Unity实现局域网聊天室功能

2022-07-21,,,

基于unity实现一个简单的局域网聊天室,供大家参考,具体内容如下

学习unity有一点时间了,之前学的都是做客户端的一些内容,现在开始学习联网。我的这个是在观看了 siki 的教学内容来做的,也有自己的一点点小小的改动在里面。纯粹用于练手了。

因为本人也是小白一枚,所以,有错误的地方或者更好的实现方法,也希望有大神能帮忙指正,多谢!

整体过程分为两部分:构建服务端、构建客户端。

服务端:

大概思路:

1. 声明socket连接以及绑定ip和端口,这里面使用

using system;
using system.collections.generic;
using system.linq;
using system.text;
using system.threading.tasks;
using system.net.sockets;
using system.net;


namespace serverapplication
{
    class program
    {
        public static string ip;
        public static int port;
        static list<client> clientlist = new list<client>();

        static socket serversocket;


        static void main(string[] args)
        {

            //绑定ip和端口
            bindipandport();
            //
            while (true)
            {
                socket clientsocket = serversocket.accept();
                client client = new client(clientsocket);
                clientlist.add(client);
                console.writeline("一台主机进入连接");
            }
        }



        /// <summary>
        /// 广播数据
        /// </summary>
        public static void broadcostmsg(string s)
        {
            list<client> notconnectedlist = new list<client>();
            foreach (var item in clientlist)
            {
                if(item.isconnected)
                {
                    item.sendmsg(s);
                }
                else
                {
                    notconnectedlist.add(item);
                }

            }

            foreach (var item in notconnectedlist)
            {
                clientlist.remove(item);
            }


        }



        /// <summary>
        /// 绑定ip和端口
        /// </summary>
       public static void bindipandport()
        {

            //创建一个serversocket
            serversocket = new socket(addressfamily.internetwork, sockettype.stream, protocoltype.tcp);

            //声明ip和端口
            console.writeline("输入ip地址:");
            ip = console.readline();
            string ipstr = ip;


            console.writeline("请输入端口:");
            port = int.parse(console.readline());
            int port = port;

            ipaddress serverip = ipaddress.parse(ipstr);
            endpoint serverpoint = new ipendpoint(serverip, port);

            //socket和ip进行绑定
            serversocket.bind(serverpoint);

            //监听最大数为100
            serversocket.listen(100);
        }
    }
}
using system;
using system.collections.generic;
using system.linq;
using system.text;
using system.threading.tasks;
using system.net.sockets;
using system.threading;

namespace serverapplication
{
    class client
    {
        public socket clientsocket;
        //声明一个线程用于接收信息
        thread t;
        //接收信息所用容器
        byte[] data = new byte[1024];

       //构造函数
        public client(socket s)
        {
            clientsocket = s;
            t = new thread(receivemsg);
            t.start();
        }

        /// <summary>
        /// 接收数据
        /// </summary>
        void receivemsg()
        {
            while(true)
            {
                if (clientsocket.poll(10,selectmode.selectread))
                {
                    break;
                }

                data = new byte[1024];
                int length = clientsocket.receive(data);
                string message = encoding.utf8.getstring(data, 0, length);

                program.broadcostmsg(message);
                console.writeline("收到消息:" + message);
            }

        }

        /// <summary>
        /// 发送数据
        /// </summary>
        /// <param name="s"></param>
       public void sendmsg(string message)
        {
            byte[] data = encoding.utf8.getbytes(message);
            clientsocket.send(data);
        }



        //判断此client对象是否在连接状态
        public bool isconnected
        {
            get { return clientsocket.connected; }
        }

    }
}

客户端:

a.ui界面

ui界面是使用ugui实现的
登录用户可以自己取名进行登录(发言时用于显示),使用时需要输入服务端的ip地址和端口号

下面是聊天室的页面,在输入框内输入要发送的消息,点击send,将信息发送出去

这是服务端的信息

b.关于客户端的脚本

(1)这是clientmanager,负责与服务端进行连接,通信

using system.collections;
using system.collections.generic;
using unityengine;
using system.net.sockets;
using system.net;
using system.text;
using unityengine.ui;
using system.threading;
public class clientmanager : monobehaviour
{
    //ip:192.168.1.7
    public string ipaddressstr;
    public int port;
    public text iptexttoshow;
    //socket
    private socket clientserver;

    //文本输入框
    public inputfield inputtxt;
    public string inputmsgstr;

    //接收
    thread t;
    public text receivetextcom;
    public string message;

    // use this for initialization
    void start()
    {
        iptexttoshow.text = ipaddressstr;
       // connectedtoserver();

    }

    // update is called once per frame
    void update()
    {
        if (message != null && message != "")
        {
            receivetextcom.text = receivetextcom.text + "\n" + message;
            message = "";
        }
    }


    /// <summary>
    /// 连接服务器
    /// </summary>
    public void connectedtoserver()
    {
        clientserver = new socket(addressfamily.internetwork, sockettype.stream, protocoltype.tcp);

        //声明ip地址和端口
        ipaddress serveraddress = ipaddress.parse(ipaddressstr);
        endpoint serverpoint = new ipendpoint(serveraddress, port);

        ipaddressstr = ipinfo.ipstr;
        port = ipinfo.portstr;


        //开始连接
        clientserver.connect(serverpoint);

        t = new thread(receivemsg);
        t.start();

    }


    /// <summary>
    /// 接收消息
    /// </summary>
    /// <returns>“string”</returns>
    void receivemsg()
    {
        while (true)
        {
            if (clientserver.connected == false)
            {
                break;
            }
            byte[] data = new byte[1024];
            int length = clientserver.receive(data);
            message = encoding.utf8.getstring(data, 0, length);
            //debug.log("有消息进来");

        }

    }


    /// <summary>
    /// 发送string类型数据
    /// </summary>
    /// <param name="input"></param>
    public void sendmsg()
    {

        debug.log("button clicked");
        //message = "我:" + inputtxt.text;
        inputmsgstr = inputtxt.text;
        byte[] data = encoding.utf8.getbytes(ipinfo.name+":"+inputmsgstr);
        clientserver.send(data);

    }

    private void ondestroy()
    {
        clientserver.shutdown(socketshutdown.both);
        clientserver.close();
    }
    private void onapplicationquit()
    {
        ondestroy();
    }
}

(2)scenemanager,用于场景切换,这里只是利用gameobject进行setactive()来实现,并不是创建了单独的scene进行管理。

using system.collections;
using system.collections.generic;
using unityengine;

public class scenemanager : monobehaviour {


    public gameobject loginpanel;
    public gameobject communicatingpanel;
    // use this for initialization

    public void onswitch()
    {
        loginpanel.setactive(false);
        communicatingpanel.setactive(true);
    }
}

(3)loginpanel和ipinfo,一个挂载在登录界面上,一个是数据模型,用于存储数据。

using system.collections;
using system.collections.generic;
using unityengine;
using unityengine.ui;

public class loginpanel : monobehaviour {


    public text nameinputtxt;
    public text ipinputtxt;
    public text portinputtxt;


    //private string name;
    //private string ipstr;
    //private string portstr;


    public void onloginclick()
    {
        ipinfo.name = nameinputtxt.text;
        ipinfo.ipstr = ipinputtxt.text;
        ipinfo.portstr = int.parse(portinputtxt.text);
    }



}
public static class ipinfo {

    public static string name;
    public static string ipstr;
    public static int portstr;

}

总结:第一次写学习博,还有很多地方要学习啊。

留待解决的问题:此聊天室只能用于局域网以内,广域网就无法实现通信了,还要看看怎么实现远程的一个通信,不然这个就没有存在的意义了。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

《Unity实现局域网聊天室功能.doc》

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