Unity3D与Node.js通过TCP通信

Node.js端.需要的库就是我LighterWebEngine的TCP封装. 可以去我的Github上面下载,

var tcp = require("./LighterWebEngine/TCP");

tcp.CreateServer(10000,
    function(){ //初始化回调

    },
    function(hSocket, sBuffer){ //有客户端发送消息过来.. sBuffer就是数据. 
        console.log(sBuffer.toString()); //打印客户端发来的消息 "join success!"
    },
    function(hSocket){ //和客户端断开连接

    },
    function(hSocket){ //连接成功
        hSocket.write('hello World!'); //发送给客户端一个 "hello world"
 hSocket.end(); } );

unity3d这边其实非常简单.mono就是c#嘛..c#有个tcpclient库.直接加载就可以使用了哈.

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

TcpClient tcpClient = new TcpClient(); //创建一个本地连接 端口是10000的
tcpClient.Connect("127.0.0.1", 10000);

NetworkStream clientStream = tcpClient.GetStream(); //获取stream. 通过stream可以收数据和发数据
byte[] message = new byte[4096];
int bytesRead;
bytesRead = 0; bytesRead = clientStream.Read(message, 0, 4096); //收到数据 "hello world!"  UTF8Encoding encoder = new UTF8Encoding(); MonoBehaviour.print(encoder.GetString(message, 0, bytesRead)); //转化数据为utf8字符串并打印出来 byte[] outStream = Encoding.UTF8.GetBytes("joining success!"); //发送一个加入成功的包给服务器. clientStream.Write(outStream, 0, outStream.Length); clientStream.Flush(); tcpClient.Close(); //关闭连接

一个简单的基于node.js的TCP服务器和基于C++的TCP客户端通信示例程序

var net=require("net");
var serverIP="127.0.0.1";
var serverPort=10553;

var server=net.createServer(function(sock){
    console.log("Accepting connection: " + sock.remoteAddress + ":" + sock.remotePort );
    
    sock.write("Login server based on Node.js success!"); sock.on("data",function(data){ console.log(sock.remoteAddress + ":" + sock.remotePort + " -> " + data); sock.write('Node.js server has received data"' + data + '"'); }); /*客户端调用closesocket或强制关闭时会导致服务器端会发射"close"事件,但是它发生在"error"事件之后。 sock.remoteAddress和sock.remotePort是undefined.*/ sock.on("close",function(data){ console.log(sock.remoteAddress + ":" + sock.remotePort + " logout!"); }); /*必须监听一个“error”事件,否则在客户端调用closesocket或强制关闭时服务器端会发射“error"事件。 如果没有该事件的处理程序,进程便会异常终止。*/ sock.on("error",function(error,data){ if(error) { console.log("Occurs an error: " + error); } }); }); server.listen(serverPort,serverIP); console.log("server listening at " + serverIP + ":" + serverPort); console.log("Waiting connection ... ...");

以下是C++客户端程序的示例代码

#include <winsock2.h>
#pragma comment (lib,"Ws2_32.lib")
#include <windows.h>
#include <iostream>
#include <string>
using std::cout;
using std::cin;
using std::endl; using std::cerr; using std::string; bool InitSocketLibrary(void) { WORD wVersionRequested; WSADATA wsaData; wVersionRequested = MAKEWORD(2,2); int err =WSAStartup(wVersionRequested,&wsaData); if ( err != 0 ) { return false; } if(LOBYTE(wsaData.wVersion)!=2 || HIBYTE(wsaData.wVersion)!=2) { WSACleanup(); return false; } return true; } int main() { if(!InitSocketLibrary()) { cerr << "Fail to initialize WinSock!" << endl; return -1; } SOCKET sock=socket(AF_INET,SOCK_STREAM,0); SOCKADDR_IN addrBind; addrBind.sin_family=AF_INET; addrBind.sin_addr.S_un.S_addr=htonl(INADDR_ANY); addrBind.sin_port=htons(0); int nRet=bind(sock,(SOCKADDR*)&addrBind,sizeof(SOCKADDR_IN)); if(nRet==SOCKET_ERROR) { cerr << "Error,fail to bind socket:" << WSAGetLastError() << endl; } SOCKADDR_IN addrSrv; addrSrv.sin_family=AF_INET; addrSrv.sin_addr.S_un.S_addr=inet_addr("127.0.0.1"); addrSrv.sin_port=htons(10553); nRet=connect(sock,(SOCKADDR*)&addrSrv,sizeof(SOCKADDR_IN)); if(nRet==SOCKET_ERROR) { cout << "Fail to connection server!" << endl; return 0; } char recvBuf[100]={0}; nRet=recv(sock,recvBuf,100,0); if(nRet>0) { recvBuf[nRet]=0; cout << recvBuf << endl; cout << "input something to send('#'to quit): "; string strContent; while(true) { getline(cin,strContent); if(strContent.at(0)=='#') break; send(sock,strContent.c_str(),strContent.length(),0); } closesocket(sock); WSACleanup(); } }

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转载自www.cnblogs.com/liusj/p/12376028.html