张国伟 发表于 2025-1-25 11:17:17

tcp局域网简单通讯

using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
///using PimDeWitte.UnityMainThreadDispatcher;
using UnityEngine.UI;
using UnityEngine.Video;
using System.IO;
using System.Collections;
using UnityEngine.Networking;
using System.Collections.Generic;
using System.Linq;
public class TCPServer : MonoBehaviour
{
// Port to listen for incoming connections
public int serverPort = 8888;
// TCP listener
TcpListener listener;

//public Test Test;

// Start is called before the first frame update
void Start()
{
// Test = GetComponent();
StartServer();
// PlayVideo(“初始场景”);
}

// Method to start the TCP server
void StartServer()
{
    try
    {
      listener = new TcpListener(IPAddress.Any, serverPort);
      listener.Start();
      Debug.Log("Server started, listening on port " + serverPort);
      isCliect = true;

      // Start accepting incoming connections in a separate thread
      Thread acceptThread = new Thread(new ThreadStart(AcceptConnections));
      acceptThread.Start();
    }

    catch (Exception e)
    {
      //Debug.LogError("Failed to start server: " + e.Message);
    }

}


// Method to accept incoming connections
void AcceptConnections()
{
    while (true)
    {
      try
      {
            TcpClient client = listener.AcceptTcpClient();
            Debug.Log("Client connected: " + ((IPEndPoint)client.Client.RemoteEndPoint).Address.ToString());

            // Handle client communication in a separate thread
            Thread clientThread = new Thread(new ParameterizedThreadStart(HandleClient));
            clientThread.Start(client);
      }

      catch (Exception e)
      {
            //Debug.LogError("Error accepting client connection: " + e.Message);
      }

    }

}


// Method to handle client communication
List<byte> buffer = new List<byte>();
void HandleClient(object clientObj)
{

    TcpClient client = (TcpClient)clientObj;
    NetworkStream stream = client.GetStream();

    byte[] tempBuffer = new byte;
//int bytesRead;
   
    while (isCliect)
    {
      try
      {
            int bytesRead = stream.Read(tempBuffer, 0, tempBuffer.Length);
            buffer.AddRange(tempBuffer.Take(bytesRead));
            if (buffer.Contains((byte)'\n'))
            {
                byte[] completeData = buffer.ToArray();
                string message = Encoding.UTF8.GetString(completeData, 0, completeData.Length - 1); // 移除分隔符
                buffer.Clear(); // 清空缓冲区
                if (string.IsNullOrEmpty(message)) AcceptConnections();
                else
                {
                  Debug.LogError(message);
                  StreamingAssetsEnumerator.instances.play(message);
                }

                Debug.Log(message);       // 处理数据...
            }

            // Read data from the client
         
               

            // 在这里处理接收到的消息并发送响应消息给客户端
            // Perform action based on received data


         

            
      }

      catch (Exception e)
      {
            Debug.LogError("Error receiving data from client: " + e.Message);
      }

    }


    client.Close();
}


public bool isCliect = false;
// Method to stop the server
void OnApplicationQuit()
{
    if (listener != null)
    {
      listener.Stop();
      isCliect = false;
    }

}

}

服务器端从streamingassets下读取图片或者视频需要插入插件UnityMainThreadDispatcher-master插件
using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.UI;
public class TCPClient : MonoBehaviour
{
// IP address and port of the server
public string serverIP; // Replace with the IP address of your computer
public int serverPort;
// TCP client
TcpClient client;
NetworkStream stream;

public Image signal;



public Button Quit;
// Start is called before the first frame update
void Start()
{
    Quit.onClick.AddListener(() => QuitApp());

    serverIP = IPReader.ipAddress;
    serverPort = IPReader.port;
    ConnectToServer();
    //ContentServer();
    // InvokeRepeating("Reconnect", 1f, 1f);
}


// Method to connect to the server



void ContentServer()
{
    try
    {
      client = new TcpClient(serverIP, serverPort);
      Debug.Log("连接成功!");
      stream = client.GetStream();
      signal.color = Color.green;
      // 这里可以添加已连接的处理逻辑
    }

    catch (SocketException)
    {
      Debug.Log("连接失败!");
      signal.color = Color.red;
      // 处理连接失败的情况
    }


}






void ConnectToServer()
{

    while (true)
    {
      try
      {
            client = new TcpClient();
            client.Connect(serverIP, serverPort);
            stream = client.GetStream();
            Debug.Log("Connected to server.");

            signal.color = Color.green;
            // Start listening for incoming messages in a separate thread
            Thread receiveThread = new Thread(new ThreadStart(ReceiveData));
            receiveThread.Start();
            break; // Exit the loop once connected
      }

      catch (Exception e)
      {
            break;
            Debug.LogError("Failed to connect to server: " + e.Message);
            signal.color = Color.red;

            Thread.Sleep(3000); // Wait for 3 seconds before attempting to reconnect
      }

    }

}


// Method to receive data from the server
void ReceiveData()
{
    byte[] buffer = new byte;
    int bytesRead;

    while (true)
    {
      try
      {
            // Read data from the server
            bytesRead = stream.Read(buffer, 0, buffer.Length);
            string receivedData = Encoding.UTF8.GetString(buffer, 0, bytesRead);
            Debug.LogError("Received data from server: " + receivedData);
      }

      catch (Exception e)
      {
            Debug.LogError("Error receiving data from server: " + e.Message);
            break;
      }

    }

}



// Method to send data to the server
public void SendData(byte[] data)
{

    if (stream == null || !client.Connected) ConnectToServer();
    if (stream != null && client.Connected)
    {
      byte[] sendData = data;
      stream.Write(sendData, 0, sendData.Length);
      Debug.Log("Sent data to server: " + data);
    }

}


// Clean up resources when the application quits
void OnApplicationQuit()
{
    if (client != null && client.Connected)
    {
      client.Close();
    }

}



public void QuitApp()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}

`

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