非常清晰的demo
服务端
using System; using System.Collections; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; using UnityEngine; public class SocketServer : MonoBehaviour { // Use this for initialization public void StartServer () { bt_connnect_Click(); } // Update is called once per frame void Update () { } private void bt_connnect_Click() { try { int _port = 6000; string _ip = "127.0.0.1"; //点击开始监听时 在服务端创建一个负责监听IP和端口号的Socket Socket socketWatch = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); IPAddress ip = IPAddress.Parse(_ip); //创建对象端口 IPEndPoint point = new IPEndPoint(ip, _port); socketWatch.Bind(point);//绑定端口号 Debug.Log("监听成功!"); socketWatch.Listen(10);//设置监听,最大同时连接10台 //创建监听线程 Thread thread = new Thread(Listen); thread.IsBackground = true; thread.Start(socketWatch); } catch { } } /// <summary> /// 等待客户端的连接 并且创建与之通信的Socket /// </summary> Socket socketSend; void Listen(object o) { try { Socket socketWatch = o as Socket; while (true) { socketSend = socketWatch.Accept();//等待接收客户端连接 Debug.Log(socketSend.RemoteEndPoint.ToString() + ":" + "连接成功!"); //开启一个新线程,执行接收消息方法 Thread r_thread = new Thread(Received); r_thread.IsBackground = true; r_thread.Start(socketSend); } } catch { } } /// <summary> /// 服务器端不停的接收客户端发来的消息 /// </summary> /// <param name="o"></param> void Received(object o) { try { Socket socketSend = o as Socket; while (true) { //客户端连接服务器成功后,服务器接收客户端发送的消息 byte[] buffer = new byte[1024 * 1024 * 3]; //实际接收到的有效字节数 int len = socketSend.Receive(buffer); if (len == 0) { break; } string str = Encoding.UTF8.GetString(buffer, 0, len); Debug.Log("服务器打印:" + socketSend.RemoteEndPoint + ":" + str); Send("我收到了"); } } catch { } } /// <summary> /// 服务器向客户端发送消息 /// </summary> /// <param name="str"></param> void Send(string str) { byte[] buffer = Encoding.UTF8.GetBytes(str); socketSend.Send(buffer); } }
客户端
using System; using System.Collections; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; using UnityEngine; using UnityEngine.UI; public class SocketClient : MonoBehaviour { public InputField input; // Use this for initialization public void StartClient () { bt_connect_Click(); } // Update is called once per frame void Update () { } public void SendMsg() { bt_send_Click(input.text); } Socket socketSend; private void bt_connect_Click() { try { int _port = 6000; string _ip = "127.0.0.1"; //创建客户端Socket,获得远程ip和端口号 socketSend = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); IPAddress ip = IPAddress.Parse(_ip); IPEndPoint point = new IPEndPoint(ip, _port); socketSend.Connect(point); Debug.Log("连接成功!"); //开启新的线程,不停的接收服务器发来的消息 Thread c_thread = new Thread(Received); c_thread.IsBackground = true; c_thread.Start(); } catch (Exception) { Debug.Log("IP或者端口号错误..."); } } /// <summary> /// 接收服务端返回的消息 /// </summary> void Received() { while (true) { try { byte[] buffer = new byte[1024 * 1024 * 3]; //实际接收到的有效字节数 int len = socketSend.Receive(buffer); if (len == 0) { break; } string str = Encoding.UTF8.GetString(buffer, 0, len); Debug.Log("客户端打印:" + socketSend.RemoteEndPoint + ":" + str); } catch { } } } /// <summary> /// 向服务器发送消息 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void bt_send_Click(string str) { try { string msg = str; byte[] buffer = new byte[1024 * 1024 * 3]; buffer = Encoding.UTF8.GetBytes(msg); socketSend.Send(buffer); } catch { } } }