【Unity3D】同步Socket通讯

1 前言

         在多人对战网络游戏中,玩家之间一般不是直接通讯,而是与服务器通讯,服务器再把消息转发给其他玩家。网络通讯一般基于 Socket 实现,也有一些开源网络游戏框架,如:光子引擎 Photon,其底层仍然使用 Socket 实现网络通讯。

        同步 Socket 是指 Socket 的部分方法会阻塞当前线程(如:Accept、Receive 方法),直到方法返回,当前线程才会继续执行。

        当有客户连接上服务器后,服务器会生成一个 Socket(通过 Accept 方法返回 Socket,可以理解为客服),与客户对接,进行信息交流。

2 案例

        1)Socket 基本操作接口

        BaseSocket.cs

public interface BaseSocket {
	void Listening(); // 监听连接, 监听消息
	void Receive(); // 接收到消息
	void Send(string msg); // 发送消息
}

        2)服务端

         SyncSocketServer.cs

using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;

public class SyncSocketServer : BaseSocket{
	private Socket serverSocket; // 服务端通讯主机socket, 监听打进来的电话,并转接给客服
	private Socket kefuScoket; // 客服socket, 负责与客户一对一通讯
	private Action<string> msgCallback; // 消息回调
	private byte[] readBuff; // 收到消息的缓存

	public SyncSocketServer(Action<string> callback) {
		msgCallback = callback;
		serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
		IPEndPoint endPoint = new IPEndPoint(IPAddress.Any, 12345);
		serverSocket.Bind(endPoint); // 绑定ip和端口
		new Thread(() => {
			Listening();
		}).Start();
	}

	public void Listening() {
		serverSocket.Listen(1); // 监听电话连接, 设置最大客服人数, 如果是0就是无限个客服
		kefuScoket = serverSocket.Accept(); // 接电话, 分配客服和客户进行一对一通信, 没有电话打进来就会一直阻塞
		msgCallback("客服的本地端口是: " + kefuScoket.LocalEndPoint.ToString());
		msgCallback("客户的远程端口是: " + kefuScoket.RemoteEndPoint.ToString());
		readBuff = new byte[1024];
		while(true) {
			Receive();
		}
	}

	public void Receive() {
		Array.Clear(readBuff, 0, readBuff.Length); // 清空缓存
		int count = kefuScoket.Receive(readBuff); // 收到消息, 并存放在缓冲区, 没有消息就会一直阻塞
		string msg = Encoding.UTF8.GetString(readBuff, 0, count);
		msgCallback("客户端发来消息: " + msg);
	}

	public void Send(string msg) {
		byte[] buffer = Encoding.UTF8.GetBytes(msg);
		kefuScoket.Send(buffer);
	}

	~SyncSocketServer() {
		kefuScoket.Close();
		serverSocket.Close();
	}
}

        3)客户端

        SyncSocketClient.cs

using System;
using System.Net.Sockets;
using System.Text;
using System.Threading;

public class SyncSocketClient : BaseSocket {
    private Socket clientSocket; // 客户端socket
    private Action<string> msgCallback; // 消息回调
	private byte[] readBuff; // 收到消息的缓存

    public SyncSocketClient(Action<string> callback) {
        msgCallback = callback;
        clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        new Thread(() => {
            clientSocket.Connect("127.0.0.1", 12345); //连接服务器, 未连接上就会一直阻塞
			Listening();
		}).Start();
    }

    public void Listening() {
        readBuff = new byte[1024];
        while(true) {
            Receive();
        }
    }

    public void Receive() {
        Array.Clear(readBuff, 0, readBuff.Length); // 清空缓存
        int count = clientSocket.Receive(readBuff); // 收到消息, 并存放在缓冲区, 没有消息就会一直阻塞
        string msg = Encoding.UTF8.GetString(readBuff, 0, count);
        msgCallback("客服发来消息: " + msg);
    }

	public void Send(string msg) {
        byte[] buffer = Encoding.UTF8.GetBytes(msg);
		clientSocket.Send(buffer);
	}

	~SyncSocketClient() {
		clientSocket.Close();
	}
}

        4)测试类

        SyncSocketTest.cs

using UnityEngine;

public class SyncSocketTest : MonoBehaviour {
	private BaseSocket socket; // 客户端/服务端socket
	private string sendText; // 发送的消息
	private string receiveText; // 接收的消息
	private bool isSideInited = false; // 是否已初始化端测
	private string sideTag = null; // 端测标记, 服务端/客户端

	private void Awake() {
		Application.runInBackground = true; // 支持后台运行
	}

	private void OnGUI() {
		InitSide();
		initSideView();
	}

	private void InitSide() { // 初始化端测
		if (!isSideInited) {
			CreateServer();
			CreateClient();
		}
	}

	private void CreateServer() { // 创建服务器
		if (GUILayout.Button("创建服务器")) {
			socket = new SyncSocketServer((msg) => {
				receiveText += msg + "\n";
			});
			sideTag = "服务端";
			isSideInited = true;
		}
	}

	private void CreateClient() { // 创建客户端
		if (GUILayout.Button("创建客户端")) {
			socket = new SyncSocketClient((msg) => {
				receiveText += msg + "\n";
			});
			sideTag = "客户端";
			isSideInited = true;
		}
	}

	private void initSideView() { // 初始化端测界面
		if (isSideInited) {
			GUILayout.Label(sideTag);
			sendText = GUILayout.TextField(sendText);
			if (GUILayout.Button("发送")) {
				socket.Send(sendText);
			}
			GUILayout.Label("接收到的消息: ");
			GUILayout.Label(receiveText);
		}
	}
}

        5)运行效果

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转载自blog.csdn.net/m0_37602827/article/details/127019944