本文实例为大家分享了Unity实现聊天室功能的具体代码,供大家参考,具体内容如下
简单聊天室功能,客户端发送消息后,服务器接收到消息后分发到其它客户端上并显示聊天内容
聊天室服务器服务器需要有以下几个步骤
1、确定Socket协议类型(采用TCP协议或者UDP协议)
2、绑定服务器的IP地址和端口号
3、设置最大监听数量
4、等到连接并处理消息
由于服务器属于一对多的处理关系,因为我们需要用线程来监听消息:
class Client
{
private Socket clientSocket;
private Thread t;
public bool Connected
{
get
{
return clientSocket.Connected;
}
}
private byte[] data = new byte[1024];//数据容器
public Client(Socket client)
{
clientSocket = client;
//启动一个线程,处理客户端的接受
t = new Thread(ReceiveMsg);
t.Start();
}
private void ReceiveMsg()
{
while (true)
{
//在接收数据之前,判断Socket连接是否断开
if (!clientSocket.Connected)
{
clientSocket.Close();
break;//跳出循环终止线程的执行
}
int length=clientSocket.Receive(data);
string msg = Encoding.UTF8.GetString(data, 0, length);
//服务端接收数据后,要将数据分发到客户端
//广播消息
Program.BroadcastMsg(msg);
}
}
public void SendMsg(string msg)
{
byte[] data = Encoding.UTF8.GetBytes(msg);
clientSocket.Send(data);
}
}
服务器主要代码:
class Program
{
static List<Client> clients = new List<Client>();
//本机IP:192.168.100.172
static void Main(string[] args)
{
Socket tcpServer = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
tcpServer.Bind(new IPEndPoint(IPAddress.Parse("192.168.100.172"), 7788));
tcpServer.Listen(5000);
Console.WriteLine("Server Running.......");
while (true)
{
var clientSocket = tcpServer.Accept();
Console.WriteLine("建立连接");
Client client = new Client(clientSocket);
clients.Add(client);
}
}
public static void BroadcastMsg(string msg)
{
var noConnecteds = new List<Client>();
foreach (var client in clients)
{
if (client.Connected)
{
client.SendMsg(msg);
}
else
{
noConnecteds.Add(client);
}
}
foreach (var del in noConnecteds)
{
clients.Remove(del);
}
}
}
Unity客户端代码
Unity客户端代码就十分简单,监听服务器的消息并显示到界面上即可
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Text;
using UnityEngine.UI;
using System.Threading;
public class ChatManager : MonoBehaviour
{
public string IP = "192.168.100.172";
public int Port = 7788;
private Socket client;
private Thread t;
public InputField input;
public Button sendBtn;
public Text item;
public string name;
private string msg=string.Empty;
// Start is called before the first frame update
void Start()
{
ConnectedToServer();
sendBtn.onClick.AddListener(() => {
SendMsg(input.text);
input.text = string.Empty;
});
}
// Update is called once per frame
void Update()
{
//由于在Unity中不允许在线程中调用UnityAPI,因此需要的Update中刷新显示
if (!string.IsNullOrEmpty(msg))
{
item.text += "\n" + msg;
msg = string.Empty;
}
}
private void ConnectedToServer()
{
client = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
client.Connect(new IPEndPoint(IPAddress.Parse(IP), Port));
//创建一个线程用来接收消息
t = new Thread(ReceiveMsg);
t.Start();
}
byte[] data = new byte[1024];
public void ReceiveMsg()
{
while (true)
{
if (!client.Connected)
{
break;
}
int length = client.Receive(data);
msg = Encoding.UTF8.GetString(data, 0, length);
}
}
public void SendMsg(string msg)
{
byte[] data = Encoding.UTF8.GetBytes(name+":"+msg);
client.Send(data);
}
public void OnDestroy()
{
client.Close();
}
}
实际运行效果(注意需要先启动服务器):