JFPackage.cs
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
public class JFPackage
{
//結構體序列化
[System.Serializable]
//4字節對齊 iphone 和 android上可以1字節對齊
[StructLayout(LayoutKind.Sequential, Pack = 8)]
public struct WorldPackage
{
public short header;
public short total;
public uint no;
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
public byte[] content;
public WorldPackage(short _h , short _t, uint _n ,byte[] _c)
{
header = _h;
total = _t;
no = _n;
content = _c;
}
};
}
<h3 style="padding: 0px; margin: 0px 0px 2px; font-size: 10pt; color: rgb(0, 102, 0); font-family: "Microsoft YaHei", Verdana, sans-serif, SimSun;">JFSocket.cs</h3><pre name="code" class="java">using UnityEngine;
using System.Collections;
using System;
using System.Threading;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
using System.Runtime.Serialization;
using System.Runtime.Serialization.Formatters.Binary;
public class JFSocket
{
//Socket客戶端對象
private Socket clientSocket;
//JFPackage.WorldPackage是我封裝的結構體,
//在與服務器交互的時候會傳遞這個結構體
//當客戶端接到到服務器返回的數據包時,我把結構體add存在鏈表中。
public List<JFPackage.WorldPackage> worldpackage;
//單例模式
private static JFSocket instance;
public static JFSocket GetInstance()
{
if (instance == null)
{
instance = new JFSocket();
}
return instance;
}
//單例的構造函數
JFSocket()
{
//創建Socket對象, 這裏我的連接類型是TCP
clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
//服務器IP地址
IPAddress ipAddress = IPAddress.Parse("192.168.1.106");
//服務器端口
IPEndPoint ipEndpoint = new IPEndPoint(ipAddress, 8800);
//這是一個異步的建立連接,當連接建立成功時調用connectCallback方法
IAsyncResult result = clientSocket.BeginConnect(ipEndpoint, new AsyncCallback(connectCallback), clientSocket);
//這裏做一個超時的監測,當連接超過5秒還沒成功表示超時
bool success = result.AsyncWaitHandle.WaitOne(5000, true);
if (!success)
{
//超時
Closed();
Debug.Log("connect Time Out");
}
else
{
//與socket建立連接成功,開啓線程接受服務端數據。
worldpackage = new List<JFPackage.WorldPackage>();
Thread thread = new Thread(new ThreadStart(ReceiveSorket));
thread.IsBackground = true;
thread.Start();
}
}
private void connectCallback(IAsyncResult asyncConnect)
{
Debug.Log("connectSuccess");
}
private void ReceiveSorket()
{
//在這個線程中接受服務器返回的數據
while (true)
{
if (!clientSocket.Connected)
{
//與服務器斷開連接跳出循環
Debug.Log("Failed to clientSocket server.");
clientSocket.Close();
break;
}
try
{
//接受數據保存至bytes當中
byte[] bytes = new byte[4096];
//Receive方法中會一直等待服務端回發消息
//如果沒有回發會一直在這裏等着。
int i = clientSocket.Receive(bytes);
if (i <= 0)
{
clientSocket.Close();
break;
}
//這裏條件可根據你的情況來判斷。
//因爲我目前的項目先要監測包頭長度,
//我的包頭長度是2,所以我這裏有一個判斷
if (bytes.Length > 8)
{
SplitPackage(bytes, 0);
}
else
{
Debug.Log("length is not > 8");
}
}
catch (Exception e)
{
Debug.Log("Failed to clientSocket error." + e);
clientSocket.Close();
break;
}
}
}
private void SplitPackage(byte[] bytes, int index)
{
//在這裏進行拆包,因爲一次返回的數據包的數量是不定的
//所以需要給數據包進行查分。
while (true)
{
//包頭是2個字節
byte[] head = new byte[8];
int headLengthIndex = index + 8;
//把數據包的前兩個字節拷貝出來
Array.Copy(bytes, index, head, 0, 8);
//計算包頭的長度
short length = BitConverter.ToInt16(head, 0);
//當包頭的長度大於0 那麼需要依次把相同長度的byte數組拷貝出來
if (length > 0)
{
byte[] data = new byte[length];
//拷貝出這個包的全部字節數
Array.Copy(bytes, headLengthIndex, data, 0, length);
//把數據包中的字節數組強制轉換成數據包的結構體
//BytesToStruct()方法就是用來轉換的
//這裏需要和你們的服務端程序商量,
JFPackage.WorldPackage wp = new JFPackage.WorldPackage();
wp = (JFPackage.WorldPackage)BytesToStruct(data, wp.GetType());
//把每個包的結構體對象添加至鏈表中。
worldpackage.Add(wp);
//將索引指向下一個包的包頭
index = headLengthIndex + length;
}
else
{
//如果包頭爲0表示沒有包了,那麼跳出循環
break;
}
}
}
//向服務端發送一條字符串
//一般不會發送字符串 應該是發送數據包
public void SendMessage(string str)
{
byte[] msg = Encoding.UTF8.GetBytes(str);
if (!clientSocket.Connected)
{
clientSocket.Close();
return;
}
try
{
//int i = clientSocket.Send(msg);
IAsyncResult asyncSend = clientSocket.BeginSend(msg, 0, msg.Length, SocketFlags.None, new AsyncCallback(sendCallback), clientSocket);
bool success = asyncSend.AsyncWaitHandle.WaitOne(5000, true);
if (!success)
{
clientSocket.Close();
Debug.Log("Failed to SendMessage server.");
}
}
catch
{
Debug.Log("send message error");
}
}
//向服務端發送數據包,也就是一個結構體對象
public void SendMessage(object obj)
{
if (!clientSocket.Connected)
{
clientSocket.Close();
return;
}
try
{
//先得到數據包的長度
//short size = (short)Marshal.SizeOf(obj);
//把數據包的長度寫入byte數組中
//byte[] head = BitConverter.GetBytes(size);
//把結構體對象轉換成數據包,也就是字節數組
byte[] data = StructToBytes(obj);
//此時就有了兩個字節數組,一個是標記數據包的長度字節數組, 一個是數據包字節數組,
//同時把這兩個字節數組合併成一個字節數組
//byte[] newByte = new byte[head.Length + data.Length];
//Array.Copy(head, 0, newByte, 0, head.Length);
//Array.Copy(data, 0, newByte, head.Length, data.Length);
//計算出新的字節數組的長度
//int length = Marshal.SizeOf(size) + Marshal.SizeOf(obj);
Debug.Log("data len "+data.Length);
//向服務端異步發送這個字節數組
IAsyncResult asyncSend = clientSocket.BeginSend(data, 0, data.Length, SocketFlags.None, new AsyncCallback(sendCallback), clientSocket);
//監測超時
bool success = asyncSend.AsyncWaitHandle.WaitOne(5000, true);
if (!success)
{
clientSocket.Close();
Debug.Log("Time Out !");
}
}
catch (Exception e)
{
Debug.Log("send message error: " + e);
}
}
//結構體轉字節數組
public byte[] StructToBytes(object structObj)
{
int size = Marshal.SizeOf(structObj);
IntPtr buffer = Marshal.AllocHGlobal(size);
try
{
Marshal.StructureToPtr(structObj, buffer, false);
byte[] bytes = new byte[size];
Marshal.Copy(buffer, bytes, 0, size);
return bytes;
}
finally
{
Marshal.FreeHGlobal(buffer);
}
}
//字節數組轉結構體
public object BytesToStruct(byte[] bytes, Type strcutType)
{
int size = Marshal.SizeOf(strcutType);
IntPtr buffer = Marshal.AllocHGlobal(size);
try
{
Marshal.Copy(bytes, 0, buffer, size);
return Marshal.PtrToStructure(buffer, strcutType);
}
finally
{
Marshal.FreeHGlobal(buffer);
}
}
private void sendCallback(IAsyncResult asyncSend)
{
}
//關閉Socket
public void Closed()
{
if (clientSocket != null && clientSocket.Connected)
{
clientSocket.Shutdown(SocketShutdown.Both);
clientSocket.Close();
}
clientSocket = null;
}
}
test.cs
using UnityEngine;
using System.Collections;
public class test : MonoBehaviour {
public JFSocket mJFsocket;
// Use this for initialization
void Start () {
mJFsocket = JFSocket.GetInstance();
}
// Update is called once per frame
void Update () {
}
void OnGUI()
{
if (GUI.Button(new Rect(100, 100, 200, 20), "click_"))
{
JFPackage.WorldPackage _p = new JFPackage.WorldPackage(127,12,10001,System.Text.Encoding.UTF8.GetBytes("walk"));
mJFsocket.SendMessage(_p);
}
}
}