SockeSever之Unity服务端

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

/// <summary>
/// 服务端
/// </summary>
public class TcpServer : MonoBehaviour
{

    /// <summary>服务器端;</summary>
    private Socket _ServerSocket;

    /// <summary>客户端;</summary>
    private Socket _ClientSocket;

    /// <summary>侦听端口;</summary>
    private IPEndPoint _IpEnd;

    /// <summary>接收的字符串;</summary>
    private string _ReceiveStr;

    /// <summary>发送的字符串;</summary>
    private string _SendStr;

    /// <summary>接收的数据,必须为字节;</summary>
    private byte[] _ReceiveData = new byte[1024];

    /// <summary>发送的数据;</summary>
    private byte[] _SendData = new byte[1024];

    /// <summary>接收的数据长度;</summary>
    private int _ReceiveLength;

    /// <summary>连接线程;</summary>
    private Thread _ConnectThread;


    private void Start()
    {
        InitSocket();
    }


    private void OnApplicationQuit()
    {
        SocketQuit();
    }


    /// <summary>初始化服务器;</summary>
    public void InitSocket()
    {
        //定义侦听端口,侦听任何IP;
        _IpEnd = new IPEndPoint(IPAddress.Any, ConfigDataReader.Config.ComputerUsePort);
        //定义套接字类型,在主线程定义;
        _ServerSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        //连接;
        _ServerSocket.Bind(_IpEnd);
        //开始侦听,最大10个连接;
        _ServerSocket.Listen(10);

        //开启一个线程连接,必须的,否则主线程卡死;
        _ConnectThread = new Thread(new ThreadStart(SocketReceive));
        _ConnectThread.Start();


    }


    private void SocketConnet()
    {
        //if (_ClientSocket != null)
        //    _ClientSocket.Close();
        //控制台输出侦听状态;
        Debug.Log("Waiting for a client");
        _ClientSocket = _ServerSocket.Accept();
        //获取客户端的IP和端口;
        IPEndPoint ipEndClient = _ClientSocket.RemoteEndPoint as IPEndPoint;
        //输出客户端的IP和端口
        Debug.Log("Connect with" + ipEndClient.Address.ToString() + ":" + ipEndClient.Port.ToString());
        //连接成功发送数据;
        _SendStr = "Connect succeed";
        SocketSend(_SendStr);

        Thread th = new Thread(ReceiveMsg);
        th.IsBackground = true;
        th.Start(_ClientSocket);

    }


    private void SocketSend(string sendStr)
    {
        //清空发送缓存;
        _SendData = new byte[1024];
        //数据类型转换;
        _SendData = Encoding.UTF8.GetBytes(sendStr);//一般用UTF8,,有中文的时候用Encoding.ASCII.GetBytes(sendStr)
        //发送;
        _ClientSocket.Send(_SendData, _SendData.Length, SocketFlags.None);
    }


    private void SocketReceive()
    {
        //连接
        //SocketConnet();
        //进入接收循环;
        while (true)
        {
            SocketConnet();
        }
    }

    private void ReceiveMsg(object o)
    {
        Socket client = o as Socket;
        while (true)
        {
            try
            {
                byte[] buff = new byte[1024];
                int len = client.Receive(buff);
                string msg = Encoding.UTF8.GetString(buff, 0, len);
                print("收到客户端" + client.RemoteEndPoint.ToString() + "的信息:" + msg);
                ConfigDataReader.Instance.ReadMessage(msg);
                _SendStr = ConfigDataReader.Instance.WriteMessage(msg);
                ConfigDataReader.Instance.WriteFile(msg);                
                ConfigDataReader.Instance.WriteFile(_SendStr);
                ConfigDataReader.Instance.WriteFile("");
                SocketSend(_SendStr);
            }
            catch (System.Exception ex)
            {
                SocketSend(ex.ToString());
                break;
            }
        }
    }


    private void SocketQuit()
    {
        //先关闭客户端;
        if (_ClientSocket != null)
            _ClientSocket.Close();

        //再关闭线程
        if (_ConnectThread != null)
        {
            _ConnectThread.Interrupt();
            _ConnectThread.Abort();
        }
        //最后关闭服务器
        _ServerSocket.Close();
        Debug.Log("Exit the connection");
    }
}

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