Unity【Socket TCP】- 服务端与客户端通讯的简单示例

2022-08-29 16:52:33 浏览数 (1)

应粉丝需求做一个服务端与客户端通讯的示例,需求比较简单,我们使用Socket TCP协议去构建,直接使用固定长度信息法。

一、服务端搭建:

打开Visual Studio,文件/新建/项目,创建一个控制台应用:

新建Server类与Client类:

代码如下:

代码语言:javascript复制
using System.Net;
using System.Net.Sockets;

namespace CoderZ
{
    public class Server
    {
        //端口
        private const int port = 8008;
        //客户端列表
        private List<Client> clients = new List<Client>();

        private static void Main(string[] args)
        {
            Console.WriteLine("服务端启动...");
            Server server = new Server();
            server.Init();
        }

        //服务端初始化
        private void Init()
        {
            TcpListener listener = new TcpListener(IPAddress.Any, port);
            listener.Start();
            try
            {
                while (true)
                {
                    Console.WriteLine("等待客户端接入...");
                    TcpClient client = listener.AcceptTcpClient();
                    Client clientInstance = new Client(client, this);
                    clients.Add(clientInstance);
                    Console.WriteLine($"{client.Client.RemoteEndPoint}接入.");
                }
            }
            catch(Exception error)
            {
                throw new Exception(error.ToString());
            }
        }

        /// <summary>
        /// 广播:向所有客户端发送数据
        /// </summary>
        /// <param name="data"></param>
        public void Broadcast(string data)
        {
            for (int i = 0; i < clients.Count; i  )
            {
                clients[i].Send(data);
            }
        }
        /// <summary>
        /// 移除客户端
        /// </summary>
        /// <param name="client"></param>
        public void Remove(Client client)
        {
            if (clients.Contains(client)) 
            { 
                clients.Remove(client);
            }
        }
    }
}
代码语言:javascript复制
代码语言:javascript复制
using System.Text;
using System.Net.Sockets;

namespace CoderZ
{
  public class Client
  {
    private Server server;
    private TcpClient tcpClient;
    private NetworkStream stream;

    /// <summary>
    /// 构造函数
    /// </summary>
    /// <param name="tcpClient"></param>
    /// <param name="server"></param>
    public Client(TcpClient tcpClient, Server server)
    {
      this.server = server;
      this.tcpClient = tcpClient;
      //启动线程 读取数据
      Thread thread = new Thread(TcpClientThread);
      thread.Start();
    }

    private void TcpClientThread()
    {
      stream = tcpClient.GetStream();
      //使用固定长度
      byte[] buffer = new byte[1024];

      try
      {
        while (true)
        {
          int length = stream.Read(buffer, 0, buffer.Length);
          if (length != 0)
          {
            string data = Encoding.UTF8.GetString(buffer, 0, length);
            //解包
            Unpack(data);
          }
        }
      }
      catch(Exception error)
      {
         Console.WriteLine(error.ToString());
      }
      finally
      {
        server.Remove(this);
      }
    }
    //拆包:解析数据
    private void Unpack(string data)
    {
            
    }
    /// <summary>
    /// 发送数据
    /// </summary>
    /// <param name="data"></param>
    public void Send(string data)
    {
      byte[] buffer = Encoding.UTF8.GetBytes(data);
      stream.Write(buffer, 0, buffer.Length);
    }
  }
}

数据的解析我们这里使用LitJson.dll工具,没有该工具的可以联系我发一份,打开视图/解决方案资源管理器:

右键解决方案/添加/项目引用:

点击浏览,找到LitJson工具,点击确定进行引用:

有了LitJson后我们便可以进行数据的解析,但是我们还没有定义任何数据结构,我们想要传输的数据包括图片和字符,因此这里定义如下数据结构:

代码语言:javascript复制
[Serializable]
public class SimpleData
{
  /// <summary>
  /// 图片数据
  /// </summary>
  public string pic;
  /// <summary>
  /// 字符内容
  /// </summary>
  public string content;
}

引入LitJson命名空间后,解析数据:

代码语言:javascript复制
//拆包:解析数据
private void Unpack(string data)
{
  SimpleData simpleData = JsonMapper.ToObject<SimpleData>(data);
  Console.WriteLine(simpleData.pic);
  Console.WriteLine(simpleData.content);
}

此时运行我们的服务端:

二、Unity客户端搭建:

创建Client类,继承自MonoBehaviour,同时定义与服务端一致的数据结构:

代码语言:javascript复制
using System;
using System.Text;
using UnityEngine;
using System.Threading;
using System.Net.Sockets;
using System.Collections.Generic;

public class Client : MonoBehaviour
{
    private string ipAddress;
    private int port;
    private bool isConnected;
    private Thread connectThread;
    private Thread readDataThread;
    private TcpClient tcpClient;
    private NetworkStream stream;
    //将数据存于队列 依次取出
    private Queue<string> queue = new Queue<string>();

    private void Start()
    {
        connectThread = new Thread(ConnectThead);
        connectThread.Start();
    }
    //连接线程
    private void ConnectThead()
    {
        tcpClient = new TcpClient();
        tcpClient.BeginConnect(ipAddress, port, ConnectThreadCallBack, tcpClient);
        float waitTime = 0f;
        while (!isConnected)
        {
            Thread.Sleep(500);
            waitTime  = Time.deltaTime;
            if (waitTime > 3f)
            {
                waitTime = 0f;
                throw new Exception("连接超时");
            }
        }
    }

    private void ConnectThreadCallBack(IAsyncResult result)
    {
        tcpClient = result.AsyncState as TcpClient;
        if (tcpClient.Connected)
        {
            isConnected = true;
            tcpClient.EndConnect(result);
            stream = tcpClient.GetStream();
            readDataThread = new Thread(ReadDataThread);
            readDataThread.Start();
        }
    }
    //读取数据线程
    private void ReadDataThread()
    {
        try
        {
            while (isConnected)
            {
                byte[] buffer = new byte[1024];
                int length = stream.Read(buffer, 0, buffer.Length);
                string data = Encoding.UTF8.GetString(buffer, 0, length);
                queue.Enqueue(data);
            }
        }
        catch(Exception error)
        {
            throw new Exception(error.ToString());
        }
    }
    //程序退出时关闭线程
    private void OnApplicationQuit()
    {
        stream?.Close();
        connectThread?.Abort();
        readDataThread?.Abort();
    }

    /// <summary>
    /// 发送数据
    /// </summary>
    /// <param name="content"></param>
    public void SendData(string content)
    {
        byte[] buffer = Encoding.UTF8.GetBytes(content);
        stream.Write(buffer, 0, buffer.Length);
    }
}

[Serializable]
public class SimpleData
{
    /// <summary>
    /// 图片数据
    /// </summary>
    public string pic;
    /// <summary>
    /// 字符内容
    /// </summary>
    public string content;
}
代码语言:javascript复制
创建一个空物体为其挂载Client脚本:

运行Unity程序,回到服务端控制台窗口,可以看到我们已经成功与服务端连接:

我们找一张图片,将图片和字符数据发送给服务端测试,将它放到Assets目录中,我们通过代码读取这张图片的数据:

示例代码,将其与Client脚本挂在同一物体上:

代码语言:javascript复制
using System;
using System.IO;
using UnityEngine;
using LitJson;

public class Foo : MonoBehaviour
{
    private void OnGUI()
    {
        if (GUILayout.Button("发送数据", GUILayout.Width(200f), GUILayout.Height(50f)))
        {
            var bytes = File.ReadAllBytes(Application.dataPath   "/pic.jpg");
            SimpleData simpleData = new SimpleData()
            {
                pic = Convert.ToString(bytes),
                content = "这是一张汽车图片"
            };
            //使用LitJson序列化
            string data = JsonMapper.ToJson(simpleData);
            GetComponent<Client>().SendData(data);
        }
    }
}
代码语言:javascript复制
运行程序点击发送数据按钮,回到服务端控制台查看可以看见我们已经接收到数据:

上面是客户端发送数据到服务端的示例,下面我们尝试从服务端发送数据到客户端:

服务端将图片放于解决方案中如图所示位置,我们通过代码读取图片数据:

我们在客户端接入的时候将数据发送给客户端,因此就暂且将其写在Client构造函数里:

代码语言:javascript复制
/// <summary>
/// 构造函数
/// </summary>
/// <param name="tcpClient"></param>
/// <param name="server"></param>
public Client(TcpClient tcpClient, Server server)
{
  this.server = server;
  this.tcpClient = tcpClient;
  //启动线程 读取数据
  Thread thread = new Thread(TcpClientThread);
  thread.Start();

  byte[] bytes = File.ReadAllBytes("pic.jpg");
  SimpleData simpleData = new SimpleData()
  {
    pic = Convert.ToBase64String(bytes),
    content = "这是一张图片"
  };
  string data = JsonMapper.ToJson(simpleData);
  Send(data);
}
代码语言:javascript复制
客户端中我们已经将服务端发送的数据存于队列中,因此从队列中将数据依次取出:
代码语言:javascript复制
private void Update()
{
    if (queue.Count > 0)
    {
        string data = queue.Dequeue();
        //使用LitJson反序列化
        SimpleData simpleData = JsonMapper.ToObject<SimpleData>(data);
        byte[] bytes = Convert.FromBase64String(simpleData.pic);
        //将图片存到Assets目录
        File.WriteAllBytes(Application.dataPath   "/test.jpg", bytes);
        //打印字符内容
        Debug.Log(simpleData.content);
    }
}

0 人点赞