Unity3D——服务器和客户端

服务器:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;

namespace _000_NetWorkMyService
{
    class Program
    {
        private const int port = 9999;  //端口号
        private static string IpStr = "127.0.0.1";  //ip地址
        private static Socket serverSocket;  //socket对象

        static void Main(string[] args)
        {
            IPAddress ip = IPAddress.Parse(IpStr);
            IPEndPoint iPEndPoint = new IPEndPoint(ip, port);
            //创建服务器socket对象,并设置属性
            serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            //绑定ip和端口
            serverSocket.Bind(iPEndPoint);
            //设置连接队列长度
            serverSocket.Listen(33);
            Console.WriteLine("启动监听{0}成功", serverSocket.LocalEndPoint.ToString());

            //在新线程种监听客户端的连接
            Thread thread = new Thread(ClientContentListen);
            thread.Start();

            Console.ReadLine();

        }

        //客户端连接监听线程
        private static void ClientContentListen() {
            while (true) {
                //为新的客户端连接创建一个Socket对象
                Socket clientSocket = serverSocket.Accept();
                Console.WriteLine("客户端{0}连接成功", clientSocket.RemoteEndPoint.ToString());

            }
        }


        //

    }
}

客户端:

        //创建socket
        tcpSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        //连接服务器
        try
        {
            tcpSocket.Connect(IPAddress.Parse("127.0.0.1"), 9999);
            Debug.Log("连接到服务器");
        }
        catch {
            Debug.Log("连接服务器失败");
            return;
        }

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转载自blog.csdn.net/wang_lvril/article/details/97960230