Unity C# 网络学习(五)

Unity C# 网络学习(五)

一.简单的异步服务器搭建

1.ClientSocket

namespace TcpAsyncServer
{
    class ClientSocket
    {
        public Socket socket;
        public int id;
        private static int CURR_Client_ID = 0;
        private byte[] _buffer = new byte[1024];
        private int _cacheNum = 0;
        public ClientSocket(Socket socket)
        {
            this.socket = socket;
            id = CURR_Client_ID++;
            ReceiveAsync();
        }
        private void ReceiveAsync()
        {
            socket.BeginReceive(_buffer, _cacheNum, _buffer.Length, SocketFlags.None, ReceiveAsyncCallBack, null);
        }
        private void ReceiveAsyncCallBack(IAsyncResult ar)
        {
            try
            {
                _cacheNum = socket.EndReceive(ar);
                Console.WriteLine(Encoding.UTF8.GetString(_buffer, 0, _cacheNum));
                _cacheNum = 0;
                if (socket.Connected)
                    socket.BeginReceive(_buffer, _cacheNum, _buffer.Length, SocketFlags.None, ReceiveAsyncCallBack, null);
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }
        }
        public void SendMsg(string msg)
        {
            var buffer = Encoding.UTF8.GetBytes(msg);
            socket.BeginSend(buffer, 0, buffer.Length, SocketFlags.None, SendMsgAsyncCallBack, null);
        }
        private void SendMsgAsyncCallBack(IAsyncResult ar)
        {
            try
            {
                socket.EndSend(ar);
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }
        }
    }
}

2.ServerSocket

namespace TcpAsyncServer
{
    class ServerSocket
    {
        private Dictionary<int, ClientSocket> _allClientSockets;
        private Socket socket;
        public ServerSocket()
        {
            _allClientSockets = new Dictionary<int, ClientSocket>();
        }
        public void Start(string ip,int host)
        {
            if (socket != null && socket.Connected)
                return;
            socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            try
            {
                socket.Bind(new IPEndPoint(IPAddress.Parse(ip), host));
                socket.Listen(10);

                socket.BeginAccept(AcceptAsyncCallBack, null);
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }
        }
        private void AcceptAsyncCallBack(IAsyncResult ar)
        {
            try
            {
                var newSocket = socket.EndAccept(ar);
                var newClientSocket = new ClientSocket(newSocket);
                _allClientSockets.Add(newClientSocket.id, newClientSocket);

                socket.BeginAccept(AcceptAsyncCallBack, null);
            }
            catch (Exception e)
            {
                Console.WriteLine(e.Message);
            }
        }
        public void Broadcast(string msg)
        {
            foreach (var client in _allClientSockets.Values)
                client.SendMsg(msg);
        }
    }
}
namespace TcpAsyncServer
{
    class Program
    {
        static void Main(string[] args)
        {
            var serverSocket = new ServerSocket();
            serverSocket.Start("127.0.0.1", 8080);
            Console.WriteLine("服务器开启成功!");

            while (true)
            {
                var input = Console.ReadLine();
                if (input.Substring(0, 2) == "s:")
                {
                    serverSocket.Broadcast(input.Substring(2));
                }
            }
        }
    }
}

二.简单的异步客户端搭建

public class NetAsyncMgr : MonoBehaviour
{
    public static NetAsyncMgr Instance;
    private Socket _socket;
    private byte[] _buffer = new byte[1024 * 1024];
    private void Awake()
    {
        Instance = this;
    }
    public void Connect(string ip, int host)
    {
        if (_socket != null)
            return;
        _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        var args = new SocketAsyncEventArgs();
        args.RemoteEndPoint = new IPEndPoint(IPAddress.Parse(ip), host);
        args.Completed += (sender, eventArgs) =>
        {
            if (eventArgs.SocketError == SocketError.Success)
            {
                var recEventArgs = new SocketAsyncEventArgs();
                recEventArgs.SetBuffer(_buffer, 0, _buffer.Length);
                recEventArgs.Completed += ReceiveCallBack;
                this._socket.ReceiveAsync(recEventArgs);
            }
            else
            {
                Debug.LogError("连接失败!" + eventArgs.SocketError);
            }
        };
        _socket.ConnectAsync(args);
    }
    private void ReceiveCallBack(object sender, SocketAsyncEventArgs e)
    {
        if (e.SocketError == SocketError.Success)
        {
            Debug.Log(Encoding.UTF8.GetString(e.Buffer, 0, e.BytesTransferred));
            e.SetBuffer(0, e.Buffer.Length);
            this._socket.ReceiveAsync(e);
        }
        else
        {
            Close();
        }
    }
    public void SendMsg(string msg)
    {
        if (_socket == null || !_socket.Connected)
            return;
        var buffer = Encoding.UTF8.GetBytes(msg);
        var args = new SocketAsyncEventArgs();
        args.SetBuffer(buffer, 0, buffer.Length);
        args.Completed += (sender, eventArgs) =>
        {
            if (args.SocketError != SocketError.Success)
            {
                Debug.LogError("消息发送失败!" + args.SocketError);
                Close();
            }
        };
        _socket.SendAsync(args);
    }
    public void Close()
    {
        if (_socket != null)
        {
            _socket.Shutdown(SocketShutdown.Both);
            _socket.Disconnect(false);
            _socket.Close();
            _socket = null;
        }
    }
    private void OnDestroy()
    {
        Close();
    }
}

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