Socket通信实战
此通信是WPF与Unity3D之间的一个通信
此项目是基于WPF界面的实现。其中嵌入了Unity3D仿真。但是Unity3D与WPF的通信是不能直接进行的,有两种方法,一种是通过数据库,WPF给数据库中插入指令,Unity3D不断的遍历数据库,一旦发现有指令就进行某些操作,第二种方法是Socket通信。接下来进行对Socket通信的讲解。
发生端(WPF)
class SocketServer
{
//私有成员
private static byte[] result = new byte[1024];
private int myProt = 500; //端口
static Socket serverSocket;
static Socket clientSocket;
Thread myThread;
static Thread receiveThread;
//属性
public int port { get; set; }
//方法
static SocketServer socketServer = null;
public static SocketServer GetInstance()
{
if(socketServer == null)
{
socketServer = new SocketServer();
socketServer.StartServer();
}
return socketServer;
}
SocketServer()
{
}
void StartServer()
{
//服务器IP地址
IPAddress ip = IPAddress.Parse("127.0.0.1");
serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
serverSocket.Bind(new IPEndPoint(ip, myProt)); //绑定IP地址:端口
serverSocket.Listen(10); //设定最多10个排队连接请求
Debug.WriteLine("启动监听{0}成功", serverSocket.LocalEndPoint.ToString());
//通过Clientsoket发送数据
myThread = new Thread(ListenClientConnect);
myThread.Start();
}
internal void QuitServer()
{
if (serverSocket != null)
serverSocket.Close();
if (clientSocket != null)
clientSocket.Close();
if(myThread != null)
myThread.Abort();
if(receiveThread != null)
receiveThread.Abort();
}
internal void SendMessage(string msg)
{
if(clientSocket != null && clientSocket.Connected)
clientSocket.Send(Encoding.ASCII.GetBytes(msg));
}
/// <summary>
/// 监听客户端连接
/// </summary>
private static void ListenClientConnect()
{
while (true)
{
try
{
clientSocket = serverSocket.Accept();
clientSocket.Send(Encoding.ASCII.GetBytes("Server Say Hello"));
receiveThread = new Thread(ReceiveMessage);
receiveThread.Start(clientSocket);
}
catch (Exception)
{
}
}
}
/// <summary>
/// 接收消息
/// </summary>
/// <param name="clientSocket"></param>
private static void ReceiveMessage(object clientSocket)
{
Socket myClientSocket = (Socket)clientSocket;
while (true)
{
try
{
//通过clientSocket接收数据
int receiveNumber = myClientSocket.Receive(result);
Debug.WriteLine("接收客户端{0}消息{1}", myClientSocket.RemoteEndPoint.ToString(), Encoding.ASCII.GetString(result, 0, receiveNumber));
}
catch (Exception ex)
{
try
{
Debug.WriteLine(ex.Message);
myClientSocket.Shutdown(SocketShutdown.Both);
myClientSocket.Close();
break;
}
catch (Exception)
{
}
}
}
}
public void CloseClient()
{
if (clientSocket != null && clientSocket.Connected)
{
clientSocket.Close();
clientSocket = null;
}
}
}
发送程序
public partial class MainWindow : Window
{
SocketServer socketServer = null;
public MainWindow()
{
InitializeComponent();
socketServer = SocketServer.GetInstance();
}
public void SendMessage(string message)
{
socketServer.SendMessage(message);
}
public void CloseWindow()
{
socketServer.QuitServer();
CloseScene();
Close();
}
public void CloseScene()
{
socketServer.CloseClient();
UnityControl.closeUnity3dExe();
CloseTabControl("三维仿真场景");
}
}
接收端(Unity3D)
using UnityEngine;
using System.Collections;
using System.Net.Sockets;
using System;
using System.Collections.Generic;
public class SocketCommand : MonoBehaviour
{
const int portNo = 500;
private TcpClient _client;
byte[] data;
string Error_Message;
List<string> messages = new List<string>();
float checkTime = 0.1f;
void Start()
{
try
{
this._client = new TcpClient();
this._client.Connect("127.0.0.1", portNo);
data = new byte[this._client.ReceiveBufferSize];
//SendMessage(txtNick.Text);
SendMessage("Unity Demo Client is Ready!");
this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
}
catch (Exception ex)
{
}
}
void FixedUpdate()
{
checkTime -= Time.fixedDeltaTime;
if(checkTime <= 0)
{
checkTime = 0.1f;
MessageDealing();
}
}
/// <summary>
/// 对收到的消息的处理函数
/// </summary>
private void MessageDealing()
{
if(messages.Count > 0)
{
Debug.Log(messages[0]);
Command.CommandDecoding(messages[0]);
messages.Remove(messages[0]);
}
}
public new void SendMessage(string message)
{
try
{
NetworkStream ns = this._client.GetStream();
byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
ns.Write(data, 0, data.Length);
ns.Flush();
}
catch (Exception ex)
{
Error_Message = ex.Message;
//MessageBox.Show(ex.ToString());
}
}
public void ReceiveMessage(IAsyncResult ar)
{
try
{
//清空errormessage
Error_Message = "";
int bytesRead;
bytesRead = this._client.GetStream().EndRead(ar);
if (bytesRead < 1)
{
return;
}
else
{
// Debug.Log(System.Text.Encoding.ASCII.GetString(data, 0, bytesRead));
string message = System.Text.Encoding.ASCII.GetString(data, 0, bytesRead);
messages.Add(message);
}
this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);
}
catch (Exception ex)
{
Error_Message = ex.Message;
}
}
public void CloseClient()
{
if(_client.Connected)
this._client.Close();
}
void OnDestroy()
{
if (_client.Connected)
this._client.Close();
}
}