之前写了一篇。
发完之后第二天实际应用到游戏之后还是发现了一些小毛病。
比如网络模块有重复使用(多对象)的情况。所以将静态类该成了普通类。
比如安卓下会有些异常出现导致游戏逻辑不正常。所以网络相关的函数有些加了try块。
然后发现写入固定ip的方式根本不适合局域网。于是加了udp做的广播系统,用以服务器和客户端查找ip。
udp广播部分和tcp不一样。因为没有连接,所以socket不需要shutdown。我在这里吃了一亏才知道。
别的没什么修改。贴上修正和扩展之后的代码。
有缘之人自取。唯一要求,如果你发现代码有错,或者有可以提升性能的地方请留言告知。
另:因为这是为局域网设计的,所以网络部分框架以及锁的应用写得很随意,如果需要扩展至千人万人级的承载,请自行修改。
基础类(base)
ClientMsgUnPack.cs 服务器tcp部分用以解包的对象
1 using UnityEngine; 2 /* 3 * 通信协议 4 * 消息头前2字节保存当前消息长度 5 * 后面跟4字节表示消息ID 6 * 再后面是消息实质内容 7 */ 8 9 namespace LanSocket 10 { 11 class ClientMsgUnPack : MsgUnPack 12 { 13 long m_UserID; 14 public ClientMsgUnPack() 15 { 16 m_UserID = -1; 17 } 18 19 public ClientMsgUnPack(byte[] mBuff, ushort len, int userID) 20 { 21 m_UserID = userID; 22 UnPack(mBuff, len); 23 } 24 25 public ClientMsgUnPack(byte[] mBuff, ushort offset, ushort len, int userID) 26 { 27 m_UserID = userID; 28 UnPack(mBuff, offset, len); 29 } 30 31 public long GetUserID() 32 { 33 return m_UserID; 34 } 35 36 public void SetUserID(long userID) 37 { 38 m_UserID = userID; 39 } 40 } 41 }
ClientMsgUnPack.cs
EventDispath.cs 事件分发,有两个类,分别对应服务器和客户端,主要就是参数不同
1 using UnityEngine; 2 using System.Collections; 3 using System.Collections.Generic; 4 5 delegate void ServerEventDelagate(LanSocket.ClientMsgUnPack msg); 6 7 class EventNode 8 { 9 public int m_EventID; 10 public LanSocket.ClientMsgUnPack msg; 11 } 12 13 class EventDispathBase 14 { 15 public static int g_MaxEventNum = 300; 16 } 17 18 class ServerEventDispath : EventDispathBase 19 { 20 List<ServerEventDelagate>[] m_Event; 21 Queue<EventNode> m_EventQueue; 22 public ServerEventDispath() 23 { 24 m_Event = new List<ServerEventDelagate>[g_MaxEventNum]; 25 m_EventQueue = new Queue<EventNode>(); 26 } 27 28 public void RegistEvent(int eventID, ServerEventDelagate func) 29 { 30 if(null == m_Event[eventID]) 31 { 32 m_Event[eventID] = new List<ServerEventDelagate>(); 33 } 34 m_Event[eventID].Add(func); 35 } 36 37 public void AddEvent(EventNode eventNode) 38 { 39 m_EventQueue.Enqueue(eventNode); 40 } 41 42 public void Proccess() 43 { 44 if (0 != m_EventQueue.Count) 45 { 46 EventNode mCur = m_EventQueue.Dequeue(); 47 if (null == m_Event[mCur.m_EventID]) 48 { 49 MonoBehaviour.print("event ID: "+ mCur.m_EventID+" is null"); 50 } 51 else 52 { 53 List<ServerEventDelagate> curEventDelagate = m_Event[mCur.m_EventID]; 54 for(int i = 0 ; i < curEventDelagate.Count ; ++i) 55 { 56 curEventDelagate[i](mCur.msg); 57 } 58 } 59 } 60 } 61 } 62 63 64 delegate void ClientEventDelagate(LanSocket.MsgUnPack msg); 65 class ClientEventDispath : EventDispathBase 66 { 67 List<ClientEventDelagate>[] m_Event; 68 Queue<EventNode> m_EventQueue; 69 public ClientEventDispath() 70 { 71 m_Event = new List<ClientEventDelagate>[g_MaxEventNum]; 72 m_EventQueue = new Queue<EventNode>(); 73 } 74 75 public void RegistEvent(int eventID, ClientEventDelagate func) 76 { 77 if (null == m_Event[eventID]) 78 { 79 m_Event[eventID] = new List<ClientEventDelagate>(); 80 } 81 m_Event[eventID].Add(func); 82 } 83 84 public void AddEvent(EventNode eventNode) 85 { 86 m_EventQueue.Enqueue(eventNode); 87 } 88 89 public void Proccess() 90 { 91 if (0 != m_EventQueue.Count) 92 { 93 EventNode mCur = m_EventQueue.Dequeue(); 94 if (null == m_Event[mCur.m_EventID]) 95 { 96 MonoBehaviour.print("event ID: " + mCur.m_EventID + " is null"); 97 } 98 else 99 { 100 List<ClientEventDelagate> curEventDelagate = m_Event[mCur.m_EventID]; 101 for (int i = 0; i < curEventDelagate.Count; ++i) 102 { 103 curEventDelagate[i](mCur.msg); 104 } 105 } 106 } 107 } 108 }
EventDispath.cs
LanSocketBase.cs 没什么实际意义,主要就是定义一些大家都会使用到的变量等
1 using System.Threading; 2 using UnityEngine; 3 4 /* 5 *轻量级局域网服务器。 6 * 协议如下 7 * 消息头前2字节保存当前消息长度 8 * 后面跟4字节表示消息ID 9 * 再后面是消息实质内容 10 */ 11 12 namespace LanSocket 13 { 14 public class LanSocketBase 15 { 16 public static int m_MaxOnePackBuff = 1024 * 3; 17 public static int m_MaxAllBuff = 1024 * 50; 18 public static int m_HeadSize = 6; 19 protected bool m_HasInit = false; 20 protected byte[] m_OnePack; 21 protected int m_OnePackIndex; 22 private Mutex m_Mutex; 23 24 public void BaseInit() 25 { 26 m_HasInit = true; 27 m_Mutex = new Mutex(); 28 m_OnePack = new byte[m_MaxOnePackBuff+1]; 29 m_OnePackIndex = 0; 30 } 31 32 public void BaseRelease() 33 { 34 m_Mutex.Close(); 35 } 36 37 protected void Lock() 38 { 39 m_Mutex.WaitOne(); 40 //MonoBehaviour.print("Lock:" + Thread.CurrentThread.ManagedThreadId.ToString()); 41 } 42 43 protected void UnLock() 44 { 45 m_Mutex.ReleaseMutex(); 46 //MonoBehaviour.print("Unlock:" + Thread.CurrentThread.ManagedThreadId.ToString()); 47 } 48 } 49 }
LanSocketBase.cs
MsgPack.cs 打包类,参数类型不够自行扩展
1 using UnityEngine; 2 /* 3 * 通信协议 4 * 消息头前2字节保存当前消息长度 5 * 后面跟4字节表示消息ID 6 * 再后面是消息实质内容 7 */ 8 9 namespace LanSocket 10 { 11 public class MsgPack : PackBase 12 { 13 public MsgPack() 14 { 15 m_OnePackIndex = LanSocketBase.m_HeadSize; 16 } 17 18 public void SetHead(int ID) 19 { 20 byte[] mBuff = System.BitConverter.GetBytes(ID); 21 System.Buffer.BlockCopy(mBuff, 0, m_OnePack, 2, 4); 22 } 23 24 public void PackEnd() 25 { 26 byte[] mBuff = System.BitConverter.GetBytes(m_OnePackIndex); 27 System.Buffer.BlockCopy(mBuff, 0, m_OnePack, 0, 2); 28 } 29 30 public void Packbool(bool data) 31 { 32 ushort curDatalen = 1; 33 if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff) 34 { 35 MonoBehaviour.print("Packbool() longer lager than Max buff len"); 36 return; 37 } 38 byte[] mBuff = System.BitConverter.GetBytes(data); 39 Pack(mBuff, curDatalen); 40 } 41 42 public void Pack16bit(short data) 43 { 44 ushort curDatalen = 2; 45 if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff) 46 { 47 MonoBehaviour.print("Pack16bit(short) longer lager than Max buff len"); 48 return; 49 } 50 byte[] mBuff = System.BitConverter.GetBytes(data); 51 Pack(mBuff, curDatalen); 52 } 53 public void Pack16bit(ushort data) 54 { 55 ushort curDatalen = 2; 56 if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff) 57 { 58 MonoBehaviour.print("Pack16bit(ushort) longer lager than Max buff len"); 59 return; 60 } 61 byte[] mBuff = System.BitConverter.GetBytes(data); 62 Pack(mBuff, curDatalen); 63 } 64 public void Pack32bit(int data) 65 { 66 ushort curDatalen = 4; 67 if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff) 68 { 69 MonoBehaviour.print("Pack32bit(int) longer lager than Max buff len"); 70 return; 71 } 72 byte[] mBuff = System.BitConverter.GetBytes(data); 73 Pack(mBuff, curDatalen); 74 } 75 public void Pack32bit(uint data) 76 { 77 ushort curDatalen = 4; 78 if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff) 79 { 80 MonoBehaviour.print("Pack32bit(uint) longer lager than Max buff len"); 81 return; 82 } 83 byte[] mBuff = System.BitConverter.GetBytes(data); 84 Pack(mBuff, curDatalen); 85 } 86 public void Pack32bit(float data) 87 { 88 ushort curDatalen = 4; 89 if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff) 90 { 91 MonoBehaviour.print("Pack32bit(float) longer lager than Max buff len"); 92 return; 93 } 94 byte[] mBuff = System.BitConverter.GetBytes(data); 95 Pack(mBuff, curDatalen); 96 } 97 public void Pack64bit(double data) 98 { 99 ushort curDatalen = 8; 100 if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff) 101 { 102 MonoBehaviour.print("Pack64bit(double) longer lager than Max buff len"); 103 return; 104 } 105 byte[] mBuff = System.BitConverter.GetBytes(data); 106 Pack(mBuff, curDatalen); 107 } 108 public void Pack64bit(long data) 109 { 110 ushort curDatalen = 8; 111 if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff) 112 { 113 MonoBehaviour.print("Pack64bit(long) longer lager than Max buff len"); 114 return; 115 } 116 byte[] mBuff = System.BitConverter.GetBytes(data); 117 Pack(mBuff, curDatalen); 118 } 119 120 public void PackString(string data, ushort len) 121 { 122 ushort curDatalen = len; 123 if (m_OnePackIndex + curDatalen > m_MaxOnePackBuff) 124 { 125 MonoBehaviour.print("PackString() longer lager than Max buff len"); 126 return; 127 } 128 byte[] mBuff = System.Text.Encoding.UTF8.GetBytes(data); 129 Pack(mBuff, curDatalen); 130 } 131 132 void Pack(byte[] data, ushort len) 133 { 134 System.Buffer.BlockCopy(data, 0, m_OnePack, m_OnePackIndex, len); 135 m_OnePackIndex += len; 136 } 137 138 public byte[] GetByte() 139 { 140 return m_OnePack; 141 } 142 143 public int GetByteLen() 144 { 145 return m_OnePackIndex; 146 } 147 } 148 }
MsgPack.cs
MsgUnPack.cs 解包类,返回类型不够自己扩展
1 using UnityEngine; 2 /* 3 * 通信协议 4 * 消息头前2字节保存当前消息长度 5 * 后面跟4字节表示消息ID 6 * 再后面是消息实质内容 7 */ 8 9 namespace LanSocket 10 { 11 class MsgUnPack : PackBase 12 { 13 ushort m_PackLen; 14 int m_MsgID; 15 public MsgUnPack() 16 { 17 } 18 19 void GetHead() 20 { 21 m_PackLen = System.BitConverter.ToUInt16(m_OnePack, 0); 22 m_MsgID = System.BitConverter.ToUInt16(m_OnePack, 2); 23 m_OnePackIndex = 6; 24 } 25 26 public MsgUnPack(byte[] mBuff, ushort len) 27 { 28 UnPack(mBuff, len); 29 } 30 31 public MsgUnPack(byte[] mBuff, ushort offset, ushort len) 32 { 33 UnPack(mBuff, offset, len); 34 } 35 36 public void UnPack(byte[] mBuff, ushort len) 37 { 38 System.Buffer.BlockCopy(mBuff, 0, m_OnePack, 0, len); 39 GetHead(); 40 } 41 42 public void UnPack(byte[] mBuff, ushort offset, ushort len) 43 { 44 System.Buffer.BlockCopy(mBuff, offset, m_OnePack, 0, len); 45 GetHead(); 46 } 47 48 public bool Readbool() 49 { 50 if (m_OnePackIndex + 1 > m_PackLen) 51 { 52 MonoBehaviour.print("Readbool() longer lager than Max buff len"); 53 return false; 54 } 55 bool data = System.BitConverter.ToBoolean(m_OnePack, m_OnePackIndex); 56 ++m_OnePackIndex; 57 return data; 58 } 59 60 public short ReadShort() 61 { 62 if (m_OnePackIndex + 2 > m_PackLen) 63 { 64 MonoBehaviour.print("ReadShort() longer lager than Max buff len"); 65 return 0; 66 } 67 short data = System.BitConverter.ToInt16(m_OnePack, m_OnePackIndex); 68 m_OnePackIndex += 2; 69 return data; 70 } 71 72 public ushort ReadUShort() 73 { 74 if (m_OnePackIndex + 2 > m_PackLen) 75 { 76 MonoBehaviour.print("ReadUShortbit() longer lager than Max buff len"); 77 return 0; 78 } 79 ushort data = System.BitConverter.ToUInt16(m_OnePack, m_OnePackIndex); 80 m_OnePackIndex += 2; 81 return data; 82 } 83 84 public int ReadInt() 85 { 86 if (m_OnePackIndex + 4 > m_PackLen) 87 { 88 MonoBehaviour.print("ReadInt() longer lager than Max buff len"); 89 return 0; 90 } 91 int data = System.BitConverter.ToInt32(m_OnePack, m_OnePackIndex); 92 m_OnePackIndex += 4; 93 return data; 94 } 95 96 public uint ReadUInt() 97 { 98 if (m_OnePackIndex + 4 > m_PackLen) 99 { 100 MonoBehaviour.print("ReadUInt() longer lager than Max buff len"); 101 return 0; 102 } 103 uint data = System.BitConverter.ToUInt32(m_OnePack, m_OnePackIndex); 104 m_OnePackIndex += 4; 105 return data; 106 } 107 108 public float ReadFloat() 109 { 110 if (m_OnePackIndex + 4 > m_PackLen) 111 { 112 MonoBehaviour.print("ReadFloat() longer lager than Max buff len"); 113 return 0.0f; 114 } 115 float data = System.BitConverter.ToSingle(m_OnePack, m_OnePackIndex); 116 m_OnePackIndex += 4; 117 return data; 118 } 119 120 public double ReadDouble() 121 { 122 if (m_OnePackIndex + 8 > m_PackLen) 123 { 124 MonoBehaviour.print("ReadDouble() longer lager than Max buff len"); 125 return 0.0f; 126 } 127 double data = System.BitConverter.ToDouble(m_OnePack, m_OnePackIndex); 128 m_OnePackIndex += 8; 129 return data; 130 } 131 132 public long ReadLong() 133 { 134 if (m_OnePackIndex + 8 > m_PackLen) 135 { 136 MonoBehaviour.print("ReadLong() longer lager than Max buff len"); 137 return 0; 138 } 139 long data = System.BitConverter.ToInt64(m_OnePack, m_OnePackIndex); 140 m_OnePackIndex += 8; 141 return data; 142 } 143 144 public ulong ReadULong() 145 { 146 if (m_OnePackIndex + 8 > m_PackLen) 147 { 148 MonoBehaviour.print("ReadULong() longer lager than Max buff len"); 149 return 0; 150 } 151 ulong data = System.BitConverter.ToUInt64(m_OnePack, m_OnePackIndex); 152 m_OnePackIndex += 8; 153 return data; 154 } 155 156 public string ReadString(ushort len) 157 { 158 if (m_OnePackIndex + len > m_PackLen) 159 { 160 MonoBehaviour.print("ReadString() longer lager than Max buff len"); 161 return ""; 162 } 163 string data = System.Text.Encoding.UTF8.GetString(m_OnePack, m_OnePackIndex, len); 164 m_OnePackIndex += len; 165 return data; 166 } 167 168 public int GetMsgID() 169 { 170 return m_MsgID; 171 } 172 } 173 }
MsgUnPack.cs
PackBase.cs 没什么实际意义,主要就是打包和解包类都会使用到的一些数据
1 using System.Threading; 2 3 /* 4 *轻量级局域网服务器。 5 * 协议如下 6 * 消息头前2字节保存当前消息长度 7 * 后面跟4字节表示消息ID 8 * 再后面是消息实质内容 9 */ 10 11 namespace LanSocket 12 { 13 public class PackBase 14 { 15 protected int m_MaxOnePackBuff; 16 protected byte[] m_OnePack; 17 protected int m_OnePackIndex; 18 19 public PackBase() 20 { 21 m_MaxOnePackBuff = LanSocketBase.m_MaxOnePackBuff; 22 m_OnePack = new byte[m_MaxOnePackBuff]; 23 m_OnePackIndex = 0; 24 } 25 } 26 }
PackBase.cs
SocketBase.cs 同上
1 using System.Net.Sockets; 2 using System.Threading; 3 using System.Net; 4 5 public class SocketBase 6 { 7 protected bool m_HasInit = false; 8 protected Socket m_Socket; 9 protected Thread m_LinstenThread; 10 protected IPEndPoint m_IP; 11 protected Mutex m_Mutex; 12 }
SocketBase.cs
新增的广播类(broadcast)
特别说下,udp没有握手,所以socket对象在shutdown的时候会出异常,具体知识我也不知道,我是试出来的,有知道的还望不吝赐教。
ReciveBroadcast.cs 广播接收器。服务器段需要长期保持打开,因为只要有新用户加入,服务器就需要下发数据。而客户端不需要,因为客户端一但连上,就不需要广播系统了。所以服务器长期保留,客户端用完销毁
1 using UnityEngine; 2 using System.Net.Sockets; 3 using System.Net; 4 using System.Threading; 5 using System.Collections.Generic; 6 7 class ReciveBroadcast : SocketBase 8 { 9 public Queue<string> m_ServerIP; 10 public void Start(int port) 11 { 12 if (m_HasInit) 13 { 14 return; 15 } 16 try 17 { 18 m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); 19 m_IP = new IPEndPoint(IPAddress.Any, port); 20 m_Socket.Bind(m_IP); 21 MonoBehaviour.print("广播网络启动监听" + m_Socket.LocalEndPoint.ToString()); 22 m_LinstenThread = new Thread(ListenClientConnect); 23 m_LinstenThread.Start(); 24 m_ServerIP = new Queue<string>(); 25 m_Mutex = new Mutex(); 26 m_HasInit = true; 27 } 28 catch (System.Exception ex) 29 { 30 MonoBehaviour.print("Broadcast reciver Start catch:" + ex.Message); 31 } 32 } 33 34 void ListenClientConnect() 35 { 36 EndPoint ep = (EndPoint)m_IP; 37 try 38 { 39 while (true) 40 { 41 Thread.Sleep(1); 42 byte[] data = new byte[64]; 43 int recv = m_Socket.ReceiveFrom(data, ref ep); 44 string stringData = System.Text.Encoding.UTF8.GetString(data, 0, recv); 45 m_Mutex.WaitOne(); 46 m_ServerIP.Enqueue(stringData); 47 m_Mutex.ReleaseMutex(); 48 MonoBehaviour.print("received: " + stringData + " from: " + ep.ToString()); 49 } 50 } 51 catch (System.Exception ex) 52 { 53 MonoBehaviour.print("Broadcast reciver ListenClientConnect out:" + ex.Message); 54 } 55 } 56 57 public void Destroy() 58 { 59 if (!m_HasInit) 60 { 61 return; 62 } 63 m_Socket.Close(); 64 m_LinstenThread.Abort(); 65 } 66 67 public string GetIP() 68 { 69 if (!m_HasInit) 70 { 71 return ""; 72 } 73 74 try 75 { 76 m_Mutex.WaitOne(); 77 if (0 != m_ServerIP.Count) 78 { 79 m_Mutex.ReleaseMutex(); 80 return m_ServerIP.Dequeue(); 81 } 82 m_Mutex.ReleaseMutex(); 83 } 84 catch (System.Exception ex) 85 { 86 MonoBehaviour.print("Broadcast GetIP catch:" + ex.Message); 87 return ""; 88 } 89 return ""; 90 } 91 }
ReciveBroadcast.cs
SendBroadcast.cs 广播发射器。同上
1 using UnityEngine; 2 using System.Net.Sockets; 3 using System.Net; 4 5 class SendBroadcast : SocketBase 6 { 7 byte[] m_MyIP; 8 public void Start(int port) 9 { 10 if (m_HasInit) 11 { 12 return; 13 } 14 try 15 { 16 m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); 17 m_IP = new IPEndPoint(IPAddress.Broadcast, port);//255.255.255.255 18 //m_IP = new IPEndPoint(IPAddress.Parse("192.168.255.255"), 9050); 19 20 string mLocalIP = ""; 21 string hostname = Dns.GetHostName(); 22 IPHostEntry localHost = Dns.GetHostEntry(hostname); 23 for (int i = 0; i < localHost.AddressList.Length; ++i) 24 { 25 if (localHost.AddressList[i].AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork) 26 { 27 //MonoBehaviour.print(localHost.AddressList[i].ToString()); 28 mLocalIP = localHost.AddressList[i].ToString(); 29 break; 30 } 31 } 32 33 if ("".Equals(m_MyIP)) 34 { 35 MonoBehaviour.print("网络检测异常。请检查网络设置或接入网络"); 36 m_Socket.Close(); 37 m_Socket = null; 38 return; 39 } 40 m_MyIP = System.Text.Encoding.UTF8.GetBytes(mLocalIP); 41 m_Socket.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.Broadcast, 1); 42 m_HasInit = true; 43 } 44 catch (System.Exception ex) 45 { 46 MonoBehaviour.print("Broadcast sender Start catch:" + ex.Message); 47 } 48 } 49 50 public void Send() 51 { 52 if(null != m_Socket) 53 { 54 MonoBehaviour.print("send a broadcast"); 55 m_Socket.SendTo(m_MyIP, m_IP); 56 } 57 } 58 59 public void Destroy() 60 { 61 if (!m_HasInit) 62 { 63 return; 64 } 65 m_Socket.Close(); 66 } 67 }
SendBroadcast.cs
说明:网络模块也是根据网络上的代码加以修正和自己的经验修改完成。对于c# socket函数不熟,如果有什么地方可以优化或者用错或者传错参数,请指出赐教。
客户端网络(client)
SocketClient.cs 客户端网络模块。包含连接服务器、接受范围、处理返回数据等。
1 using System.Net.Sockets; 2 using System.Net; 3 using System.Threading; 4 using UnityEngine; 5 using System.Collections.Generic; 6 7 /* 8 *轻量级局域网服务器。 9 * 协议如下 10 * 消息头前2字节保存当前消息长度 11 * 后面跟4字节表示消息ID 12 * 再后面是消息实质内容 13 */ 14 15 namespace LanSocket 16 { 17 class Client : LanSocketBase 18 { 19 Thread m_ReciveThread; 20 Socket m_Connect; 21 byte[] m_AllData; 22 int m_AllDataHead; 23 int m_AllDataEnd; 24 int m_MsgNum; 25 26 public void Start(string strIP, int port) 27 { 28 if (m_HasInit) 29 { 30 return; 31 } 32 //设定服务器IP地址 33 IPAddress ip = IPAddress.Parse(strIP); 34 Socket temp = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); 35 try 36 { 37 temp.Connect(new IPEndPoint(ip, port)); //配置服务器IP与端口 38 MonoBehaviour.print("连接服务器成功"); 39 40 BaseInit(); 41 m_Connect = temp; 42 m_ReciveThread = new Thread(ReceiveMessage); 43 m_ReciveThread.Start(); 44 m_AllData = new byte[LanSocketBase.m_MaxAllBuff + 1]; 45 m_AllDataHead = 0; 46 m_AllDataEnd = 0; 47 m_MsgNum = 0; 48 } 49 catch (System.Exception ex) 50 { 51 MonoBehaviour.print("连接服务器失败: " + ex.Message); 52 return; 53 } 54 } 55 56 private void PutDataToBuff(byte[] mClientSendBuff, int mReceiveNumber) 57 { 58 if (m_AllDataEnd + mReceiveNumber >= LanSocketBase.m_MaxAllBuff) 59 { 60 byte[] mCurAllData = new byte[m_AllDataEnd - m_AllDataHead]; 61 System.Buffer.BlockCopy(m_AllData, m_AllDataHead, mCurAllData, 0, m_AllDataEnd - m_AllDataHead); 62 System.Buffer.BlockCopy(mCurAllData, 0, m_AllData, 0, m_AllDataEnd - m_AllDataHead); 63 m_AllDataEnd -= m_AllDataHead; 64 m_AllDataHead = 0; 65 } 66 int mOnePackStartPos = 0; 67 while (mReceiveNumber > 0) 68 { 69 if (0 == m_OnePackIndex) 70 { 71 ushort datalen = System.BitConverter.ToUInt16(mClientSendBuff, mOnePackStartPos); 72 if (datalen <= mReceiveNumber) 73 { 74 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_AllData, m_AllDataEnd, datalen); 75 m_AllDataEnd += datalen; 76 77 mOnePackStartPos += datalen; 78 79 mReceiveNumber -= datalen; 80 ++m_MsgNum; 81 } 82 else 83 { 84 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mReceiveNumber); 85 m_OnePackIndex += mReceiveNumber; 86 mOnePackStartPos += mReceiveNumber; 87 88 mReceiveNumber -= mReceiveNumber; 89 } 90 } 91 else 92 { 93 ushort datalen = System.BitConverter.ToUInt16(m_OnePack, 0); 94 if (m_OnePackIndex + mReceiveNumber >= datalen) 95 { 96 int mNeedNum = datalen - m_OnePackIndex; 97 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mNeedNum); 98 mOnePackStartPos += mNeedNum; 99 100 System.Buffer.BlockCopy(m_OnePack, 0, m_AllData, m_AllDataEnd, datalen); 101 m_OnePackIndex = 0; 102 103 mReceiveNumber -= mNeedNum; 104 } 105 else 106 { 107 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mReceiveNumber); 108 m_OnePackIndex += mReceiveNumber; 109 mOnePackStartPos += mReceiveNumber; 110 111 mReceiveNumber -= mReceiveNumber; 112 } 113 } 114 } 115 } 116 117 public void Destroy() 118 { 119 if (!m_HasInit) 120 { 121 return; 122 } 123 BaseRelease(); 124 ShutDownConnect(); 125 m_MsgNum = 0; 126 } 127 128 public void GetMsg(ref MsgUnPack msg) 129 { 130 if (!m_HasInit) 131 { 132 return; 133 } 134 try 135 { 136 Lock(); 137 if (0 != m_MsgNum) 138 { 139 ushort datalen = System.BitConverter.ToUInt16(m_AllData, m_AllDataHead); 140 msg = new MsgUnPack(m_AllData, (ushort)m_AllDataHead, (ushort)datalen); 141 m_AllDataHead += datalen; 142 --m_MsgNum; 143 } 144 } 145 finally 146 { 147 UnLock(); 148 } 149 } 150 151 /// <summary> 152 /// 接收消息 153 /// </summary> 154 public void ReceiveMessage() 155 { 156 while (true) 157 { 158 Thread.Sleep(1); 159 try 160 { 161 //通过clientSocket接收数据 162 byte[] mClientSendBuff = new byte[m_MaxOnePackBuff + 1]; 163 int mReceiveNumber = m_Connect.Receive(mClientSendBuff); 164 if (0 == mReceiveNumber) 165 { 166 MonoBehaviour.print("disconnect"); 167 ShutDownConnect(); 168 } 169 else if (mReceiveNumber > 0) 170 { 171 try 172 { 173 Lock(); 174 PutDataToBuff(mClientSendBuff, mReceiveNumber); 175 } 176 catch (System.Exception ex) 177 { 178 MonoBehaviour.print("PutDataToBuff catch: " + ex.Message); 179 } 180 finally 181 { 182 UnLock(); 183 } 184 } 185 else 186 { 187 MonoBehaviour.print("one connect recive a error num: " + mReceiveNumber.ToString()); 188 } 189 } 190 catch (System.Exception ex) 191 { 192 MonoBehaviour.print("ReceiveMessage catch: " + ex.Message); 193 ShutDownConnect(); 194 } 195 } 196 } 197 198 public void Send(ref MsgPack msg) 199 { 200 try 201 { 202 Lock(); 203 m_Connect.Send(msg.GetByte(), msg.GetByteLen(), SocketFlags.None); 204 } 205 finally 206 { 207 UnLock(); 208 } 209 } 210 211 public void ShutDownConnect() 212 { 213 m_ReciveThread.Abort(); 214 if (m_Connect.Connected) 215 { 216 m_Connect.Shutdown(SocketShutdown.Both); 217 } 218 m_Connect.Close(); 219 } 220 } 221 }
SocketClient.cs
服务器网络(server)
SocketServer.cs 服务器网络模块。同上,额外有玩家池。
1 using System.Net.Sockets; 2 using System.Net; 3 using System.Threading; 4 using UnityEngine; 5 using System.Collections.Generic; 6 /* 7 *轻量级局域网服务器。 8 * 协议如下 9 * 消息头前2字节保存当前消息长度 10 * 后面跟4字节表示消息ID 11 * 再后面是消息实质内容 12 */ 13 14 namespace LanSocket 15 { 16 class ClientConnect 17 { 18 public byte[] m_AllData; 19 public int m_AllDataHead; 20 public int m_AllDataEnd; 21 public int m_MsgCount; 22 public byte[] m_OnePack; 23 public int m_OnePackIndex; 24 public Socket m_Connect; 25 public long m_UserID; 26 27 public ClientConnect() 28 { 29 m_AllData = new byte[LanSocketBase.m_MaxAllBuff]; 30 m_AllDataHead = 0; 31 m_AllDataEnd = 0; 32 m_MsgCount = 0; 33 m_OnePack = new byte[LanSocketBase.m_MaxOnePackBuff]; 34 m_OnePackIndex = 0; 35 m_Connect = null; 36 m_UserID = 0; 37 } 38 39 public void Reset() 40 { 41 m_AllDataHead = 0; 42 m_AllDataEnd = 0; 43 m_MsgCount = 0; 44 m_OnePackIndex = 0; 45 m_Connect = null; 46 m_UserID = 0; 47 } 48 } 49 class Server : LanSocketBase 50 { 51 Queue<int> m_MsgOrder; 52 53 Socket m_ServerSocket; 54 Thread m_LinstenThread; 55 Thread m_ReciveThread; 56 System.Collections.ArrayList m_ServerSocketList; 57 System.Collections.ArrayList m_listenSocketList; 58 System.Collections.ArrayList m_DeleteSocketList; 59 int m_MaxClientConnect = 10; 60 ClientConnect[] m_ConnectPool; 61 Queue<int> m_EmptyConnect; 62 public void Start(int port) 63 { 64 if (m_HasInit) 65 { 66 return; 67 } 68 string mLocalIP = ""; 69 70 string mHostName = Dns.GetHostName(); 71 IPHostEntry localHost = Dns.GetHostEntry(mHostName); 72 for (int i = 0; i < localHost.AddressList.Length; ++i) 73 { 74 if (localHost.AddressList[i].AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork) 75 { 76 //MonoBehaviour.print(localHost.AddressList[i].ToString()); 77 mLocalIP = localHost.AddressList[i].ToString(); 78 break; 79 } 80 } 81 82 if ("".Equals(mLocalIP)) 83 { 84 MonoBehaviour.print("网络检测异常。请检查网络设置或接入网络"); 85 return; 86 } 87 BaseInit(); 88 m_MsgOrder = new Queue<int>(); 89 90 //服务器IP地址 91 IPAddress ip = IPAddress.Parse(mLocalIP); 92 m_ServerSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); 93 m_ServerSocket.Bind(new IPEndPoint(ip, port)); //绑定IP地址:端口 94 m_ServerSocket.Listen(10); //设定最多10个排队连接请求 95 MonoBehaviour.print("游戏网络启动监听" + m_ServerSocket.LocalEndPoint.ToString()); 96 97 m_ServerSocketList = new System.Collections.ArrayList(); 98 m_listenSocketList = new System.Collections.ArrayList(); 99 m_DeleteSocketList = new System.Collections.ArrayList(); 100 101 m_ConnectPool = new ClientConnect[m_MaxClientConnect]; 102 m_EmptyConnect = new Queue<int>(); 103 for (int i = 0; i < m_MaxClientConnect; ++i) 104 { 105 m_ConnectPool[i] = new ClientConnect(); 106 m_EmptyConnect.Enqueue(i); 107 } 108 //通过Clientsoket发送数据 109 m_ReciveThread = new Thread(ReceiveMessage); 110 m_ReciveThread.Start(); 111 m_LinstenThread = new Thread(ListenClientConnect); 112 m_LinstenThread.Start(); 113 } 114 115 /// <summary> 116 /// 监听客户端连接 117 /// </summary> 118 public void ListenClientConnect() 119 { 120 while (true) 121 { 122 Thread.Sleep(500); 123 m_ServerSocketList.Add(m_ServerSocket); 124 Socket.Select(m_ServerSocketList, null, null, 1000); 125 for (int i = 0; i < m_ServerSocketList.Count; ++i) 126 { 127 Socket clientSocket = ((Socket)m_ServerSocketList[i]).Accept(); 128 if (null != clientSocket) 129 { 130 try 131 { 132 Lock(); 133 if (0 == m_EmptyConnect.Count) 134 { 135 MonoBehaviour.print("链接已经达到最大上线,丢弃当前连接"); 136 clientSocket.Shutdown(SocketShutdown.Both); 137 clientSocket.Close(); 138 } 139 else 140 { 141 //m_listenSocketList.Add(clientSocket); 142 int mSlot = m_EmptyConnect.Dequeue(); 143 m_ConnectPool[mSlot].m_Connect = clientSocket; 144 m_ConnectPool[mSlot].m_UserID = System.DateTime.Now.ToFileTime(); 145 MonoBehaviour.print("成功连接一个客户端,编号:" + mSlot.ToString()); 146 } 147 } 148 finally 149 { 150 UnLock(); 151 } 152 } 153 } 154 m_ServerSocketList.Clear(); 155 } 156 } 157 158 private bool PutDataToBuff(byte[] mClientSendBuff, int mReceiveNumber, Socket client) 159 { 160 ClientConnect curPlayer = null; 161 int mSlot = -1; 162 for (int i = 0; i < m_MaxClientConnect; ++i) 163 { 164 if (client == m_ConnectPool[i].m_Connect) 165 { 166 curPlayer = m_ConnectPool[i]; 167 mSlot = i; 168 break; 169 } 170 } 171 if (null == curPlayer) 172 { 173 return false; 174 } 175 if (curPlayer.m_AllDataEnd + mReceiveNumber >= LanSocketBase.m_MaxAllBuff) 176 { 177 byte[] mCurAllData = new byte[curPlayer.m_AllDataEnd - curPlayer.m_AllDataHead]; 178 System.Buffer.BlockCopy(curPlayer.m_AllData, curPlayer.m_AllDataHead, mCurAllData, 0, curPlayer.m_AllDataEnd - curPlayer.m_AllDataHead); 179 System.Buffer.BlockCopy(mCurAllData, 0, curPlayer.m_AllData, 0, curPlayer.m_AllDataEnd - curPlayer.m_AllDataHead); 180 curPlayer.m_AllDataEnd -= curPlayer.m_AllDataHead; 181 curPlayer.m_AllDataHead = 0; 182 } 183 int mOnePackStartPos = 0; 184 while (mReceiveNumber > 0) 185 { 186 if (0 == m_OnePackIndex) 187 { 188 ushort datalen = System.BitConverter.ToUInt16(mClientSendBuff, mOnePackStartPos); 189 if (datalen > LanSocketBase.m_MaxOnePackBuff || datalen < LanSocketBase.m_HeadSize) 190 { 191 return false; 192 } 193 if (datalen <= mReceiveNumber) 194 { 195 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, curPlayer.m_AllData, curPlayer.m_AllDataEnd, datalen); 196 curPlayer.m_AllDataEnd += datalen; 197 mOnePackStartPos += datalen; 198 199 mReceiveNumber -= datalen; 200 201 m_MsgOrder.Enqueue(mSlot); 202 } 203 else 204 { 205 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mReceiveNumber); 206 m_OnePackIndex += mReceiveNumber; 207 mOnePackStartPos += mReceiveNumber; 208 209 mReceiveNumber -= mReceiveNumber; 210 } 211 } 212 else 213 { 214 ushort datalen = System.BitConverter.ToUInt16(m_OnePack, 0); 215 if (datalen > LanSocketBase.m_MaxOnePackBuff || datalen < LanSocketBase.m_HeadSize) 216 { 217 return false; 218 } 219 if (m_OnePackIndex + mReceiveNumber >= datalen) 220 { 221 int mNeedNum = datalen - m_OnePackIndex; 222 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mNeedNum); 223 mOnePackStartPos += mNeedNum; 224 225 System.Buffer.BlockCopy(m_OnePack, 0, curPlayer.m_AllData, curPlayer.m_AllDataEnd, datalen); 226 m_OnePackIndex = 0; 227 228 mReceiveNumber -= mNeedNum; 229 230 m_MsgOrder.Enqueue(mSlot); 231 } 232 else 233 { 234 System.Buffer.BlockCopy(mClientSendBuff, mOnePackStartPos, m_OnePack, m_OnePackIndex, mReceiveNumber); 235 m_OnePackIndex += mReceiveNumber; 236 mOnePackStartPos += mReceiveNumber; 237 238 mReceiveNumber -= mReceiveNumber; 239 } 240 } 241 } 242 243 return true; 244 } 245 246 /// <summary> 247 /// 接收消息 248 /// </summary> 249 public void ReceiveMessage() 250 { 251 try 252 { 253 while (true) 254 { 255 Thread.Sleep(1); 256 for (int i = 0; i < m_MaxClientConnect; ++i) 257 { 258 if (null != m_ConnectPool[i].m_Connect) 259 { 260 m_listenSocketList.Add(m_ConnectPool[i].m_Connect); 261 } 262 } 263 if (0 == m_listenSocketList.Count) 264 { 265 continue; 266 } 267 Socket.Select(m_listenSocketList, null, null, 1000); 268 for (int i = 0; i < m_listenSocketList.Count; ++i) 269 { 270 Socket mClient = (Socket)m_listenSocketList[i]; 271 //try 272 //{ 273 //通过clientSocket接收数据 274 byte[] mClientSendBuff = new byte[m_MaxOnePackBuff]; 275 int mReceiveNumber = mClient.Receive(mClientSendBuff); 276 if (0 == mReceiveNumber) 277 { 278 m_DeleteSocketList.Add(mClient); 279 } 280 else if (mReceiveNumber > 0) 281 { 282 try 283 { 284 Lock(); 285 bool rt = PutDataToBuff(mClientSendBuff, mReceiveNumber, mClient); 286 if (!rt) 287 { 288 m_DeleteSocketList.Add(mClient); 289 } 290 } 291 catch (System.Exception ex) 292 { 293 MonoBehaviour.print("PutDataToBuff catch: " + ex.Message); 294 } 295 finally 296 { 297 UnLock(); 298 } 299 } 300 else 301 { 302 MonoBehaviour.print("one connect recive a error num: " + mReceiveNumber.ToString()); 303 } 304 //} 305 //catch (System.Exception ex) 306 //{ 307 // MonoBehaviour.print("ReceiveMessage catch: " + ex.Message); 308 // m_DeleteSocketList.Add(mClient); 309 //} 310 } 311 m_listenSocketList.Clear(); 312 if (0 != m_DeleteSocketList.Count) 313 { 314 ShutDownConnect(); 315 } 316 } 317 318 } 319 catch (System.Exception ex) 320 { 321 MonoBehaviour.print("ReceiveMessage out:" + ex.Message); 322 } 323 324 } 325 326 /// <summary> 327 /// 程序退出销毁 328 /// </summary> 329 public void Destroy() 330 { 331 if (!m_HasInit) 332 { 333 return; 334 } 335 m_LinstenThread.Abort(); 336 m_ReciveThread.Abort(); 337 m_listenSocketList.Clear(); 338 339 for (int i = 0; i < m_ServerSocketList.Count; ++i) 340 { 341 Socket mServer = (Socket)m_ServerSocketList[i]; 342 if (mServer.Connected) 343 { 344 mServer.Shutdown(SocketShutdown.Both); 345 } 346 mServer.Close(); 347 } 348 m_ServerSocketList.Clear(); 349 350 for (int i = 0; i < m_MaxClientConnect; ++i) 351 { 352 if (null != m_ConnectPool[i].m_Connect) 353 { 354 if (m_ConnectPool[i].m_Connect.Connected) 355 { 356 m_ConnectPool[i].m_Connect.Shutdown(SocketShutdown.Both); 357 } 358 m_ConnectPool[i].m_Connect.Close(); 359 m_ConnectPool[i].m_Connect = null; 360 } 361 } 362 m_EmptyConnect.Clear(); 363 BaseRelease(); 364 } 365 366 /// <summary> 367 /// 销毁一个连接 368 /// </summary> 369 void ShutDownConnect() 370 { 371 try 372 { 373 Lock(); 374 for (int j = 0; j < m_DeleteSocketList.Count; ++j) 375 { 376 Socket connect = (Socket)m_DeleteSocketList[j]; 377 for (int i = 0; i < m_MaxClientConnect; ++i) 378 { 379 if (connect == m_ConnectPool[i].m_Connect) 380 { 381 connect.Shutdown(SocketShutdown.Both); 382 connect.Close(); 383 m_ConnectPool[i].Reset(); 384 m_EmptyConnect.Enqueue(i); 385 MonoBehaviour.print("关闭一个连接,编号:" + i.ToString()); 386 break; 387 } 388 } 389 } 390 } 391 catch (System.Exception ex) 392 { 393 MonoBehaviour.print("ShutDownConnect catch: " + ex.Message); 394 } 395 finally 396 { 397 m_DeleteSocketList.Clear(); 398 UnLock(); 399 } 400 } 401 402 /// <summary> 403 /// 获取一个数据 404 /// </summary> 405 public void GetMsg(ref ClientMsgUnPack msg) 406 { 407 if(!m_HasInit) 408 { 409 return; 410 } 411 try 412 { 413 Lock(); 414 if (0 != m_MsgOrder.Count) 415 { 416 int mSlot = m_MsgOrder.Dequeue(); 417 ClientConnect curPlayer = m_ConnectPool[mSlot]; 418 ushort mOnePackLen = System.BitConverter.ToUInt16(curPlayer.m_AllData, curPlayer.m_AllDataHead); 419 msg = new ClientMsgUnPack(curPlayer.m_AllData, (ushort)curPlayer.m_AllDataHead, (ushort)mOnePackLen, mSlot); 420 msg.SetUserID(curPlayer.m_UserID); 421 curPlayer.m_AllDataHead += mOnePackLen; 422 } 423 } 424 finally 425 { 426 UnLock(); 427 } 428 } 429 430 public void SendTo(ref MsgPack msg, long userID) 431 { 432 try 433 { 434 Lock(); 435 for(int i = 0 ; i < m_MaxClientConnect ; ++i) 436 { 437 ClientConnect curPlayer = m_ConnectPool[i]; 438 if (null != curPlayer.m_Connect && curPlayer.m_UserID == userID) 439 { 440 curPlayer.m_Connect.Send(msg.GetByte(), msg.GetByteLen(), SocketFlags.None); 441 break; 442 } 443 } 444 } 445 finally 446 { 447 UnLock(); 448 } 449 } 450 451 public void SendToAll(ref MsgPack msg) 452 { 453 try 454 { 455 Lock(); 456 for (int i = 0; i < m_MaxClientConnect; ++i) 457 { 458 ClientConnect curPlayer = m_ConnectPool[i]; 459 if (null != curPlayer.m_Connect) 460 { 461 curPlayer.m_Connect.Send(msg.GetByte(), msg.GetByteLen(), SocketFlags.None); 462 break; 463 } 464 } 465 } 466 finally 467 { 468 UnLock(); 469 } 470 } 471 } 472 }
SocketServer.cs
外部配套模块
ClientMain.cs u3d下的一个启动客户端网络模块的控件
1 using UnityEngine; 2 using System.Collections; 3 4 public class ClientMain : MonoBehaviour { 5 6 // Use this for initialization 7 ClientEventDispath m_Msg; 8 SendBroadcast m_Sender; 9 ReciveBroadcast m_Reciver; 10 LanSocket.Client m_GameNet; 11 string m_GameServerIP; 12 bool m_bReady; 13 float m_BroadTime; 14 15 void Start () 16 { 17 m_Sender = new SendBroadcast(); 18 m_Sender.Start(6666); 19 m_Reciver = new ReciveBroadcast(); 20 m_Reciver.Start(6688); 21 22 m_GameNet = new LanSocket.Client(); 23 24 m_GameServerIP = ""; 25 26 m_bReady = false; 27 m_BroadTime = 0.0f; 28 29 EventDispathBase.g_MaxEventNum = (int)NetMsgID.NET_MSG_END; 30 m_Msg = new ClientEventDispath(); 31 m_Msg.RegistEvent((int)NetMsgID.S2C_SEND_ANIMAL_DATA, Action_S2C_SEND_ANIMAL_DATA); 32 } 33 34 // Update is called once per frame 35 void Update () 36 { 37 if (m_bReady) 38 { 39 LanSocket.MsgUnPack msg = null; 40 m_GameNet.GetMsg(ref msg); 41 if (null != msg) 42 { 43 print("here have one msg on client"); 44 } 45 46 if (Input.GetKeyUp(KeyCode.Space)) 47 { 48 LanSocket.MsgPack sendMsg = new LanSocket.MsgPack(); 49 sendMsg.SetHead((int)NetMsgID.C2S_SELECT_ANIMAL); 50 sendMsg.Pack16bit(1); 51 sendMsg.PackEnd(); 52 m_GameNet.Send(ref sendMsg); 53 print("send 1"); 54 } 55 } 56 else 57 { 58 m_GameServerIP = m_Reciver.GetIP(); 59 if ("".Equals(m_GameServerIP)) 60 { 61 m_BroadTime -= Time.deltaTime; 62 if(m_BroadTime - Time.deltaTime < 0.0f) 63 { 64 m_BroadTime = 5.0f; 65 m_Sender.Send(); 66 } 67 } 68 else 69 { 70 print("get broadcast ip:" + m_GameServerIP); 71 GameStart(); 72 } 73 } 74 } 75 void OnDestroy() 76 { 77 m_GameNet.Destroy(); 78 if(null != m_Reciver) 79 { 80 m_Reciver.Destroy(); 81 } 82 if (null != m_Sender) 83 { 84 m_Sender.Destroy(); 85 } 86 } 87 88 void GameStart() 89 { 90 m_bReady = true; 91 m_GameNet.Start(m_GameServerIP, 8888); 92 try 93 { 94 m_Reciver.Destroy(); 95 m_Sender.Destroy(); 96 } 97 catch (System.Exception ex) 98 { 99 MonoBehaviour.print("GameStart catch:" + ex.Message); 100 } 101 m_Reciver = null; 102 m_Reciver = null; 103 } 104 105 void Action_S2C_SEND_ANIMAL_DATA(LanSocket.MsgUnPack msg) 106 { 107 } 108 }
ClientMain.cs
Common.cs 定义的网络通信的消息ID
1 using UnityEngine; 2 using System.Collections; 3 4 enum NetMsgID 5 { 6 NET_MSG_START = 100, 7 S2C_SEND_ANIMAL_DATA, 8 C2S_SELECT_ANIMAL, 9 10 NET_MSG_END, 11 }
Common.cs
ServerMain.cs u3d下的一个启动服务器网络模块的控件
1 using UnityEngine; 2 using System.Collections; 3 4 public class ServerMain : MonoBehaviour 5 { 6 bool m_Destroy; 7 ServerEventDispath m_ClientMsg; 8 ReciveBroadcast m_Reciver; 9 SendBroadcast m_Sender; 10 LanSocket.Server m_GameNet; 11 void Start () 12 { 13 m_Destroy = false; 14 //广播 15 m_Reciver = new ReciveBroadcast(); 16 m_Reciver.Start(6666); 17 m_Sender = new SendBroadcast(); 18 m_Sender.Start(6688); 19 20 //游戏网络 21 m_GameNet = new LanSocket.Server(); 22 m_GameNet.Start(8888); 23 24 m_ClientMsg = new ServerEventDispath(); 25 m_ClientMsg.RegistEvent(123, Action_123); 26 } 27 28 // Update is called once per frame 29 void Update () 30 { 31 if(!m_Destroy) 32 { 33 LanSocket.ClientMsgUnPack clientMsg = null; 34 m_GameNet.GetMsg(ref clientMsg); 35 if (null != clientMsg) 36 { 37 print("Msg:" + clientMsg.GetMsgID() + " from: " + clientMsg.GetUserID()); 38 39 EventNode mNode = new EventNode(); 40 mNode.m_EventID = clientMsg.GetMsgID(); ; 41 mNode.msg = clientMsg; 42 m_ClientMsg.AddEvent(mNode); 43 } 44 45 if(!"".Equals(m_Reciver.GetIP())) 46 { 47 m_Sender.Send(); 48 } 49 50 m_ClientMsg.Proccess(); 51 } 52 } 53 54 void OnDestroy() 55 { 56 m_Destroy = true; 57 m_GameNet.Destroy(); 58 m_Reciver.Destroy(); 59 m_Sender.Destroy(); 60 } 61 62 void Action_123(LanSocket.ClientMsgUnPack msg) 63 { 64 long userID = msg.GetUserID(); 65 ushort accountLen = msg.ReadUShort(); 66 string account = msg.ReadString(accountLen); 67 ushort passLen = msg.ReadUShort(); 68 string pass = msg.ReadString(passLen); 69 70 print("Action_123 account: " + account + " pass word: " + pass+" from user: " + userID); 71 72 LanSocket.MsgPack sendMsg = new LanSocket.MsgPack(); 73 sendMsg.SetHead(123); 74 string strAccount = "test account"; 75 sendMsg.Pack16bit((ushort)strAccount.Length); 76 sendMsg.PackString(strAccount, (ushort)strAccount.Length); 77 string strPass = "test pass word"; 78 sendMsg.Pack16bit((ushort)strPass.Length); 79 sendMsg.PackString(strPass, (ushort)strPass.Length); 80 sendMsg.PackEnd(); 81 m_GameNet.SendTo(ref sendMsg, msg.GetUserID()); 82 } 83 }
ServerMain.cs
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