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();
}
}