基于Unity下的Socket-套接字实现简单的本地局域网聊天功能

我们知道 除了单机游戏 其他所有游戏都是需要网络通信的 跟其他用户去交互 最近跟着大神老师学习了Socket 接下来 就和大家分享一下 如何用Socket实现简单的本地聊天功能(这只是Socket入门的小玩意让你理解了解一下 如果真正用到Socket 这个demo实在是拿不出手)

首先给大家看下效果:

Jietu20170601-211457.jpg

下面介绍脚本 一共有四个脚本

有序列表

1.SocketFrameworkUse脚本 (见图1 挂在Control上 它是一个空物体 下放了图上的ui控件)
2.SocketFramework脚本 核心脚本(支撑脚本 无须挂在游戏对象上)
3.ServerControl脚本(见图2 2.1 挂在ServerControl上 它是一个空物体 下放了图上的ui控件)
4.PortControl脚本(见图3 3.1 挂在PortControl上 它是一个空物体 下放了图上的ui控件)

  1. 图3 和图2 不一样 一个是客服端的发送界面 一个是接收端界面


    4.jpg

图1

Jietu20170601-212159.jpg

图2 2.1

2.jpg
1.jpg

图3 3.1

7.jpg
0.jpg

下面是各个脚本代码 注意 public GameObject对象全部是从面板拖进去的 没有用代码找到该对象

引用1.SocketFramework脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

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

/// <summary>
/// 消息回调
/// </summary>
public delegate void SocketCallback(string msg);

public class SocketFramework {

private static SocketFramework ins;

public static SocketFramework GetIns ()
{
    if (ins == null) 
    {
        ins = new SocketFramework ();
    }

    return ins;
}

private SocketFramework(){}

#region 服务器端

//声明一个服务器套接字
private Socket serverSocket;
//服务器回调
private SocketCallback serverCallback;
//服务器消息缓存
private byte[] serverBuffer;
//已连接的Socket
private Socket m_workingSocket;

public void ServerInit(SocketCallback cb)
{
    //定义Buffer长度
    serverBuffer = new byte[100];
    //接收回调
    serverCallback = cb;
    //1、初始化Socket
    serverSocket = new Socket (AddressFamily.InterNetwork/*地址族:IPV4*/,
        SocketType.Stream/*双向读写流*/, ProtocolType.Tcp/*传输层使用协议*/);
    //定义一个网络节点
    IPEndPoint ep = new IPEndPoint(IPAddress.Any/*选择已经连接到互联网的最优的网络地址*/,23456);
    //2、绑定网络节点
    serverSocket.Bind (ep);
    //3、设置异步监听数量
    serverSocket.Listen(20);
    //向上层发送服务器创建成功的消息
    serverCallback("Server Has Init!!!" );
    //4、异步接受客户端的连接请求
    serverSocket.BeginAccept(ServerAcceptCallback,serverSocket);
}

/// <summary>
/// 异步接受消息的回调
/// </summary>
/// <param name="ar">Ar.</param>
private void ServerAcceptCallback(System.IAsyncResult ar)
{
    //获取当前的套接字
    Socket currentSocket = ar.AsyncState as Socket;
    //结束接受请求
    m_workingSocket = currentSocket.EndAccept (ar);
    ////向上层发送接受到客户端的消息
    serverCallback("Accept Client:" + m_workingSocket.LocalEndPoint);
    //5、开启异步接收客户端的消息
    m_workingSocket.BeginReceive (serverBuffer/*消息缓存*/, 0/*消息起始点*/,serverBuffer.Length/*消息长度*/
        , SocketFlags.None/*消息标志位*/, ServerReceiveCallback/*消息回调*/, m_workingSocket);
    //尾递归
    //4、异步接受客户端的连接请求
    serverSocket.BeginAccept(ServerAcceptCallback,serverSocket);
}

/// <summary>
/// 异步接收消息的回调
/// </summary>
/// <param name="ar">Ar.</param>
private void ServerReceiveCallback(System.IAsyncResult ar)
{
    //接收套接字
    Socket workingSocket = ar.AsyncState as Socket;
    //结束接收消息
    int count = workingSocket.EndReceive (ar);
    //将消息取出
    string currentMsg = UTF8Encoding.UTF8.GetString(serverBuffer);
    //清空缓存
    serverBuffer = new byte[100];
    //将接收到的消息传到上层
    serverCallback ("ReveiveMsg From " + workingSocket.LocalEndPoint + " Data:" + currentMsg);
    //尾递归
    //5、开启异步接收客户端的消息
    workingSocket.BeginReceive (serverBuffer/*消息缓存*/, 0/*消息起始点*/,serverBuffer.Length/*消息长度*/,
        SocketFlags.None/*消息标志位*/, ServerReceiveCallback/*消息回调*/, workingSocket);
}
/// <summary>
/// 服务器发送消息方法
/// </summary>
/// <param name="msg">Message.</param>
public void ServerSend(string msg)
{
    //将要发送的消息转成比特流
    serverBuffer = UTF8Encoding.UTF8.GetBytes (msg);
    //异步发送
    m_workingSocket.BeginSend (serverBuffer, 0, serverBuffer.Length, SocketFlags.None, ServerSendCallback, m_workingSocket);
    //将发送消息的信息发送上层
    serverCallback("Server Send Msg : " + msg);
}

/// <summary>
/// 服务器异步发送的回调
/// </summary>
/// <param name="ar">Ar.</param>
private void ServerSendCallback(System.IAsyncResult ar)
{
    Socket workingSocket = ar.AsyncState as Socket;
    //服务器结束发送消息
    int count = workingSocket.EndSend (ar);
}

#endregion

#region 客户端

//客户端套接字
private Socket clientSocket;
//客户端回调
private SocketCallback clientCallback;
//客户端缓存
private byte[] clientBuffer;

public void ClientConnect(string serverIp,int serverPort, SocketCallback cb)
{
    //注册客户端回调
    clientCallback = cb;
    //初始化缓存
    clientBuffer = new byte[100];
    //1、初始化客户端Socket
    clientSocket = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
    //2、连接服务器
    clientSocket.BeginConnect (new IPEndPoint (IPAddress.Parse (serverIp), serverPort)/*服务器的网络节点*/, 
        ClientConnectCallback, clientSocket);

}
/// <summary>
/// 客户端连接的回调
/// </summary>
/// <param name="ar">Ar.</param>
private void ClientConnectCallback(System.IAsyncResult ar)
{
    //连接好的套接字
    Socket connectSocket = ar.AsyncState as Socket;
    //向上层发送连接成功的消息
    clientCallback ("Has Connect To Server : " + connectSocket.LocalEndPoint);
    //结束连接
    connectSocket.EndConnect (ar);
    //3、开启异步接收消息
    connectSocket.BeginReceive(clientBuffer,0,clientBuffer.Length,SocketFlags.None,ClientReceiveCallback,connectSocket);
}
/// <summary>
/// 客户端异步接收消息的回调
/// </summary>
/// <param name="ar">Ar.</param>
private void ClientReceiveCallback(System.IAsyncResult ar)
{
    Socket workingSocket = ar.AsyncState as Socket;
    //接收完毕
    int count = workingSocket.EndReceive (ar);
    //取出消息
    string data = UTF8Encoding.UTF8.GetString(clientBuffer);
    //接收到消息
    clientCallback ("ReceiveMsg : " + data);
    //清空
    clientBuffer = new byte[100];
    //尾递归
    //3、开启异步接收消息
    workingSocket.BeginReceive(clientBuffer,0,clientBuffer.Length,SocketFlags.None,ClientReceiveCallback,workingSocket);
}

/// <summary>
/// 客户端发送方法
/// </summary>
/// <param name="msg">Message.</param>
public void ClientSend(string msg)
{
    //将字符串转成比特流
    clientBuffer = UTF8Encoding.UTF8.GetBytes (msg);
    //4、异步发送
    clientSocket.BeginSend (clientBuffer, 0, clientBuffer.Length, SocketFlags.None, ClientSendCallback, clientSocket);
}
/// <summary>
/// 客户端发送回调
/// </summary>
/// <param name="ar">Ar.</param>
private void ClientSendCallback(System.IAsyncResult ar)
{
    Socket workingSocket = ar.AsyncState as Socket;
    //结束发送
    workingSocket.EndSend (ar);
}
#endregion

}

引用2.SocketFrameworkUse脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI ;
using UnityEngine.SceneManagement ;
public class SocketFrameworkUse : MonoBehaviour {

public static SocketFrameworkUse Instant;


public InputField ipField;
public InputField portField;

public GameObject ServerControl ;
public GameObject PortControl;
//网络状态(0表示未连接,1表示服务器,2表示客户端)
int networkState = 0;

#region UI变量

string clientConnectIP = "10.0.158.88" ;
string clientConnectPort = "23456" ;
string msgText = "" ;
public string currentMsg="" ;

#endregion

void Awake()
{
    Instant = this;

}

void Start()
{
    Application.runInBackground = true ;
}

void MsgCallback(string msg)
{
    currentMsg += msg + "\n" ;
}


// 我是服务端调按钮回调

public void ServerBnt()
{
    
           // 初始化服务器
        SocketFramework.GetIns().ServerInit(MsgCallback);
        
        // 跳到服务端界面
    
    ServerControl.SetActive (true);
    gameObject.SetActive (false);


}

// 我是接收端按钮回调方法
public void PortBtn()
{
    clientConnectIP = ipField.text;
    clientConnectPort = portField.text;
    SocketFramework.GetIns ().ClientConnect (clientConnectIP,
        int.Parse (clientConnectPort), MsgCallback);
    
    PortControl.SetActive (true);
    gameObject.SetActive (false);
}

}

引用3.ServerControl脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI ;

public class ServerControl : MonoBehaviour {

public InputField sendField;

void Awake()
{
    gameObject.SetActive (false);

}

// Use this for initialization
void Start () {
    
}

// Update is called once per frame
void Update () {
    
}


// 服务端发送消息按钮回调
public void SendMessage()
{
    string msgText = sendField.text;
    SocketFramework.GetIns ().ServerSend (msgText);

}

void OnGUI()
{
    //显示所有消息
    GUILayout.Label (SocketFrameworkUse.Instant.currentMsg);

}

}

引用4.PortControl脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI ;
public class PortControl : MonoBehaviour {

public InputField sendField;


void Awake()
{

    gameObject.SetActive (false);
}
// Use this for initialization
void Start () {
    
}

// Update is called once per frame
void Update () {
    
}

// 接收端发送消息按钮回调
public void SendMessage()
{
    string msgText = sendField.text;
    SocketFramework.GetIns ().ClientSend (msgText);

}

void OnGUI()
{
    //显示所有消息
    GUILayout.Label ( SocketFrameworkUse.Instant.currentMsg);

}

}

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