", 2222, ((string content) => { //收到服務器的回饋信息 })); } void OnGUI() { msg = GUI.TextField(new Rect(0, 0, 500, 40), msg); if(GUI.Button(new Rect(0, 50, 100, 30), "Send")) { client.SendMessage (msg); } } }
服務器端腳本
/// <summary> /// Server Script. /// Created By 藍鷗3G 2014.08.23 /// </summary> /// /// using UnityEngine; using System.Collections; public class ServerScript : MonoBehaviour { private string receive_str; LOSocket server; // Use this for initialization void Start () { server = LOSocket.GetSocket(LOSocket.LOSocketType.SERVER); //初始化服務器 server.InitServer((string content) => { receive_str = content; }); } void OnGUI() { if (receive_str != null) { GUILayout.Label (receive_str); } } }
LOSocket框架
/// <summary> /// LOSocket. /// Created By 藍鷗3G 2014.08.23 /// </summary> /// /// using UnityEngine; using System.Collections; using System.Net; using System.Net.Sockets; using System.Text; //收到消息后的委托回調 public delegate void ReceiveCallBack(string content); public class LOSocket{ //可以創建的Socket端口類型 public enum LOSocketType { CLIENT = 0, SERVER = 1, } #region --------取消構造器 private LOSocket() { } #endregion #region --------公共代碼 //通過靜態方法獲取不同的端口類型 public static LOSocket GetSocket(LOSocket.LOSocketType type) { LOSocket socket = null; switch (type) { case LOSocketType.CLIENT: { //創建一個新的客戶端 socket = new LOSocket (); break; } case LOSocketType.SERVER: { //獲取服務端 socket = GetServer (); break; } } return socket; } #endregion #region --------客戶端部分代碼 private Socket clientSocket; //聲明客戶端收到服務端返回消息后的回調委托函數 private ReceiveCallBack clientReceiveCallBack; //用來存儲服務端返回的消息數據 byte[] Buffer = new byte[1024]; //初始化客戶端Socket信息 public void InitClient(string ip,int port,ReceiveCallBack ccb) { this.clientReceiveCallBack = ccb; this.clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); IPAddress address = IPAddress.Parse (ip); IPEndPoint ep = new IPEndPoint (address, port); this.clientSocket.Connect(ep); //開始異步等待接收服務端消息 this.clientSocket.BeginReceive (Buffer, 0, Buffer.Length, SocketFlags.None, new System.AsyncCallback(ReceiveFromServer), this.clientSocket); } //收到服務端返回消息后的回調函數 void ReceiveFromServer(System.IAsyncResult ar) { //獲取當前正在工作的Socket對象 Socket worker = ar.AsyncState as Socket; int ByteRead=0; try { //接收完畢消息后的字節數 ByteRead = worker.EndReceive(ar); } catch (System.Exception ex) { this.clientReceiveCallBack (ex.ToString ()); } if (ByteRead > 0) { string Content = Encoding.Default.GetString (Buffer); //通過回調函數將消息返回給調用者 this.clientReceiveCallBack (Content); } //繼續異步等待接受服務器的返回消息 worker.BeginReceive(Buffer, 0, Buffer.Length, SocketFlags.None, new System.AsyncCallback(ReceiveFromServer), worker); } //客戶端主動發送消息 public void SendMessage(string message) { if (message == null) return; message += "\r\n"; byte[] sendData = Encoding.UTF8.GetBytes (message); //異步發送消息請求 clientSocket.BeginSend (sendData, 0, sendData.Length, SocketFlags.None, new System.AsyncCallback (SendToServer), clientSocket); } //發送消息結束的回調函數 void SendToServer(System.IAsyncResult ar) { Socket worker = ar.AsyncState as Socket; worker.EndSend (ar); } #endregion #region -------服務器部分代碼 //服務器端收到消息的存儲空間 byte[] ReceiveBuffer = new byte[1024]; //服務器收到消息后的回調委托 private ReceiveCallBack callback; //單例模式 private static LOSocket serverSocket; private static LOSocket GetServer() { if (serverSocket == null) { serverSocket = new LOSocket(); } return serverSocket; } //初始化服務器信息 public void InitServer(ReceiveCallBack cb) { this.callback = cb; // 1. Socket server_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); // 2. IPEndPoint endPoint = new IPEndPoint(IPAddress.Any, 2222); // 3. server_socket.Bind(endPoint); // 4. server_socket.Listen(10); // 5.開始異步等待客戶端的請求鏈接 server_socket.BeginAccept (new System.AsyncCallback (Accept), server_socket); this.callback ("開啟服務器" + endPoint.ToString()); } //接受到客戶端的鏈接請求后的回調函數 void Accept(System.IAsyncResult ar){ //獲取正在工作的Socket對象 Socket socket = ar.AsyncState as Socket; //存儲異步操作的信息,以及用戶自定義的數據 Socket worker = socket.EndAccept(ar); SocketError error; //開始異步接收客戶端發送消息內容 worker.BeginReceive (ReceiveBuffer, 0, ReceiveBuffer.Length, SocketFlags.None, new System.AsyncCallback (Receive), worker); //繼續異步等待新的客戶端鏈接請求 socket.BeginAccept(new System.AsyncCallback(Accept), socket); } //服務端收到客戶端的消息后的回調函數 void Receive(System.IAsyncResult ar) { //獲取正在工作的Socket對象 Socket worker = ar.AsyncState as Socket; int ByteRead=0; try { ByteRead = worker.EndReceive(ar); } catch (System.Exception ex) { this.callback (ex.ToString ()); } if (ByteRead > 0) { string Content = Encoding.Default.GetString (ReceiveBuffer); this.callback (Content); } //繼續異步等待客戶端的發送消息請求 worker.BeginReceive(ReceiveBuffer, 0, ReceiveBuffer.Length, SocketFlags.None, new System.AsyncCallback(Receive), worker); } #endregion }