Unity网络开发基础 (3) Socket入门 TCP同步连接 与 简单封装练习

发布于:2025-04-07 ⋅ 阅读:(31) ⋅ 点赞:(0)

               本文章不作任何商业用途 仅作学习与交流 教程来自Unity唐老狮

        关于练习题部分是我观看教程之后自己实现 所以和老师写法可能不太一样

        唐老师说掌握其基本思路即可,因为前端程序一般不需要去写后端逻辑

1.认识Socket的重要API

Socket是什么

   Socket(套接字)是计算机网络编程中用于实现网络通信的一种机制,它提供了不同主机之间进行数据交换的接口。通过 Socket,程序可以在网络上发送和接收数据,实现客户端与服务器之间的通信。在 .NET 框架中,Socket 类位于 System.Net.Sockets 命名空间,它封装了底层的网络通信细节,使得开发者能够方便地进行网络编程

创建Socket

Socket serverTcp = new Socket(AddressFamily.InterNetwork, SocketType.Stream,ProtocolType.Tcp);
参数 含义 常见取值及说明
AddressFamily 网络地址类型 InterNetwork:IPv4;InterNetworkV6:IPv6
SocketType 通信方式 Stream:面向连接,用 TCP;Dgram:无连接,用 UDP
ProtocolType 传输协议 Tcp:配合 Stream 实现可靠通信;Udp:配合 Dgram 实现低延迟通信

Socket常用属性

检查接收缓冲区可用字节数

Socket.Available

获取服务端本地绑定的地址信息

 IPEndPoint localEp = clientSocket.LocalEndPoint as IPEndPoint;
        Console.WriteLine($"服务端本地地址:{localEp.Address}, 端口:{localEp.Port}");
属性名称 定义与作用 返回值类型 使用说明
Available 获取当前接收缓冲区中可读取的字节数,用于判断当前有多少网络数据已到达且可被读取 int 直接返回可用字节数,如 int availableBytes = socketTcp.Available;,辅助优化数据读取逻辑
LocalEndPoint 获取套接字绑定的本地网络端点(包含本地 IP 地址和端口号) object 需强制转换为 IPEndPoint 使用,如:
IPEndPoint localIpEndPoint = socketTcp.LocalEndPoint as IPEndPoint;
转换后可通过 .Address 取 IP,.Port 取端口

Socket常用方法

服务端

步骤 说明 关键代码
1-1 绑定 IP 和端口,为服务端指定通信地址与端口 IPEndPoint ipPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 8080);
socketTcp.Bind(ipPoint);
1-2 设置允许同时连接的客户端最大数量,控制服务端连接队列长度 socketTcp.Listen(10);
1-3 阻塞等待客户端连接,成功连接后返回与客户端通信的专属套接字 socketTcp.Accept();

客户端

步骤 说明 关键代码
客户端发起连接 让客户端套接字与目标服务端(通过 IP 地址和端口标识)建立网络连接,构建通信链路 socketTcp.Connect(IPAddress.Parse("118.12.123.11"), 8080);

通用

分类 步骤 说明 关键代码
客户端服务端通用操作 1 释放连接并关闭 Socket,需先调用 Shutdown socketTcp.Shutdown(SocketShutdown.Both);
2 关闭连接,释放所有 Socket 关联资源 socketTcp.Close();
3 同步发送和接收数据

通常如 socketTcp.Send(字节数组); 

socketTcp.Receive(字节数组);

4 异步发送和接收数据 通常涉及 BeginSend BeginReceive 等异步方法,如 socketTcp.BeginReceive(回调, 状态对象);

2.TCP连接(UDP同理)

服务端: 注意 服务端创建了两个套接字

一个是服务端本体用于绑定、监听客户端连接

一个是通道 用于对 客户端 收发数据

        当然只是一个客户端的情况 如果有多个客户端 你可以将channel直接命名为对应客户端的名字

如图所示:

127.0.0.1是特殊地址 也就是 回环地址 可以不需要网络 就让本机成为服务端

using System.Net;
using System.Net.Sockets;
using System.Text;
//服务器端套接字流程

//1 创建服务端套接字
Socket serverTcp = new Socket(AddressFamily.InterNetwork, SocketType.Stream,ProtocolType.Tcp);

//2 服务端绑定门牌号 并 监听请求客户端连接 "127.0.0.1"是回环地址
IPEndPoint sIpoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"),8080);
serverTcp.Bind(sIpoint);
serverTcp.Listen(1024);
Console.WriteLine("等待客户端连接");

//3 建立连接和等待返回  通道套接字 (三次握手以后,所以该处会阻塞线程)
Socket channelSocket = serverTcp.Accept();
Console.WriteLine("未建立连接时 不会打印这句话");

//4 通过中间套接字 进行数据收发 
channelSocket.Send(Encoding.UTF8.GetBytes("服务端:欢迎连接服务端"));

//服务端接收时需要有容器
byte[] result = new byte[1024]; 
int receiveNums = channelSocket.Receive(result);//返回接收的字节数
Console.WriteLine($"获取的客户端Ip和端口{channelSocket.RemoteEndPoint}," +
    $"接受到的消息为:{Encoding.UTF8.GetString(result, 0, receiveNums)}");

//5 释放连接
channelSocket.Shutdown(SocketShutdown.Both);
//6 关闭套接字
channelSocket.Close();

关于同步阻塞线程问题 

客户端:客户端只需要自己的套接字即可

using System.Net;
using System.Net.Sockets;
using System.Text;
using UnityEngine;

public class Socatct : MonoBehaviour
{
    // Start is called once before the first execution of Update after the MonoBehaviour is created
    void Start()
    {
        //Socket clientUdp = new Socket(AddressFamily.InterNetwork,SocketType.Dgram,ProtocolType.Udp);
        //Socket clientTcp = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        //1 创建客户端套接字
        Socket clientTcp = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        //2 通过IPEndPoint确定服务端ip和端口
        IPEndPoint ipPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), 8080);

        //3 尝试连接
        clientTcp.Connect(ipPoint);

        //4 客户端接受服务端数据 和 发送数据  
        byte[] receiveBytes = new byte[1024];
        int resultNum = clientTcp.Receive(receiveBytes);

        clientTcp.Send(Encoding.UTF8.GetBytes("这句话是客户端发来的"));

        //打印服务端来的信息
        Debug.Log(Encoding.UTF8.GetString(receiveBytes,0, resultNum));

        //5 释放连接和关闭套接字
        clientTcp.Shutdown(SocketShutdown.Both);
        clientTcp.Close();
    }
}

图解

3.服务端练习题

问题1:

using System.Net;
using System.Net.Sockets;
using System.Text;


Server server = new Server();

server.Init(true,false);
server.CloseAllCannel();
//服务端类
class Server
{
    public Socket serverSocket;
    public List<Socket> cannelSockets = new List<Socket>();
    private Thread? acceptThread;
    private Thread? getMsgThread;
    private readonly object _lockObject = new object();

    /// <summary>
    /// 初始化 选择TCP还是UDP连接
    /// </summary>
    /// <param name="tcp"></param>
    /// <param name="udp"></param>
    public void Init(bool tcp, bool udp)
    {
        if (tcp)
            serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        if (udp)
            serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);

        BindIPEndPoint();
        InitThread();
    }

    /// <summary>
    /// 绑定IP地址和端口号
    /// </summary>
    /// <param name="ip"></param>
    /// <param name="port"></param>
    private void BindIPEndPoint(string ip = "127.0.0.1", int port = 8080)
    {
        IPEndPoint iPEndPoint = new IPEndPoint(IPAddress.Parse(ip), port);

        serverSocket.Bind(iPEndPoint);

        serverSocket.Listen(1024);

        Console.WriteLine("等待客户端连接");

    }
    private void InitThread()
    {
        acceptThread = new Thread(AcceptClient);
        acceptThread.Start();
        getMsgThread = new Thread(GetMsgFromClient);
        getMsgThread.Start();
    }
    /// <summary>
    /// 等待客户端连接
    /// </summary>
    private void AcceptClient()
    {
        while (true)
        {
            Socket cannelSocket = serverSocket.Accept();
            // 默认发送消息
            cannelSocket.Send(Encoding.UTF8.GetBytes("欢迎来到服务器"));
            lock (_lockObject)
            {
                cannelSockets.Add(cannelSocket);
            }
        }
    }

    private void GetMsgFromClient()
    {
        //容器 1024 * 1Kb = 1Mb
        byte[] buffer = new byte[1024 * 1024];
        int length;

        while (true)
        {
            List<Socket> socketsCopy;
            lock (_lockObject)
            {
                socketsCopy = new List<Socket>(cannelSockets);
            }
            foreach (Socket cannelSocket in socketsCopy)
            {
                if (cannelSocket.Available > 0) //有数据可读
                {
                    length = cannelSocket.Receive(buffer);
                    //消息处理交给新线程
                    ThreadPool.QueueUserWorkItem(HandleMsg, (cannelSocket, Encoding.UTF8.GetString(buffer, 0, length)));
                }
            }
        }

    }
    private void HandleMsg(object msg)
    {
        (Socket s, string srt) info = ((Socket s, string srt))msg;
        Console.WriteLine($"客户端IP以及端口号=>{info.s.RemoteEndPoint}" +
            $"发送消息:{info.srt}");
    }

    public void CloseAllCannel()
    {
        string input = Console.ReadLine();
        while (true)
        {
            if (input == "Quit")
            {
                lock (_lockObject)
                {
                    foreach (Socket cannelSocket in cannelSockets)
                    {
                        cannelSocket.Shutdown(SocketShutdown.Both);
                        cannelSocket.Close();
                    }
                    cannelSockets.Clear();
                    Console.WriteLine("已关闭所有连接");
                }
                break;
            }
        }
    }
}

问题2 

就是把服务端的Channel(也就是对应Client的通道 封装成一个类) 

using System.Net;
using System.Net.Sockets;
using System.Text;

Server server = new Server();
server.Init(true, false);
server.CloseAllCannel();

// 通道类,封装channelSocket相关操作
class Channel
{
    private readonly Socket _socket;
    private readonly byte[] _buffer = new byte[1024 * 1024];

    public Channel(Socket socket)
    {
        _socket = socket;
    }

    // 发送消息
    public void SendMessage(string message)
    {
        byte[] data = Encoding.UTF8.GetBytes(message);
        _socket.Send(data);
    }

    // 接收消息(异步处理更合适,这里简化示例)
    public string? ReceiveMessage()
    {
        if (_socket.Available > 0)
        {
            int length = _socket.Receive(_buffer);
            return Encoding.UTF8.GetString(_buffer, 0, length);
        }
        return null;
    }

    // 关闭通道
    public void Close()
    {
        _socket.Shutdown(SocketShutdown.Both);
        _socket.Close();
    }

    public IPEndPoint RemoteEndPoint => (IPEndPoint)_socket.RemoteEndPoint!;
}

// 服务端类
class Server
{
    public Socket serverSocket;
    private List<Channel> channelList = new List<Channel>();
    private Thread? acceptThread;
    private Thread? getMsgThread;
    private readonly object _lockObject = new object();

    /// <summary>
    /// 初始化 选择TCP还是UDP连接
    /// </summary>
    /// <param name="tcp"></param>
    /// <param name="udp"></param>
    public void Init(bool tcp, bool udp, string ip = "127.0.0.1", int port = 8080)
    {
        if (tcp)
            serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

        if (udp)
            serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);

        BindIPEndPoint(ip, port);
        InitThread();
    }

    /// <summary>
    /// 绑定IP地址和端口号
    /// </summary>
    /// <param name="ip"></param>
    /// <param name="port"></param>
    public void BindIPEndPoint(string ip, int port)
    {
        IPEndPoint iPEndPoint = new IPEndPoint(IPAddress.Parse(ip), port);
        serverSocket.Bind(iPEndPoint);
        serverSocket.Listen(1024);
        Console.WriteLine("等待客户端连接");
    }

    private void InitThread()
    {
        acceptThread = new Thread(AcceptClient);
        acceptThread.Start();
        getMsgThread = new Thread(GetMsgFromClient);
        getMsgThread.Start();
    }

    /// <summary>
    /// 等待客户端连接
    /// </summary>
    private void AcceptClient()
    {
        while (true)
        {
            Socket channelSocket = serverSocket.Accept();
            Channel channel = new Channel(channelSocket);
            channel.SendMessage("欢迎来到服务器");
            lock (_lockObject)
            {
                channelList.Add(channel);
            }
        }
    }

    private void GetMsgFromClient()
    {
        while (true)
        {
            List<Channel> channelsCopy;
            lock (_lockObject)
            {
                channelsCopy = new List<Channel>(channelList);
            }
            foreach (Channel channel in channelsCopy)
            {
                string? msg = channel.ReceiveMessage();
                if (msg != null)
                {
                    // 消息处理交给新线程
                    ThreadPool.QueueUserWorkItem(HandleMsg, (channel, msg));
                }
            }
        }
    }

    private void HandleMsg(object state)
    {
        (Channel channel, string msg) info = ((Channel channel, string msg))state;
        Console.WriteLine($"客户端IP以及端口号=>{info.channel.RemoteEndPoint} 发送消息:{info.msg}");
    }

    public void CloseAllCannel()
    {
        string input = Console.ReadLine();
        while (true)
        {
            if (input == "Quit")
            {
                lock (_lockObject)
                {
                    foreach (Channel channel in channelList)
                    {
                        channel.Close();
                    }
                    channelList.Clear();
                    Console.WriteLine("已关闭所有连接");
                }
                break;
            }
        }
    }
}

4.客户端 练习题

问题:

using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;

public class ClientManager
{
    private Socket clientTcp;
    private Thread receiveThread;
    private bool isRunning;

    public void Connect(string ip, int port)
    {
        try
        {
            // 1 创建客户端套接字
            clientTcp = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);

            // 2 通过 IPEndPoint 确定服务端 ip 和端口
            IPEndPoint ipPoint = new IPEndPoint(IPAddress.Parse(ip), port);

            // 3 尝试连接
            clientTcp.Connect(ipPoint);

            isRunning = true;
            // 启动接收线程
            receiveThread = new Thread(ReceiveData);
            receiveThread.Start();
        }
        catch (Exception e)
        {
            Debug.LogError($"连接失败: {e.Message}");
        }
    }

    private void ReceiveData()
    {
        try
        {
            while (isRunning)
            {
                byte[] receiveBytes = new byte[1024];
                int resultNum = clientTcp.Receive(receiveBytes);

                if (resultNum > 0)
                {
                    // 打印服务端来的信息
                    string message = Encoding.UTF8.GetString(receiveBytes, 0, resultNum);
                    Debug.Log($"接收到服务端消息: {message}");
                }
            }
        }
        catch (Exception e)
        {
            Debug.LogError($"接收数据出错: {e.Message}");
        }
    }

    public void SendMessage(string message)
    {
        try
        {
            if (clientTcp != null && clientTcp.Connected)
            {
                clientTcp.Send(Encoding.UTF8.GetBytes(message));
            }
        }
        catch (Exception e)
        {
            Debug.LogError($"发送消息出错: {e.Message}");
        }
    }

    public void Disconnect()
    {
        isRunning = false;
        if (receiveThread != null && receiveThread.IsAlive)
        {
            receiveThread.Join();
        }

        if (clientTcp != null && clientTcp.Connected)
        {
            // 5 释放连接和关闭套接字
            clientTcp.Shutdown(SocketShutdown.Both);
            clientTcp.Close();
        }
    }
}

使用:

using UnityEngine;

public class UseSocketClient练习题 : MonoBehaviour
{
    ClientManager clientManager;
    void Start()
    {
         clientManager = new ClientManager();
        // 修改连接的 IP 地址和端口号
        clientManager.Connect("127.0.0.1",8080);
        // 修改发送的消息内容
        clientManager.SendMessage("这是修改后的消息");
    }

    void OnDestroy()
    {
        clientManager.Disconnect();
    }
}

 测试