Unity3d中提供了Socket供开发者使用,语法和.net中的一致。
一般来说,对于手游客户端,分为两个线程,一个是GLES渲染,另一个就是Socket线程了。
文章转自(http://blog.csdn.net/huutu)
不论是服务器,还是客户端。其间的数据包的接收与发送,都是通过Socket。
比如客户端要登录,我们就新建一个Socket,Connect到帐号服务器。帐号服务器一直在等待客户端的连接,客户端连接进来之后就准备发送接收数据包了。
文章转自(http://blog.csdn.net/huutu)
这一篇只讲服务端的简单模型。
在.net中封装了Socket。
Socket又分为阻塞式和异步这两种。
阻塞,就是说你要往后面走,就必须过等我执行完成。
异步,是说你要往后走,看到我请绕路。
文章转自(http://blog.csdn.net/huutu)
首先介绍Socket的基本用法:
1、新建Socket
2、激活Socket,置为等待客户端连接状态
3、异步Socket,一定要在一个客户端联入之后立即回到等待状态
private static int m_SocketCount = 0;
private static ManualResetEvent m_ManualResetEvent = new ManualResetEvent(false);
IPEndPoint: 是IP地址和端口的整合类型
Socket:创建Socket是根据IP地址和端口号来创建的
Protocoltype.Tcp:指定使用TCP协议。(关于TCP与UDP,简单说就是TCP确保一个数据包一定发送成功,UDP就不管。详情请百度谷歌360搜索等等)
BeginAccept:开始监听客户端的联入。注意这是一个异步函数。这个函数执行后马上就会执行后面的代码,如果后面没有循环的程序,那么程序就会退出!
所以这里用了ManualResetEvent来等待结果。
我们也可以单开线程来达到这个效果,文章后面会贴上两种方式的代码。
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse("172.16.30.167"), 1223);
Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
try
{
serverSocket.Bind(ipEndPoint);
serverSocket.Listen(20);
Console.WriteLine("Server Start");
while (true)
{
m_ManualResetEvent.Reset(); //将线程置于非终止状态,也就是等待当前线程完成;
serverSocket.BeginAccept(new AsyncCallback(Accept), serverSocket);
m_ManualResetEvent.WaitOne(); //阻塞主线程,这里的作用是不退出程序;
}
}
catch (System.Exception ex)
{
Console.WriteLine("Exception" + ex);
}比如上面的BeginAccept 传入了一个回调函数 Accept,并且带了参数serverSocket 。意思就是 BeginAccept执行完毕后会调用Accept并且传入serverSocket。
文章转自(http://blog.csdn.net/huutu)
public static void Accept(IAsyncResult result)
{
m_ManualResetEvent.Set(); //通知主线程继续;
Socket serverSocket = (Socket)result.AsyncState;
Console.WriteLine("Accept one Client "+(++m_SocketCount));
//已经Accept客户端之后就停止Accept;
Socket receiverSocket = serverSocket.EndAccept(result);
//开始Receive;
StateObject state = new StateObject();
state.m_CurSocket = receiverSocket;
receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
}
这里注意:
一定要调用ManualResetEvent的Set方法通知主线程继续执行,也就是让Socket继续监听客户端的联入。
文章转自(http://blog.csdn.net/huutu)
当客户端联入之后,就要开始客户端与服务器真正的数据交互啦。调用Socket.BeginReceive 。这也是一个异步操作,同样我们要传入一个回调函数。
public static void ReceiveCallBack(IAsyncResult result)
{
String content = String.Empty;
StateObject state = (StateObject)result.AsyncState;
Socket receiverSocket = state.m_CurSocket;
try
{
int byteRead = receiverSocket.EndReceive(result);
if (byteRead > 0)
{
//获取数据长度;
byte[] datalengtharr=new byte[4];
Buffer.BlockCopy(state.m_Buffer, 0, datalengtharr, 0, 4);
int datalength = BitConverter.ToInt32(datalengtharr, 0);
Console.WriteLine("receive data length = " + datalength.ToString());
//获取数据主体;
byte[] dataarr = new byte[byteRead-4];
Buffer.BlockCopy(state.m_Buffer, 4, dataarr, 0, byteRead - 4);
state.m_StringBuilder.Append(Encoding.ASCII.GetString(dataarr, 0, byteRead - 4));
content = state.m_StringBuilder.ToString();
//判断数据长度,是否接收完全;
if (!(byteRead - 4 < datalength))
{
Console.WriteLine("Receive " + content.Length + " " + content);
//接收完全后发送数据给客户端;
Send(receiverSocket, "success from server");
}
else
{
//数据没有接收完,继续接收;
receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
}
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}上面的代码中,有一个特殊的数字 4 。
这是我们用来存放数据包大小的一个变量。
数据包=数据大小(4字节)+真实数据
按照上面的结构组建数据包,在接收到数据的时候,我们只要判断接收到的数据大小-4是不是等于数据大小。
好了。下面是例子的源代码:
(一)使用ManualResetEvent协作:
using System;
using System.Net;
using System.Net.Sockets;
using System.IO ;
using System.Text;
using System.Threading;
public class Echoserver
{
private static int m_SocketCount = 0;
private static ManualResetEvent m_ManualResetEvent = new ManualResetEvent(false);
//entry point of main method.
public static void Main()
{
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse("172.16.30.167"), 1223);
Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
try
{
serverSocket.Bind(ipEndPoint);
serverSocket.Listen(20);
Console.WriteLine("Server Start");
while (true)
{
m_ManualResetEvent.Reset(); //将线程置于非终止状态,也就是等待当前线程完成;
serverSocket.BeginAccept(new AsyncCallback(Accept), serverSocket);
m_ManualResetEvent.WaitOne(); //阻塞主线程,这里的作用是不退出程序;
}
}
catch (System.Exception ex)
{
Console.WriteLine("Exception" + ex);
}
}
public static void Accept(IAsyncResult result)
{
m_ManualResetEvent.Set(); //通知主线程继续;
Socket serverSocket = (Socket)result.AsyncState;
Console.WriteLine("Accept one Client "+(++m_SocketCount));
//已经Accept客户端之后就停止Accept;
Socket receiverSocket = serverSocket.EndAccept(result);
//开始Receive;
StateObject state = new StateObject();
state.m_CurSocket = receiverSocket;
receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
}
public static void ReceiveCallBack(IAsyncResult result)
{
String content = String.Empty;
StateObject state = (StateObject)result.AsyncState;
Socket receiverSocket = state.m_CurSocket;
try
{
int byteRead = receiverSocket.EndReceive(result);
if (byteRead > 0)
{
//获取数据长度;
byte[] datalengtharr=new byte[4];
Buffer.BlockCopy(state.m_Buffer, 0, datalengtharr, 0, 4);
int datalength = BitConverter.ToInt32(datalengtharr, 0);
Console.WriteLine("receive data length = " + datalength.ToString());
//获取数据主体;
byte[] dataarr = new byte[byteRead-4];
Buffer.BlockCopy(state.m_Buffer, 4, dataarr, 0, byteRead - 4);
state.m_StringBuilder.Append(Encoding.ASCII.GetString(dataarr, 0, byteRead - 4));
content = state.m_StringBuilder.ToString();
//判断数据长度,是否接收完全;
if (!(byteRead - 4 < datalength))
{
Console.WriteLine("Receive " + content.Length + " " + content);
//接收完全后发送数据给客户端;
Send(receiverSocket, "success from server");
}
else
{
//数据没有接收完,继续接收;
receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
}
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
public static void Send(Socket handler, String data)
{
byte[] byteData = Encoding.ASCII.GetBytes(data);
try
{
handler.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), handler);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
public static void SendCallback(IAsyncResult result)
{
try
{
Socket handler = (Socket)result.AsyncState;
int bytesSend = handler.EndSend(result);
Console.WriteLine("Sent {0} bytes to client.", bytesSend);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (System.Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
public class StateObject
{
public Socket m_CurSocket = null;
public const int m_BufferSize = 1024;
public byte[] m_Buffer = new byte[m_BufferSize];
public StringBuilder m_StringBuilder = new StringBuilder();
}
}(二)使用线程
using System;
using System.Net;
using System.Net.Sockets;
using System.IO ;
using System.Text;
using System.Threading;
public class Echoserver
{
private static int m_SocketCount = 0;
private static ManualResetEvent m_ManualResetEvent = new ManualResetEvent(false);
//entry point of main method.
public static void Main()
{
IPEndPoint ipEndPoint = new IPEndPoint(IPAddress.Parse("172.16.30.167"), 1223);
Socket serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
try
{
serverSocket.Bind(ipEndPoint);
serverSocket.Listen(20);
Console.WriteLine("Server Start");
while (true)
{
m_ManualResetEvent.Reset(); //将线程置于非终止状态,也就是等待当前线程完成;
serverSocket.BeginAccept(new AsyncCallback(Accept), serverSocket);
m_ManualResetEvent.WaitOne(); //阻塞主线程,这里的作用是不退出程序;
}
}
catch (System.Exception ex)
{
Console.WriteLine("Exception" + ex);
}
}
public static void Accept(IAsyncResult result)
{
m_ManualResetEvent.Set(); //通知主线程继续;
Socket serverSocket = (Socket)result.AsyncState;
Console.WriteLine("Accept one Client "+(++m_SocketCount));
//已经Accept客户端之后就停止Accept;
Socket receiverSocket = serverSocket.EndAccept(result);
//开始Receive;
StateObject state = new StateObject();
state.m_CurSocket = receiverSocket;
receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
}
public static void ReceiveCallBack(IAsyncResult result)
{
String content = String.Empty;
StateObject state = (StateObject)result.AsyncState;
Socket receiverSocket = state.m_CurSocket;
try
{
int byteRead = receiverSocket.EndReceive(result);
if (byteRead > 0)
{
//获取数据长度;
byte[] datalengtharr=new byte[4];
Buffer.BlockCopy(state.m_Buffer, 0, datalengtharr, 0, 4);
int datalength = BitConverter.ToInt32(datalengtharr, 0);
Console.WriteLine("receive data length = " + datalength.ToString());
//获取数据主体;
byte[] dataarr = new byte[byteRead-4];
Buffer.BlockCopy(state.m_Buffer, 4, dataarr, 0, byteRead - 4);
state.m_StringBuilder.Append(Encoding.ASCII.GetString(dataarr, 0, byteRead - 4));
content = state.m_StringBuilder.ToString();
//判断数据长度,是否接收完全;
if (!(byteRead - 4 < datalength))
{
Console.WriteLine("Receive " + content.Length + " " + content);
//接收完全后发送数据给客户端;
Send(receiverSocket, "success from server");
}
else
{
//数据没有接收完,继续接收;
receiverSocket.BeginReceive(state.m_Buffer, 0, StateObject.m_BufferSize, 0, new AsyncCallback(ReceiveCallBack), state);
}
}
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
public static void Send(Socket handler, String data)
{
byte[] byteData = Encoding.ASCII.GetBytes(data);
try
{
handler.BeginSend(byteData, 0, byteData.Length, 0, new AsyncCallback(SendCallback), handler);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
public static void SendCallback(IAsyncResult result)
{
try
{
Socket handler = (Socket)result.AsyncState;
int bytesSend = handler.EndSend(result);
Console.WriteLine("Sent {0} bytes to client.", bytesSend);
handler.Shutdown(SocketShutdown.Both);
handler.Close();
}
catch (System.Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
public class StateObject
{
public Socket m_CurSocket = null;
public const int m_BufferSize = 1024;
public byte[] m_Buffer = new byte[m_BufferSize];
public StringBuilder m_StringBuilder = new StringBuilder();
}
}
Unity3d 游戏与C#服务器 异步Socket 交互 (一)
原文地址:http://blog.csdn.net/huutu/article/details/43118103