首先创建一个C# 控制台应用程序, 直接服务器端代码丢进去,然后再到Unity 里面建立一个工程,把客户端代码挂到相机上,运行服务端,再运行客户端。项目工程地址
服务器搭建
方法一:用VS控制台当服务器
VS项目控制台应用代码:
using System;
using System.Net.Sockets;
namespace SoketDemo
{
class Program
{
// 设置连接端口
const int portNo = 7777;
static void Main(string[] args)
{
// 初始化服务器IP
System.Net.IPAddress localAdd = System.Net.IPAddress.Parse("127.0.0.1");
// 创建TCP侦听器
TcpListener listener = new TcpListener(localAdd, portNo);
listener.Start();
// 显示服务器启动信息
Console.WriteLine("服务器开启..."+DateTime.Now.ToString());
// 循环接受客户端的连接请求
while (true)
{
ChatClient user = new ChatClient(listener.AcceptTcpClient());
// 显示连接客户端的IP与端口
Console.WriteLine(user._clientIP + " 加入" + DateTime.Now.ToString());
}
}
}
}
添加一个聊天客户端类:ChatClient
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Collections;
using System.Net.Sockets;
namespace SoketDemo
{
class ChatClient
{
public static Hashtable ALLClients = new Hashtable(); // 客户列表
private TcpClient _client; // 客户端实体
public string _clientIP; // 客户端IP
private string _clientNick; // 客户端昵称
private byte[] data; // 消息数据
private bool ReceiveNick = true;
//构造方法
public ChatClient(TcpClient client)
{
this._client = client;
this._clientIP = client.Client.RemoteEndPoint.ToString();
// 把当前客户端实例添加到客户列表当中
ALLClients.Add(this._clientIP, this);
data = new byte[this._client.ReceiveBufferSize];
// 从服务端获取消息
client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
}
// 从客戶端获取消息 回调
public void ReceiveMessage(IAsyncResult ar)
{
int bytesRead;
try
{
lock (this._client.GetStream())
{
bytesRead = this._client.GetStream().EndRead(ar);
}
if (bytesRead < 1)
{
ALLClients.Remove(this._clientIP);
Broadcast(this._clientNick + " 离开了聊天"+DateTime.Now.ToString());
return;
}
else
{
string messageReceived = System.Text.Encoding.UTF8.GetString(data, 0, bytesRead);
if (ReceiveNick)
{
this._clientNick = messageReceived;
Broadcast(this._clientNick + " 加入了聊天" + DateTime.Now.ToString());
//this.sendMessage("hello");
ReceiveNick = false;
}
else
{
Broadcast(this._clientNick + ">>" + messageReceived + DateTime.Now.ToString());
}
}
lock (this._client.GetStream())
{
this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
}
}
catch (Exception ex)
{
ALLClients.Remove(this._clientIP);
Broadcast(this._clientNick + " 离开了聊天" + DateTime.Now.ToString());
}
}
// 向客戶端发送消息
public void sendMessage(string message)
{
try
{
System.Net.Sockets.NetworkStream ns;
lock (this._client.GetStream())
{
ns = this._client.GetStream();
}
// 对信息进行编码
byte[] bytesToSend = System.Text.Encoding.UTF8.GetBytes(message);//用的UTF8
ns.Write(bytesToSend, 0, bytesToSend.Length);
ns.Flush();
}
catch (Exception ex)
{
}
}
// 向客户端广播消息
public void Broadcast(string message)
{
Console.WriteLine(message);
foreach (DictionaryEntry c in ALLClients)
{
((ChatClient)(c.Value)).sendMessage(message + Environment.NewLine);
}
}
}
}
可以直接在VS里运行就开启了服务器,或者可以生成.exe程序执行
用node.js搭建服务器(还未完善)
JS代码:
var net = require('net');
var timeout = 20000;//超时
var listenPort = 7777;//监听端口
var sd = require('silly-datetime');
var server = net.createServer(function (socket) {
// 我们获得一个连接 - 该连接自动关联一个socket对象
console.log('connect: ' + socket.remoteAddress.replace(/^.*:/, '') + ':' + socket.remotePort + " Time:" + sd.format(new Date(), 'YYYY-MM-DD HH:mm:ss'));
socket.setEncoding('utf8');
//超时事件
socket.setTimeout(timeout, function () {
console.log('connect timeout');
socket.end();
});
//接收到数据
socket.on('data', function (data) {
console.log('recv:' + data);
});
//数据错误事件
socket.on('error', function (exception) {
console.log('socket error:' + exception);
socket.end();
});
//客户端关闭事件
socket.on('close', function (data) {
console.log('close: ' + socket.remoteAddress.replace(/^.*:/, '') + ':' + socket.remotePort + " Time:" + sd.format(new Date(), 'YYYY-MM-DD HH:mm:ss'));
});
}).listen(listenPort);
//服务器监听事件
server.on('listening', function () {
console.log("server listening:" + server.address().port+" Time:" + sd.format(new Date(), 'YYYY-MM-DD HH:mm:ss'));
});
//服务器错误事件
server.on("error", function (exception) {
console.log("server error:" + exception);
});
PS:如果报错没有silly-datatime模块,参考我的另一篇文章node.js获取时间
还在完善中...
在Unity编辑器里
新建一个脚本ClientHandler.cs,挂到相机上就可以,先启动VS里的服务器,再启动此客户端
using UnityEngine;
using System;
using System.Text;
using System.Net.Sockets;
public class ClientHandler : MonoBehaviour
{
const int portNo = 7777;
private TcpClient _client;
byte[] data;
public string nickName = "";
public string message = "";
public string sendMsg = "";
void OnGUI()
{
nickName = GUI.TextField(new Rect(10, 10, 100, 20), nickName);
message = GUI.TextArea(new Rect(10, 40, 300, 200), message);
sendMsg = GUI.TextField(new Rect(10, 250, 210, 20), sendMsg);
if (GUI.Button(new Rect(120, 10, 80, 20), "Connect"))
{
//Debug.Log("hello");
this._client = new TcpClient();
this._client.Connect("127.0.0.1", portNo);
data = new byte[this._client.ReceiveBufferSize];
//SendMessage(txtNick.Text);
SendMessage(nickName);
this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
};
if (GUI.Button(new Rect(230, 250, 80, 20), "Send"))
{
SendMessage(sendMsg);
sendMsg = "";
};
}
public void SendMessage(string message)
{
try
{
NetworkStream ns = this._client.GetStream();
byte[] data = System.Text.Encoding.UTF8.GetBytes(message);
ns.Write(data, 0, data.Length);
ns.Flush();
}
catch (Exception ex)
{
//MessageBox.Show(ex.ToString());
}
}
public void ReceiveMessage(IAsyncResult ar)
{
try
{
int bytesRead;
bytesRead = this._client.GetStream().EndRead(ar);
if (bytesRead < 1)
{
return;
}
else
{
Debug.LogError(Encoding.UTF8.GetString(data, 0, bytesRead));
message += Encoding.UTF8.GetString(data, 0, bytesRead);//此处编码方式要对应否则乱码
}
this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
}
catch (Exception ex)
{
}
}
}