Unity聊天室Tcp协议

客户端unity脚本

using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;

public class UIManager : MonoBehaviour {

    private string ipaddress = "192.168.3.35";
    private int port = 7788;
    private Thread t;       //创建一个线程方便管理
    private byte[] data = new byte[1024];
    private string message = "";//Text用来接收Message的容器

    public Text text;       //聊天框
    public InputField textInput;    //输入框
    
    private Socket clientSocket;
	// Use this for initialization
	void Start () {
        ConnectedToServer();
	}
	
	// Update is called once per frame
	void Update () {
        if (message!=null&&message!="")
        {
            text.text += "\n" + message;
            message = "";//清空消息
        }
	}

    //和服务器连接的方法
    private void ConnectedToServer()
    {
        clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        //发起连接
        clientSocket.Connect(new IPEndPoint(IPAddress.Parse(ipaddress), port));

        //创建一个线程用来接收消息
        t = new Thread(ReceiveMeage);
        t.Start();

    }

    /// <summary>
    /// 用来循环接收消息
    /// </summary>
    void ReceiveMeage()
    {
        while (true)
        {
            //判断是否和服务器连接
            if (clientSocket.Connected==false)
            {
                break;
            }
            int length = clientSocket.Receive(data);
            message = Encoding.UTF8.GetString(data, 0, length);
            //text.text += "\n" + message;    //unity不允许单独的线程操纵unity组件
        }
        
    }

    //UI界面发送按钮的方法
    public void SendMessage(string message)
    {
        //字符串转成字节数组
        byte[] data = Encoding.UTF8.GetBytes(message);
        clientSocket.Send(data);    //发送到服务器端

    }

    //当按钮点击的时候获取文本框内的信息
    public void OnSendButtonClick()
    {
        string value = textInput.text;  //得到文本框内的内容
        SendMessage(value);
        //发送完输入框为空
        textInput.text = "";
    }

    //防止客户端断开连接服务器一直接收消息
    private void OnDestroy()
    {
        clientSocket.Shutdown(SocketShutdown.Both);
        clientSocket.Close();//关闭连接
    }

}

服务器端

using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using 聊天室服务器端_tcp;

namespace 聊天室服务器端
{
    /// <summary>
    /// 用来跟客户端做通信
    /// </summary>
    class Client
    {
        private Socket clientSocket;
        private Thread t;       //方便管理线程
        private byte[] data = new byte[1024];//数据容器,方便频繁调用


        public Client(Socket s)
        {
            clientSocket = s;

            //启动一个线程 处理客户端的数据接收
            t = new Thread(ReceiveMessage);
            t.Start();
            
        }

        private void ReceiveMessage()
        {
            //一直接收客户端的数据
            while (true)
            {
                //在接收数据之前,判断一下Socket是否断开
                if (clientSocket.Poll(10, SelectMode.SelectRead))//判断客户端是否断开连接
                {
                    clientSocket.Close();
                    break;//跳出循环 终止线程
                }
                //当客户端断开连接时会一直接收消息,所以要在客户端做处理

                int length = clientSocket.Receive(data);
                string message = Encoding.UTF8.GetString(data, 0, length);
                //服务器接收到数据,要把这个数据分发到客户端
                //广播这个消息
                Program.BroadCastMessage(message);

                Console.WriteLine("收到了消息" + message);
            }

        }

        //--------------向多个客户端发送消息------------------------
        /// <summary>
        /// 发送方法
        /// </summary>
        /// <param name="message"></param>
        public void SendMessage(string message)
        {
            byte[] data = Encoding.UTF8.GetBytes(message);
            clientSocket.Send(data);

        }
        /// <summary>
        /// 判断是否和客户端断开连接
        /// </summary>
        public bool Connected
        {
            get { return clientSocket.Connected; }//返回这个Socket是否断开连接
        }

    }
}
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Net.Sockets;
using System.Net;
using 聊天室服务器端;
/// <summary>
/// 服务器端
/// </summary>
namespace 聊天室服务器端_tcp
{
    class Program
    {
        //创建一个空的集合存放连接过来的client对象,就可以知道服务器和哪些客户端建立了连接
        static List<Client> clientList = new List<Client>();

        /// <summary>
        /// 广播消息分发到各个客户端
        /// </summary>
        public static void BroadCastMessage(string message)
        {
            var notConnectedList = new List<Client>();//存放断开连接的客户端

            foreach (var client in clientList)
            {
                if(client.Connected)    //客户端在连接状态
                client.SendMessage(message);
                else
                {
                    //断开连接的客户端放到这个集合
                    notConnectedList.Add(client);
                }

            }

            //把断开连接的客户端从clientList中移除掉
            foreach (var temp in notConnectedList)
            {
                clientList.Remove(temp);//移除
            }

        }

        static void Main(string[] args)
        {
            Socket tcpServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            tcpServer.Bind(new IPEndPoint(IPAddress.Parse("192.168.3.35"),7788));

            tcpServer.Listen(100);

            Console.WriteLine("服务器连接成功");
            //--------------接收多个连接---------------
            while (true)
            {
                Socket clientSocket = tcpServer.Accept();
                Console.WriteLine("一个客户端连接过来");

                Client client = new Client(clientSocket);//把收发消息的逻辑放到Client类里处理
                clientList.Add(client);

            }
           


        }
    }
}

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转载自blog.csdn.net/qq_42459006/article/details/83421402