unity 客户端socket网络连接

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Main : MonoBehaviour {

	private void Start()
	{
		NetConnectManager.GetInstance().ConnectNetWork();
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NetConnectManager : MonoBehaviour {

	private static NetConnectManager instance;
	public static NetConnectManager GetInstance()
	{
		return instance;
	}

	public string ip = "192.168.18.113";
	public int port = 8081;
	public NetWork NetWork;

	private void Awake()
	{
		instance = this;
	}

	public void ConnectNetWork()
	{
		NetWork.RequestNetConnect();
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class NetWork : MonoBehaviour, ISocketStateListener
{
	private bool mIsRequestNetConnect;
	private SocketConnect mSocketConnect;


	public void RequestNetConnect()
	{
		mSocketConnect = new SocketConnect();
		mSocketConnect.InitSocketConnect();
		mIsRequestNetConnect = true;
	}

	private void Update()
	{
		if (mIsRequestNetConnect && mSocketConnect != null)
		{
			mIsRequestNetConnect = false;
			string ip = NetConnectManager.GetInstance().ip;
			int port = NetConnectManager.GetInstance().port;
			mSocketConnect.ConnectServer(ip, port,6,this);
		}
	}


	public void CloseConnect(object obj, string desc, int socketID)
	{
		
	}

	public void CloseReceiveThread(object obj, string desc, int socketID)
	{
		
	}

	public void CloseSendThread(object obj, string desc, int socketID)
	{
		
	}

	public void Connected(object obj, string desc, int socketID)
	{
		Debug.Log("NetWork.Connected desc " + desc + " socketID " + socketID);

	}

	public void ConnectError(object obj, string desc, int socketID)
	{
		
	}

	public void Connecting(object obj, string desc, int socketID)
	{
		Debug.Log("NetWork.Connecting desc " + desc + " socketID " + socketID);
	}

	public void CreateConnect(object obj, string desc, int socketID)
	{
		Debug.Log("NetWork.CreateConnect desc " + desc + " socketID " + socketID);
	}

	public void Ready(object obj, string desc, int socketID)
	{
		
	}

	public void Receive(object obj, string desc, int socketID)
	{
		
	}

	public void Send(object obj, string desc, int socketID)
	{
		
	}

	public void StartReceiveThread(object obj, string desc, int socketID)
	{
		
	}

	public void StartSendThread(object obj, string desc, int socketID)
	{
		
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Net.Sockets;

public class SocketConnect
{
	public int SocketID { get; set; }
	public int IDCounter { get; set; }
	public TcpClient TcpNetClient { get; set; }
	public ISocketStateListener SocketStateListener { get; set; }
	public static UnityEngine.Object SyncLock = new UnityEngine.Object();
	public ConnectorThread SocketConnectThread { get; set; }

	public void InitSocketConnect()
	{

	}

	public void ConnectServer(string ip, int port,int timeOut, ISocketStateListener socketStateListener)
	{
		SocketID = ++IDCounter;
		SocketStateListener = socketStateListener;
		SocketConnectThread = new ConnectorThread(ip,port, socketStateListener,this,null);
		SocketConnectThread.TagID = SocketID;
		SocketConnectThread.TagName = "Connector_Thread[SocketID:" + SocketID + "]";
		SocketConnectThread.StartThread();
	}

	public bool IsConnected()
	{
		lock (SyncLock)
		{
			if (TcpNetClient != null)
			{
				return TcpNetClient.Connected;
			}
			return false;
		}
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Threading;

public class ProxyThread  {

	public int ThreadID { get; set; }
	public int TagID { get; set; }
	public string TagName { get; set; }
	public bool IsActive { get; set; }
	protected Thread mThread { get; set; }
	protected int mThreadPriority = -1;
	public Action RunAction;

	public virtual void StartThread()
	{
		if (mThread == null)
		{
			IsActive = true;
			mThread = new Thread(ThreadProc);
			if (mThreadPriority > 0)
			{
				mThread.Priority = (System.Threading.ThreadPriority)mThreadPriority;
			}
			ThreadID = mThread.ManagedThreadId;
			mThread.Start(this);
		}
	}

	protected static void ThreadProc(object obj)
	{
		ProxyThread thread = (ProxyThread)obj;
		thread.RunThread();
		if (thread.RunAction != null)
		{
			thread.RunAction();
		}
		thread.StopThread();
	}

	public virtual void RunThread()
	{

	}

	public virtual void StopThread()
	{

	}

}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Net.Sockets;
using System.Net;
using System;

public class ConnectorThread:ProxyThread
{
	public string Ip { get; set; }
	public int Port { get; set; }
	public TcpClient TcpNetClient { get; set; }
	public IPAddress IpAddress { get; set; }
	public object Connect { get; set; }
	public Action ErrorHandle { get; set; }
	public bool IsCloseConnect { get; set; }
	public ISocketStateListener SocketStateListener { get; set; }
	public bool IsStopConnect { get; set; }
	

	public ConnectorThread(string ip, int port, ISocketStateListener socketStateListener,object connect, Action erroHandle)
	{
		Ip = ip;
		Port = port;
		SocketStateListener = socketStateListener;
		Connect = connect;
		ErrorHandle = erroHandle;
	}

	public override void RunThread()
	{
		ConnectServer();
	}

	private void ConnectServer()
	{
		IPAddress ipAddress = IPAddress.None;
		AddressFamily addressFamily = AddressFamily.InterNetwork;
		IPAddress[] ipAddressArr = Dns.GetHostAddresses(Ip);
		if (ipAddressArr.Length > 0)
		{
			ipAddress = ipAddressArr[0];
			addressFamily = ipAddress.AddressFamily;
		}
		lock (SocketConnect.SyncLock)
		{
			if (!IsStopConnect)
			{
				IpAddress = ipAddress;
				TcpNetClient = new TcpClient(addressFamily);
				if (SocketStateListener != null)
				{
					SocketStateListener.CreateConnect(TcpNetClient,"create TcpClient",TagID);
				}
				(Connect as SocketConnect).TcpNetClient = TcpNetClient;
				TcpNetClient.BeginConnect(IpAddress,Port, new AsyncCallback(ConnectedCallBack) , Connect);
				if (SocketStateListener != null)
				{
					SocketStateListener.Connecting(TcpNetClient, "begin Connect", TagID);
				}
			}
		}
	}

	private void ConnectedCallBack(IAsyncResult asyncResult)
	{
		lock (SocketConnect.SyncLock)
		{
			if (!IsStopConnect)
			{
				SocketConnect socketConnect = asyncResult.AsyncState as SocketConnect;
				if (socketConnect != null && socketConnect.TcpNetClient != null)
				{
					int socketID = socketConnect.SocketID;
					TcpClient tcpNetClient = socketConnect.TcpNetClient;
					if (tcpNetClient != null)
					{
						tcpNetClient.NoDelay = true;
						tcpNetClient.EndConnect(asyncResult);
						if (socketConnect.IsConnected())
						{
							ISocketStateListener socketStateListener = socketConnect.SocketStateListener;
							if (socketStateListener != null)
							{
								socketStateListener.Connected(tcpNetClient,"EndConnect", socketID);
								Debug.LogError("网络连接成功");
							}

						}
					}
				}
			}
		}
	}
}
using System.Collections;
using System.Collections.Generic;
using System;

public interface INetStateListener
{
	void CreateConnect(Object obj,string desc,int socketID);
	void Connecting(Object obj, string desc, int socketID);
	void Connected(Object obj, string desc, int socketID);
	void CloseConnect(Object obj, string desc, int socketID);
	void ConnectError(Object obj, string desc, int socketID);
	void Ready(Object obj, string desc, int socketID);
	void Send(Object obj, string desc, int socketID);
	void Receive(Object obj, string desc, int socketID);
}
using System.Collections;
using System.Collections.Generic;
using System;

public interface ISocketStateListener : INetStateListener
{
	void StartSendThread(Object obj, string desc, int socketID);
	void CloseSendThread(Object obj, string desc, int socketID);
	void StartReceiveThread(Object obj, string desc, int socketID);
	void CloseReceiveThread(Object obj, string desc, int socketID);
}

 

原文地址:https://blog.csdn.net/zcc858079762/article/details/113662930

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