開啟服務(wù)器,客戶端通過Socket來尋找服務(wù)器的IP地址,腳本直接過攝像機(jī)就能運(yùn)行,打包摹恰。
using UnityEngine;
using System.Collections;
using UnityEngine.Networking;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using System.Text;
public class Chat : MonoBehaviour {
public string ip = "127.0.0.1";
public int port=4865;
private int connectCount = 15;
private bool useNAT=false;//是否啟用網(wǎng)絡(luò)地址轉(zhuǎn)換器
private string recMes="";//接收到的消息
private string sendMes="";//要發(fā)送的消息
NetworkView netWorkView;
// Use this for initialization
void Start () {
netWorkView = GetComponent<NetworkView> ();
}
// Update is called once per frame
void Update () {
}
void OnGUI()
{
switch (Network.peerType)
{
case NetworkPeerType.Disconnected://未連接,開始創(chuàng)建
StartCreat ();
break;
case NetworkPeerType.Server://服務(wù)器狀態(tài)怒见,啟動服務(wù)器
OnServer ();
break;
case NetworkPeerType.Client://客戶端狀態(tài) 開啟客戶端
OnClient();
break;
case NetworkPeerType.Connecting://嘗試連接
Debug.Log ("鏈接中俗慈。。速种。");
break;
}
}
/// <summary>
/// 開始創(chuàng)建服務(wù)器或者客戶端
/// </summary>
void StartCreat()
{
GUILayout.BeginVertical ();
if (GUILayout.Button("新建服務(wù)器"))
{
NetworkConnectionError error = Network.InitializeServer (connectCount,port,useNAT);//初始化網(wǎng)絡(luò)服務(wù)連接
Debug.Log (error);
serverIsRun=true;
StartServer ();
}
if (GUILayout.Button("連接服務(wù)器"))
{
clientIsRun = true;
StartClient ();
NetworkConnectionError error = Network.Connect (ip,port);//根據(jù)服務(wù)器IP和端口連接
Debug.Log(error);
}
GUILayout.EndVertical ();
}
private string strInfo;
Thread serverThread=null;//服務(wù)器線程
UdpClient UdpSend=null;//Udp網(wǎng)絡(luò)傳輸
Thread clientThread=null;//客戶端線程
UdpClient UdpListen=null;//客戶端傳輸
bool serverIsRun=false;
bool clientIsRun=false;
const string specialText = "";
void StartServer()//服務(wù)器一直發(fā)消息
{
strInfo = "開始服務(wù)器...";//服務(wù)器信息
if (serverThread != null && serverThread.IsAlive) return;//如果服務(wù)器線程不等于空姜盈,并且服務(wù)器線程處于活動狀態(tài)
serverThread = new Thread(() =>
{
UdpSend = new UdpClient();//服務(wù)器進(jìn)行Udp網(wǎng)絡(luò)傳播
while (serverIsRun)
{
Thread.Sleep(500);//線程暫停0.5s
byte[] buf = Encoding.Unicode.GetBytes(specialText);//將特殊文本轉(zhuǎn)換為字節(jié)流
UdpSend.Send(buf, buf.Length, new IPEndPoint(IPAddress.Broadcast, port));
}
UdpSend.Close();
});
serverThread.IsBackground = true;
InitServer();
serverThread.Start();
strInfo = "服務(wù)器已開啟";
}
void StartClient()//客戶端收消息直到收到服務(wù)器的IP
{
strInfo = "開始客戶端...";
if (clientThread != null && clientThread.IsAlive) return;
clientThread = new Thread(() =>
{
UdpListen = new UdpClient(new IPEndPoint(IPAddress.Any, port));
while (clientIsRun)
{
Thread.Sleep(10);
IPEndPoint endpoint = new IPEndPoint(IPAddress.Any, port);//表示IP和端口的類
byte[] bufRev = UdpListen.Receive(ref endpoint);//Udp監(jiān)聽到客戶端的字節(jié)流
string msg = Encoding.Unicode.GetString(bufRev, 0, bufRev.Length);//客戶端得到的字節(jié)流轉(zhuǎn)換為字符串
if (msg.Contains(specialText))
{
strInfo = "我是客戶端,接收到的IP地址為:" + endpoint.Address.ToString();
Debug.Log(strInfo);
ip=endpoint.Address.ToString();
UdpListen.Close();
return;
}
else
{
strInfo = "我是客戶端配阵,接收到的IP地址:" + endpoint.Address.ToString() + ",但是并沒有用!";
ip=endpoint.Address.ToString();
}
}
UdpListen.Close();
});
clientThread.IsBackground = true;//后臺線程為正
InitClient();
clientThread.Start();
strInfo = "接收...";
}
void InitServer()
{
serverIsRun = true;
if (UdpSend!=null)
{
UdpSend.Close ();
}
}
void InitClient()
{
clientIsRun = true;
if (UdpListen!=null)
{
UdpListen.Close ();
}
}
void StopServer()
{
serverIsRun = false;
if (UdpSend != null && serverThread.IsAlive)
serverThread.Abort ();
}
public void StopClient()
{
clientIsRun = false;
if (UdpListen != null)
UdpSend.Close ();
if (serverThread != null && clientThread.IsAlive)
clientThread.Abort ();
}
void OnDestroy()
{
StopClient ();
StopServer ();
Debug.Log ("Stop");
}
void OnServer()
{
GUILayout.Label ("新建服務(wù)器成功馏颂,等待客戶端連接");
int length = Network.connections.Length;
for (int i = 0; i < length; i++)
{
GUILayout.Label ("連接的IP:"+Network.connections[i].ipAddress);
GUILayout.Label ("連接的端口:"+Network.connections[i].port);
GUILayout.Label ("Udp連接到IP"+ip);
}
if (GUILayout.Button("斷開連接"))
{
Network.Disconnect ();
}
GUILayout.TextArea(recMes);//顯示接收到的消息(只顯示)
sendMes = GUILayout.TextField (sendMes);//輸入消息
if (GUILayout.Button("發(fā)送消息"))
{
netWorkView.RPC ("SendMes", RPCMode.All, Network.player + "Say:" + sendMes);
}
}
void OnClient()
{
GUILayout.Label ("連接成功");
int length = Network.connections.Length;
for (int i = 0; i < length; i++)
{
GUILayout.Label ("連接的IP:"+Network.connections[i].ipAddress);
GUILayout.Label ("連接的端口:"+Network.connections[i].port);
GUILayout.Label ("Udp連接到IP"+ip);
}
if (GUILayout.Button("斷開連接"))
{
Network.Disconnect ();
}
GUILayout.TextArea (recMes);
sendMes = GUILayout.TextField (sendMes);
if (GUILayout.Button("發(fā)送消息"))
{
netWorkView.RPC ("SendMes", RPCMode.All, Network.player + "說:" + sendMes);
}
}
[RPC]
void SendMes(string mes)
{
this.recMes+="\n";
this.recMes += mes;
}
}