遊戲開發伺服器人們筆記2-簡易聊天室(非同步伺服器)
阿新 • • 發佈:2021-01-20
客戶端:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Net.Sockets;
using UnityEngine.UI;
using System;
public class Echo : MonoBehaviour {
/// <summary>
/// 定義套接字
/// </summary>
Socket F_socket;
/// <summary>
/// UI文字輸入
/// </summary>
public InputField F_input;
public Text F_text;
/// <summary>
/// 接收緩衝區
/// </summary>
byte[] readBuff = new byte[1024];
string recvStr = "";
/// <summary>
/// 連線網路
/// </summary>
public void Collection()
{
//配置地址族、套接字型別、協議
//地址族:InterNetwork-IPv4,InterNetworkV6-IPv6
//套接字型別:通常使用Stream,Dgram、Raw、RDM、Seqpacket、Unknown
//協議:通常使用TCP,GGP、ICMP、ICMPv6、IP、Internet、PARC、RAW、UDP、Unknown、Unspecified
F_socket = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
//連線伺服器
F_socket. BeginConnect("10.32.3.208",8888, ConnectCallback, F_socket);
}
/// <summary>
/// connect回撥
/// </summary>
/// <param name="ar"></param>
public void ConnectCallback(IAsyncResult ar)
{
try
{
Socket socket = (Socket)ar.AsyncState;
socket.EndConnect(ar);
Debug.Log("Connection successful");
socket.BeginReceive(readBuff,0,1024,0, ReceiveCallback, F_socket);
}
catch(SocketException e)
{
Debug.Log("Socket Connect fail"+e.ToString());
}
}
/// <summary>
/// receive回撥
/// </summary>
public void ReceiveCallback(IAsyncResult ar) {
try
{
Socket socket = (Socket)ar.AsyncState;
int count = socket.EndReceive(ar);
//將位元組流轉化為字串
recvStr = System.Text.Encoding.Default.GetString(readBuff, 0, count);
socket.BeginReceive(readBuff, 0, 1024, 0, ReceiveCallback, F_socket);
}
catch(SocketException e)
{
Debug.Log("Socket Receiver fail"+e.ToString());
}
}
/// <summary>
/// 傳送文字
/// </summary>
public void Send()
{
//獲取傳送的文字
string sendStr = F_input.text;
//文字轉換為byte串
byte[] sendBytes = System.Text.Encoding.Default.GetBytes(sendStr);
//傳送位元組流
F_socket.BeginSend(sendBytes,0,sendBytes.Length,0,SendCallback,F_socket);
}
/// <summary>
/// 回撥send
/// </summary>
/// <param name="ar"></param>
public void SendCallback(IAsyncResult ar)
{
try
{
Socket socket = (Socket)ar.AsyncState;
int count = socket.EndSend(ar);
string s = System.Text.Encoding.Default.GetString(readBuff,0,count);
recvStr = s + "\n" + recvStr;
}
catch (SocketException e)
{
Debug.Log("Socket send fail"+e.ToString());
}
}
private void Update()
{
//實時更新伺服器反饋訊息記錄
F_text.text = recvStr;
}
}
伺服器:
using System;
using System.Net;
using System.Net.Sockets;
using System.Collections.Generic;
namespace EchoServer
{
//使用者狀態
class ClientState{
//套接字
public Socket socket;
//位元組流
public byte[] readBuff=new byte[1024];
}
class MainClass
{
//監聽socket
static Socket listenfd ;
//客戶端socket及狀態資訊
static Dictionary<Socket,ClientState>clients=new Dictionary<Socket, ClientState>();
public static void Main (string[] args)
{
listenfd= new Socket (AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
//設定套接字和IP埠,並進行繫結
IPAddress ipAdr = IPAddress.Parse ("10.32.3.208");
IPEndPoint ipEP = new IPEndPoint (ipAdr,8888);
listenfd.Bind (ipEP);
//開啟監聽,數字表示限制的連線數
listenfd.Listen (0);
Console.WriteLine ("伺服器啟動成功");
listenfd.BeginAccept (AcceptCallback,listenfd);
Console.ReadLine ();
}
//accept回撥
public static void AcceptCallback(IAsyncResult ar){
try{
Console.WriteLine ("[伺服器]接收");
Socket listenfd=(Socket)ar.AsyncState;
Socket clientfd=listenfd.EndAccept(ar);
ClientState state=new ClientState();
state.socket=clientfd;
clients.Add(clientfd,state);
clientfd.BeginReceive(state.readBuff,0,1024,0,ReceiveCallback,state);
listenfd.BeginAccept(AcceptCallback,listenfd);
}
catch(SocketException e){
Console.WriteLine ("Socket Accept fail"+e.ToString());
}
}
//receive回撥
public static void ReceiveCallback(IAsyncResult ar){
try{
ClientState state=(ClientState)ar.AsyncState;
Socket clientfd=state.socket;
int count=clientfd.EndReceive(ar);
//客戶端為0
if(count==0){
clientfd.Close();
clients.Remove(clientfd);
Console.WriteLine ("Socket Close");
return;
}
string recvStr=System.Text.Encoding.Default.GetString(state.readBuff,0,count);
byte[] sendBytes=System.Text.Encoding.Default.GetBytes("mode in LFF:\n"+recvStr);
//廣播
foreach(ClientState s in clients.Values){
s.socket.Send(sendBytes);
}
clientfd.BeginReceive(state.readBuff,0,1024,0,ReceiveCallback,state);
}
catch(SocketException e){
Console.WriteLine ("Socket Receive fail"+e.ToString());
}
}
}
}