Unity/C#要想和其他电脑或者软件程序通讯,最好的方式是通过网络进行通讯,下面简要介绍以下其原理和实现:
TCP和UDP
TCP和UDP是传输层协议,使用IP协议从一个网络传送数据包到另一个网络。把IP想像成一种高速公路,它允许其它协议在上面行驶并找到到其它电脑的出口。
两者的不同是:TCP能提供有保证的数据传输,而UDP不提供,即UDP的数据容易丢失。
Socket 接口是TCP/IP网络的API,Socket接口定义了许多函数或例程,用以开发TCP/IP网络上的应用程序。也就是说Socket是TCP/UDP通讯的实现方式。
TCP Unity简单实现
TCP服务端
新建U3D项目,创建空场景,添加server脚本到相机:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets; //调用socket
using System.Text;
using System.Threading; //调用线程
using UnityEngine;
using System.IO;
public class server : MonoBehaviour
{
//定义变量(与GUI一致)
private string info = "NULL"; //状态信息
private string recMes = "NULL"; //接收到的信息
private int recTimes = 0; //接收到的信息次数
private string inputIp = "127.0.0.1"; //ip地址(本地)
private string inputPort = "8080"; //端口值
private string inputMessage = "NULL"; //用以发送的信息
private Socket socketWatch; //用以监听的套接字
private Socket socketSend; //用以和客户端通信的套接字
private bool isSendData = false; //是否点击发送数据按钮
private bool clickConnectBtn = false; //是否点击监听按钮
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
//建立tcp通信链接
private void ClickConnect()
{
try
{
int _port = Convert.ToInt32(inputPort); //获取端口号(32位,4个字节)
string _ip = inputIp; //获取ip地址
Debug.Log(" ip 地址是 :" + _ip);
Debug.Log(" 端口号是 :" + _port);
clickConnectBtn = true; //点击了监听按钮,更改状态
info = "ip地址是 : " + _ip + "端口号是 : " + _port;
//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
socketWatch = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
IPAddress ip = IPAddress.Parse(_ip);
IPEndPoint point = new IPEndPoint(ip, _port); //创建对象端口
socketWatch.Bind(point); //绑定端口号
Debug.Log("监听成功!");
info = "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>
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!");
info = socketSend.RemoteEndPoint.ToString() + " 连接成功!";
Thread r_thread = new Thread(Received); //开启一个新线程,执行接收消息方法
r_thread.IsBackground = true;
r_thread.Start(socketSend);
Thread s_thread = new Thread(SendMessage); //开启一个新线程,执行发送消息方法
s_thread.IsBackground = true;
s_thread.Start(socketSend);
}
}
catch { }
}
// 服务器端不停的接收客户端发来的消息
void Received(object o)
{
try
{
Socket socketSend = o as Socket;
while (true)
{
byte[] buffer = new byte[1024 * 6]; //客户端连接服务器成功后,服务器接收客户端发送的消息
int len = socketSend.Receive(buffer); //实际接收到的有效字节数
if (len == 0)
{
break;
}
string str = Encoding.UTF8.GetString(buffer, 0, len);
Debug.Log("接收到的消息:" + socketSend.RemoteEndPoint + ":" + str);
recMes = str;
recTimes++;
info = "接收到一次数据,接收次数为:" + recTimes;
Debug.Log("接收数据次数:" + recTimes);
}
}
catch { }
}
// 服务器端不停的向客户端发送消息
void SendMessage(object o)
{
try
{
Socket socketSend = o as Socket;
while (true)
{
if (isSendData)
{
isSendData = false;
byte[] sendByte = Encoding.UTF8.GetBytes(inputMessage);
Debug.Log("发送的数据为 :" + inputMessage);
Debug.Log("发送的数据字节长度 :" + sendByte.Length);
socketSend.Send(sendByte);
}
}
}
catch { }
}
// 关闭连接,释放资源
private void OnDisable()
{
Debug.Log("begin OnDisable()");
if (clickConnectBtn)
{
try
{
socketWatch.Shutdown(SocketShutdown.Both); //禁用Socket的发送和接收功能
socketWatch.Close(); //关闭Socket连接并释放所有相关资源
socketSend.Shutdown(SocketShutdown.Both); //禁用Socket的发送和接收功能
socketSend.Close(); //关闭Socket连接并释放所有相关资源
}
catch (Exception e)
{
Debug.Log(e.Message);
}
}
Debug.Log("end OnDisable()");
}
//交互界面(代码创建)
void OnGUI()
{
GUI.color = Color.black; //字体颜色
GUI.Label(new Rect(65, 10, 80, 20), "状态信息");
GUI.Label(new Rect(155, 10, 80, 70), info);
GUI.Label(new Rect(65, 80, 80, 20), "接收到消息:");
GUI.Label(new Rect(155, 80, 80, 20), recMes);
GUI.Label(new Rect(65, 120, 80, 20), "发送的消息:");
inputMessage = GUI.TextField(new Rect(155, 120, 100, 20), inputMessage, 20);
GUI.Label(new Rect(65, 160, 80, 20), "本机ip地址:");
inputIp = GUI.TextField(new Rect(155, 160, 100, 20), inputIp, 20);
GUI.Label(new Rect(65, 200, 80, 20), "本机端口号:");
inputPort = GUI.TextField(new Rect(155, 200, 100, 20), inputPort, 20);
if (GUI.Button(new Rect(65, 240, 60, 20), "开始监听"))
{
ClickConnect(); //点击开始
}
if (GUI.Button(new Rect(65, 280, 60, 20), "发送数据"))
{
isSendData = true; //发送数据
}
}
}
测试如下:
TCP客户端
客户端与服务端实现类似,贴上脚本:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.IO;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;
public class client : MonoBehaviour
{
private string staInfo = "NULL"; //状态信息
private string inputIp = "127.0.0.1"; //输入ip地址
private string inputPort = "8080"; //输入端口号
public string inputMes = "NULL"; //发送的消息
private int recTimes = 0; //接收到信息的次数
private string recMes = "NULL"; //接收到的消息
private Socket socketSend; //客户端套接字,用来链接远端服务器
private bool clickSend = false; //是否点击发送按钮
void Start()
{
}
// Update is called once per frame
void Update()
{
}
//建立链接
private void ClickConnect()
{
try
{
int _port = Convert.ToInt32(inputPort); //获取端口号
string _ip = inputIp; //获取ip地址
//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 , " + " ip = " + ip + " port = " + _port);
staInfo = ip + ":" + _port + " 连接成功";
Thread r_thread = new Thread(Received); //开启新的线程,不停的接收服务器发来的消息
r_thread.IsBackground = true;
r_thread.Start();
Thread s_thread = new Thread(SendMessage); //开启新的线程,不停的给服务器发送消息
s_thread.IsBackground = true;
s_thread.Start();
}
catch (Exception)
{
Debug.Log("IP或者端口号错误......");
staInfo = "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 * 6];
//实际接收到的有效字节数
int len = socketSend.Receive(buffer);
if (len == 0)
{
break;
}
recMes = Encoding.UTF8.GetString(buffer, 0, len);
Debug.Log("客户端接收到的数据 : " + recMes);
recTimes ++;
staInfo = "接收到一次数据,接收次数为 :" + recTimes;
Debug.Log("接收次数为:" + recTimes);
}
catch { }
}
}
/// <summary>
/// 向服务器发送消息
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
void SendMessage()
{
try
{
while (true)
{
if (clickSend) //如果点击了发送按钮
{
clickSend = false;
string msg = inputMes;
byte[] buffer = new byte[1024 * 6];
buffer = Encoding.UTF8.GetBytes(msg);
socketSend.Send(buffer);
Debug.Log("发送的数据为:" + msg);
}
}
}
catch { }
}
private void OnDisable()
{
Debug.Log("begin OnDisable()");
if (socketSend.Connected)
{
try
{
socketSend.Shutdown(SocketShutdown.Both); //禁用Socket的发送和接收功能
socketSend.Close(); //关闭Socket连接并释放所有相关资源
}
catch (Exception e)
{
print(e.Message);
}
}
Debug.Log("end OnDisable()");
}
//用户界面
void OnGUI()
{
GUI.color = Color.black;
GUI.Label(new Rect(65, 10, 60, 20), "状态信息");
GUI.Label(new Rect(135, 10, 80, 60), staInfo);
GUI.Label(new Rect(65, 70, 50, 20), "服务器ip地址");
inputIp = GUI.TextField(new Rect(125, 70, 100, 20), inputIp, 20);
GUI.Label(new Rect(65, 110, 50, 20), "服务器端口");
inputPort = GUI.TextField(new Rect(125, 110, 100, 20), inputPort, 20);
GUI.Label(new Rect(65, 150, 80, 20), "接收到消息:");
GUI.Label(new Rect(155, 150, 80, 20), recMes);
GUI.Label(new Rect(65, 190, 80, 20), "发送的消息:");
inputMes = GUI.TextField(new Rect(155, 190, 100, 20), inputMes, 20);
if (GUI.Button(new Rect(65, 230, 60, 20), "开始连接"))
{
ClickConnect();
}
if (GUI.Button(new Rect(65, 270, 60, 20), "发送信息"))
{
clickSend = true;
}
}
}
UDP Unity简单实现
UDP服务端
同样,新建U3D项目,创建脚本:
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 server : MonoBehaviour
{
private Socket socket; //目标socket
private EndPoint clientEnd; //客户端
private IPEndPoint ipEnd; //侦听端口
private string recvStr; //接收的字符串
private string sendStr; //发送的字符串
private byte[] recvData = new byte[1024]; //接收的数据,必须为字节
private byte[] sendData = new byte[1024]; //发送的数据,必须为字节
private int recvLen; //接收的数据长度
private Thread connectThread; //连接线程
// Start is called before the first frame update
void Start()
{
InitSocket(); //在这里初始化server
}
// Update is called once per frame
void Update()
{
}
//初始化
void InitSocket()
{
//定义侦听端口,侦听任何IP
ipEnd = new IPEndPoint(IPAddress.Any, 8999);
Debug.Log(ipEnd);
//定义套接字类型,在主线程中定义
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
//服务端需要绑定ip
socket.Bind(ipEnd);
//定义客户端
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 9000);
clientEnd = (EndPoint)sender;
Debug.Log(clientEnd);
print("waiting for UDP dgram");
//开启一个线程连接,必须的,否则主线程卡死
connectThread = new Thread(new ThreadStart(SocketReceive));
connectThread.Start();
}
//服务器发送
void SocketSend(string sendStr)
{
//清空发送缓存
sendData = new byte[1024];
//数据类型转换
sendData = Encoding.ASCII.GetBytes(sendStr);
//发送给指定客户端
socket.SendTo(sendData, sendData.Length, SocketFlags.None, clientEnd);
}
//服务器接收
void SocketReceive()
{
//进入接收循环
while (true)
{
//对data清零
recvData = new byte[1024];
//获取客户端,获取客户端数据,用引用给客户端赋值
recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
print("message from: " + clientEnd.ToString()); //打印客户端信息
//输出接收到的数据
recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
print("我是服务器,接收到客户端的数据" + recvStr);
//将接收到的数据经过处理再发送出去
sendStr = "From Server: " + recvStr;
SocketSend(sendStr);
}
}
//连接关闭
void SocketQuit()
{
//关闭线程
if (connectThread != null)
{
connectThread.Interrupt();
connectThread.Abort();
}
//最后关闭socket
if (socket != null)
socket.Close();
print("disconnect");
}
void OnApplicationQuit()
{
SocketQuit();
}
}
测试结果如下:
UDP客户端
客户端与服务端类似,脚本如下:文章来源:https://www.toymoban.com/news/detail-795613.html
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.UI;
public class UdpClient : MonoBehaviour
{
public string editString = “hello wolrd”; //编辑框文字
//以下默认都是私有的成员
private Socket socket; //目标socket
private EndPoint serverEnd; //服务端
private IPEndPoint ipEnd; //服务端端口
private string recvStr; //接收的字符串
private string sendStr; //发送的字符串
private byte[] recvData = new byte[1024]; //接收的数据,必须为字节
private byte[] sendData = new byte[1024]; //发送的数据,必须为字节
private int recvLen; //接收的数据长度
private Thread connectThread; //连接线程
//初始化
void InitSocket()
{
//定义连接的服务器ip和端口,可以是本机ip,局域网,互联网
ipEnd = new IPEndPoint(IPAddress.Parse("172.168.1.103"), 8999);
//定义套接字类型,在主线程中定义
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
//定义服务端
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
serverEnd = (EndPoint)sender;
print("waiting for sending UDP dgram");
//建立初始连接,这句非常重要,第一次连接初始化了serverEnd后面才能收到消息
SocketSend("hello");
//开启一个线程连接,必须的,否则主线程卡死
connectThread = new Thread(new ThreadStart(SocketReceive));
connectThread.Start();
}
void SocketSend(string sendStr)
{
//清空发送缓存
sendData = new byte[1024];
//数据类型转换
sendData = Encoding.ASCII.GetBytes(sendStr);
//发送给指定服务端
socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
}
//服务器接收
void SocketReceive()
{
//进入接收循环
while (true)
{
//对data清零
recvData = new byte[1024];
//获取客户端,获取服务端端数据,用引用给服务端赋值,实际上服务端已经定义好并不需要赋值
recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
print("message from: " + serverEnd.ToString()); //打印服务端信息
//输出接收到的数据
recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
print("我是客户端,接收到服务器的数据" + recvStr);
}
}
//连接关闭
void SocketQuit()
{
//关闭线程
if (connectThread != null)
{
connectThread.Interrupt();
connectThread.Abort();
}
//最后关闭socket
if (socket != null)
socket.Close();
}
// Use this for initialization
void Start()
{
InitSocket(); //在这里初始化
}
void OnGUI()
{
editString = GUI.TextField(new Rect(10, 10, 100, 20), editString);
if (GUI.Button(new Rect(10, 30, 60, 20), "send"))
SocketSend(editString);
}
// Update is called once per frame
void Update()
{
}
void OnApplicationQuit()
{
SocketQuit();
}
以上。文章来源地址https://www.toymoban.com/news/detail-795613.html
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