using System; using System.Collections; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using System.Net.WebSockets; using System.Web; using System.Text; using System.Threading; using UnityEngine; public class SocketServer : MonoBehaviour { int _port = 8443; string _ip = "192.168.1.41"; Thread thread; void Start() { StartServer(); } // Use this for initialization public void StartServer() { bt_connnect_Click(); } private void bt_connnect_Click() { try { //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 Socket socketWatch = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); IPAddress ip = IPAddress.Parse(_ip); //创建对象端口 IPEndPoint point = new IPEndPoint(ip, _port); socketWatch.Bind(point);//绑定端口号 Debug.Log("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 = new Thread(Listen); thread.IsBackground = true; thread.Start(socketWatch); } catch { } } /// /// 等待客户端的连接 并且创建与之通信的Socket /// Socket socketSend; 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!"); //开启一个新线程,执行接收消息方法 Thread r_thread = new Thread(Received); r_thread.IsBackground = true; r_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) { //客户端连接服务器成功后,服务器接收客户端发送的消息 byte[] buffer = new byte[1024 * 1024 * 3]; //实际接收到的有效字节数 int len = socketSend.Receive(buffer); if (len == 0) { break; } string str = Encoding.ASCII.GetString(buffer, 0, len); Debug.Log("数据接收:" + socketSend.RemoteEndPoint + ":" + str); Send("我收到了"); } } catch { } } /// /// 服务器向客户端发送消息 /// /// void Send(string str) { byte[] buffer = Encoding.UTF8.GetBytes(str); socketSend.Send(buffer); } public void SocketQuit() { //关闭线程 if (thread != null) { thread.Interrupt(); thread.Abort(); } //最后关闭服务器 if (socketSend != null) socketSend.Close(); print("diconnect"); } void OnApplicationQuit() { //退出时关闭连接 SocketQuit(); } }