Unity3d 前端与后端之间的数据交互

在Unityd3d,与后端交互比较多的是Http协议,Socket套接字;

HTTP协议:Unity的 WWW 就是基于HTTP协议的网络传输功能,HTTP协议即超文本协议,HTTP协议的一个重要特点就是每次连接只处理一个请求,当服务器处理完客户端的请求后即断开连接,节省传输时间(适合用作短连接)
在Unity中,WWW主要支持其中的GET和POST方式。GET方式会请求附加在URL后,POST方式是通过FORM(表单)的形式提交。GET方式最多只能传输1024个字节,POST方式理论上没有限制。(实际使用POST方式比较多)

    //WWW中的GET方式
    IEnumerator IGetDate()
    {
        WWW www = new WWW("http://127.0.0.1/test.php?username=get&password=12345");
        yield return www;
        string m_info = String.Empty;
     
        if (www.error != null)
        {
            m_info = www.error;
            yield return null;
        }
     
        m_info = www.text;
    }

向指定的IP地址(http://127.0.0.1/test.php)发送GET请求,“?”后面用于附加数据,发送两个GET数据,一个是username:get,一个是password:123456,WWW实例会在后台运行,yield return www 等待Web服务器的反应,返回的数据会保存在www.text中

//POST请求
IEnumerator IPostData()
{
    System.Collections.Hashtable headers = new System.Collections.Hashtable();
    headers.Add("Content-Type","application/x-www-form-urlencoded");
 
    string data = "username=post&password=123456";
    bytes bs = System.Text.UTF8Encoding.UTF8.Getbytes(data);
 
    WWW www = new WWW("http://127.0.0.1/test.php",bs,headers);
 
    yield return www;
 
    string m_info = string.Empty;
    if (www.error != null)
    {
        m_info = www.error;
        yield return null;
    }
 
    m_info = www.text;
}

headers是一个Hashtable,由键,值对应,这里用它来保存HTTP报头,保存数据的字符串中,仍用“&”符号连接数据
通过.net提供的Socket功能实现基于TCP/IP协议的网络通讯(一般游戏都采用这个):
www可以用于动态请求,但是,无法满足实时交互的网络需求,这个时候就需要建立长连接,Socket套接字之间的连接过程分三个步骤:服务器监听,客户端请求,连接确认,这里只做客户端的请求:

public class StateObject
{
    private const int BUFFER_SIZE = 327680;
    private Socket worker;
    private static byte[] buffer = new byte[BUFFER_SIZE];
 
    public StateObject(Socket worker)
    {
        this.worker = worker;  //保存服务器Socket对象
    }
 
    //用来接收数据返回的Socket对象
    public Socket Worker
    {
        get {return this.worker;}
        set {this.worker = value;}
    }
 
    //用来接收服务端返回的数据
    public byte[] Buffer
    {
        get{return buffer;}
        set{buffer = value;}
    }
 
    public int bufferSize
    {
        get {return BUFFER_SIZE;}
    }
}
 
//建立Socket 连接
public bool Connect(string address, int remotePort)
{
    try
    {
        IPAddress[] ips = Dns.GetHostAddresses(address);  //解析域名
        IPEndPoint remoteEP = new IPEndPoint(ips[0],port);  //获得远程服务器的地址
        Socket client = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);  //创建Socket
        client.BeginConnect(remoteEP,new AsyncCallback(OnConnectCallback),client); //开启异步连接
    }
    catch (System.Exception e)
    {
        Debug.Log("Connect fail! : " + e);
        return false;
    }
    return true;
}
 
//连接操作完成调用回调
private void OnConnectCallback(IAsyncResult ar)
{
    try
    {
        Socket client = (Socket)ar.AsyncState;  //获得服务器Socket
        client.EndConnect(ar);  //与服务器取得连接
 
        cnn = client;  //保存服务器Socket
        Receive();  //接收服务器发送过来的数据
    }
    catch(System.Exception e)
    {
        Debug.Log("OnConnectCallback fail! : " + e);
    }
}
 
//接收服务端发送过来的数据
public void Recive()
{
    try
    {
        StateObject so = new StateOject(cnn); //定义一个StateObject类,用来保存服务器Socket对象,以及服务器传过来的数据
 
        so.Worker.BeginReceive(so.buffer,0,so.BufferSize,0,new AsyncCallback(OnReceiveCallBack),so);
    }
    cahch(System.Exception e)
    {
        Debug.Log("Recive:" + e);
    }
}
 
//调用接收成功的返回回调
private void OnReceiveCallBack(IAsyncResult ar)
{
    try
    {
        StateObject so = (StateObject)ar.AsyncState;
        int bytesRead = so.Worker.EndReceive(ar);  //结束异步读取,返回接收到的字节数
        if (bytesRead < 1) //接收字节为0,与服务器断开连接
        {
            ClioseSocket();
            return;
        }
 
        //这里可以进行解析数据包
    }
    catch(System.Exception e)
    {
        Debug.Log("OnReceiveback: " + e);
    }
}
 
//发送数据包字节
protected bool Send(byte[] buffer)
{
    try
    {
        Socket client = cnn;   //这里cnn为之前建立连接之后保存的服务器Socket对象
        client.BeginSend(buffer,0,buffer.Length,SocketFlags.None,new AsyncCallback(OnSendCallBack),client);
    }
    catch(System.Exception e)
    {
        Debug.Log("Send : " + e);
    }
}
 
//调用发送回调
private void OnSendCallBack(IAsyncResult ar)
{
    try
    {
        Socket client = (Socket)ar.AsyncState;
        int bytesWritten = client.EndSend(ar);
    }
    catch(System.Exception e)
    {
        Debug.Log("SendCallBack : " + e);
    }
}
 
//关闭Socket连接
public void Close()
{
    try
    {
        Socket client = cnn;
 
        client.Shutdown(SocketShutdown.Both);
        client.BeginDisconnet(false,new AsyncCallback(OnCloseCallBack),client);
    }
    catch(System.Exception e)
    {
        Debug.Log("close : " + e);
    }
}
 
private void OnCloseCallBack(IAsyncResult ar)
{
    try
    {
        Socket client = (Socket)ar.AsyncState;
        client.EndDisconnet(ar);
        client.Close();
    }
}

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