Unity用Socket多人聊天

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)
    {
    }
  }
}

项目工程地址:https://github.com/574096324/UnitySocketChatDemo

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