Unity Tcp通信
首页 > 移动开发 > Unity    作者:StanWind   2016年10月7日 3:09 星期五   热度:3430°   百度已收录  
时间:2016-10-7 3:09   热度:3430° 

SingleSocket

using UnityEngine;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Text;
/*
 * SocketClient
 * Instance
 * By StanWind
 */
public class SocketSingle {
    private SocketSingle()
    {

    }

    private static SocketSingle instance;

    public static SocketSingle Instance
    {
        get
        {
            if (instance == null)
            {
                instance = new SocketSingle();
            }
            return instance;
        }
    }

    //把收到的ByteBuffer回传给主线程 之后可以做一个携程处理
    public delegate void MyCallback(ByteBuffer bb);

    #region  客户端部分

    //客户端的socket
    private Socket clientSocket;
    //客户端消息的委托对象
    private MyCallback clientCallback;
    //客户端的缓存
    private byte[] clientBuffer;

    /// <summary>
    /// 客户端连接服务器的方法
    /// </summary>
    /// <param name="userCallback">User callback.</param>
    /// <param name="ip">Ip.</param>
    /// <param name="port">Port.</param>
    public void ClientConnect(MyCallback userCallback,
        string ip, int port)
    {
        //实例化客户端套接字
        clientSocket = new Socket(AddressFamily.InterNetwork,
            SocketType.Stream, ProtocolType.Tcp);
        //实例化客户端缓存数组
        clientBuffer = new byte[1024];
        //赋值委托对象
        clientCallback = userCallback;
        //根据ip地址和端口连接到服务器
        clientSocket.Connect(IPAddress.Parse(ip), port);
        //客户端进行异步接收
        clientSocket.BeginReceive(clientBuffer,
            0, clientBuffer.Length, SocketFlags.None,
            ClientReceive, clientSocket);
    }

    /// <summary>
    /// 客户端接收消息的回调方法
    /// </summary>
    /// <param name="ar">Ar.</param>
    void ClientReceive(System.IAsyncResult ar)
    {
        //接收结果
        Socket workingSocket = ar.AsyncState as Socket;
        //接收结束
        int count = workingSocket.EndReceive(ar);
        //将缓存中接收到的消息转成ByteBuffer
        string msgResult = NumberUtils.byteToHexString(clientBuffer);
        //System.Console.WriteLine(msgResult);
        ByteBuffer bb = new ByteBuffer(clientBuffer);
        //回调主线程
        Debug.Log("aaaa");
        clientCallback(bb);
        clientBuffer = new byte[1024];
        //尾部递归
        workingSocket.BeginReceive(clientBuffer, 0, clientBuffer.Length,
            SocketFlags.None, ClientReceive, workingSocket);
    }

    /// <summary>
    /// 客户端发送消息
    /// </summary>
    /// <param name="msg">Message.</param>
    public void ClientSend(byte[] msg)
    {
        //客户端发送
        clientSocket.BeginSend(msg, 0, msg.Length,
            SocketFlags.None, 
            Send,
            clientSocket);
    }

    private void Send(System.IAsyncResult ar)
    {
        Socket workingSocket = ar.AsyncState as Socket;
        //结束接收
        int count = workingSocket.EndSend(ar);
        //clientCallback("已发送" + count + "byte");
        //System.Console.WriteLine("已发送" + count + "byte");
    }

    #endregion
}

主线程Handler
using UnityEngine;
using System.Collections;
using UnityEngine.UI;

/*
 * 控制消息收发
 * 活跃在主线程
 * By StanWind
 */
public class ClientHandler : MonoBehaviour{

    void Start(){
        Application.runInBackground = true;
        //匿名委托函数
//      SocketSingle.Instance.ClientConnect((ByteBuffer bb) =>{
//          Debug.Log("I got you");
//          Debug.Log(NumberUtils.byteToHexString(bb.ToArray()));
//      }
//          , "127.0.0.1", 8001);

        //非匿名委托
        SocketSingle.Instance.ClientConnect(Handler
            , "127.0.0.1", 8001);
    }

    void Handler(ByteBuffer bb){
        Debug.Log ("Rec in Main Thread");
        Debug.Log(NumberUtils.byteToHexString(bb.ToArray()));

    }

    public void OnClick(){
        SocketSingle.Instance.ClientSend(NumberUtils.hexStringToBytes("4D 5A 00 00 00 00 00 00 00 02 35 32 00 00 00 01"));
    }

    void Update(){

    }
}



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本文作者:StanWind      文章标题: Unity Tcp通信
本文地址:https://www.stanwind.com/post/20
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