Unity3d使用Socket与java服务器通信

原文地址:http://blog.csdn.net/angelmymei/article/details/40742825


---------------------------客户端----------------------------------------


using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using UnityEngine;




/*
 * 
 *Socket客户端通信类
 * 
 * lm
 */
public class SocketHelper
{


    private static SocketHelper socketHelper=new SocketHelper();


    private Socket socket;




    //饿汉模式
    public static SocketHelper GetInstance()
    {
        return socketHelper;
    }


    private SocketHelper() {


        //采用TCP方式连接
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);


        //服务器IP地址
        IPAddress address = IPAddress.Parse("127.0.0.1");


        //服务器端口
        IPEndPoint endpoint = new IPEndPoint(address,8000);


        //异步连接,连接成功调用connectCallback方法
        IAsyncResult result = socket.BeginConnect(endpoint, new AsyncCallback(ConnectCallback), socket);


        //这里做一个超时的监测,当连接超过5秒还没成功表示超时
        bool success = result.AsyncWaitHandle.WaitOne(5000, true);
        if (!success)
        {
            //超时
            Closed();
            Debug.Log("connect Time Out");
        }
        else
        {
            //与socket建立连接成功,开启线程接受服务端数据。
            Thread thread = new Thread(new ThreadStart(ReceiveSorket));
            thread.IsBackground = true;
            thread.Start();
        }


    }


    private void ConnectCallback(IAsyncResult asyncConnect)
    {
        Debug.Log("connect success");
    }


    private void ReceiveSorket()
    {
        //在这个线程中接受服务器返回的数据
        while (true)
        {


            if (!socket.Connected)
            {
                //与服务器断开连接跳出循环
                Debug.Log("Failed to clientSocket server.");
                socket.Close();
                break;
            }
            try
            {
                //接受数据保存至bytes当中
                byte[] bytes = new byte[4096];
                //Receive方法中会一直等待服务端回发消息
                //如果没有回发会一直在这里等着。
                int i = socket.Receive(bytes);
                if (i <= 0)
                {
                    socket.Close();
                    break;
                }
                Debug.Log(System.Text.Encoding.Default.GetString(bytes));
            }
            catch (Exception e)
            {
                Debug.Log("Failed to clientSocket error." + e);
                socket.Close();
                break;
            }
        }
    }






    //关闭Socket
    public void Closed()
    {
        if (socket != null && socket.Connected)
        {
            socket.Shutdown(SocketShutdown.Both);
            socket.Close();
        }
        socket = null;
    }






    //向服务端发送一条字符串
    //一般不会发送字符串 应该是发送数据包
    public void SendMessage(string str)
    {
        byte[] msg = Encoding.UTF8.GetBytes(str);


        if (!socket.Connected)
        {
            socket.Close();
            return;
        }
        try
        {
            IAsyncResult asyncSend = socket.BeginSend(msg, 0, msg.Length, SocketFlags.None, new AsyncCallback(SendCallback), socket);
            bool success = asyncSend.AsyncWaitHandle.WaitOne(5000, true);
            if (!success)
            {
                socket.Close();
                Debug.Log("Failed to SendMessage server.");
            }
        }
        catch
        {
            Debug.Log("send message error");
        }
    }






    private void SendCallback(IAsyncResult asyncConnect)
    {
        Debug.Log("send success");
    }




}


----------------------------------服务器-------------------------------------------------


package org.u3d.server;


import java.io.BufferedInputStream;
import java.io.IOException;
import java.net.ServerSocket;
import java.net.Socket;




/**
 * 
 * unity3d 服务端
 * 
 * 
 * 
 * @author lm
 *
 */
public class U3dServer implements Runnable {


public void run() {

ServerSocket u3dServerSocket = null;


while(true){

try {

u3dServerSocket=new ServerSocket(8000);

System.out.println("u3d服务已经启动,监听8000端口");

while (true) {
Socket socket = u3dServerSocket.accept();
System.out.println("客户端接入");
new RequestReceiver(socket).start();
}


} catch (IOException e) {
System.err.println("服务器接入失败");
if (u3dServerSocket != null) {
try {
u3dServerSocket.close();
} catch (IOException ioe) {
}
u3dServerSocket = null;
}
}

// 服务延时重启
try {
Thread.sleep(5000);
} catch (InterruptedException e) {


}

}


}



/**
* 客户端请求接收线程
* @author lm
*
*/
class RequestReceiver extends Thread {


/** 报文长度字节数 */
private int messageLengthBytes = 1024;


private Socket socket;


/** socket输入处理流 */
private BufferedInputStream bis = null;



public RequestReceiver(Socket socket) {
this.socket = socket;
}


@Override
public void run() {
try {
bis = new BufferedInputStream(socket.getInputStream());
byte[] buf = new byte[messageLengthBytes];

/**
* 在Socket报文传输过程中,应该明确报文的域
*/
while (true) {

/*
* 这种业务处理方式是根据不同的报文域,开启线程,采用不同的业务逻辑进行处理
* 依据业务需求而定 
*/
//new RequestHandler(socket, buf).start(); 
bis.read(buf);
System.out.println(new String(buf,"utf-8"));
Message msg=new GeneralMessage("i am server");
msg.write(socket.getOutputStream());
}

} catch (IOException e) {
System.err.println("读取报文出错");
} finally {
if (socket != null) {
try {
socket.close();
} catch (IOException e) {
}
socket = null;
}
}

}
}


/**
* 描述: 请求处理器

*/
/* class RequestHandler extends Thread {







}
*/


}


、、

public class U3dApplication {

private static U3dApplication instance = null;


private boolean stop;


private U3dApplication() {
}


public static synchronized U3dApplication getApplication() {
if (instance == null) {
instance = new U3dApplication();
}
return instance;
}

public void start() {
init();
new Thread(new U3dServer(), "U3d Server").start();


while (!stop) {
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
}
}
}

/**
* @param args
*/
public static void main(String[] args) {
Runtime.getRuntime().addShutdownHook(new Thread() {
@Override
public void run() {
getApplication().stopMe();
}
});
getApplication().start();
}

public void stopMe() {
System.out.println("系统即将关闭...");
}


/**
* 初始化系统
*/
private void init() {

}


}

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