在Unity3d中使用Netly开启TCP服务

github文档

实测Windows和安卓上可运行

cs 复制代码
using Byter;
using Netly;
using System.Collections.Generic;
using System.Net;
using UnityEngine;
using UnityEngine.UI;

public class NetlyTest : MonoBehaviour
{
    public Text textPrompt;
    public Text textClientCount;
    TCP.Server server;
    void Start()
    {
        server = new TCP.Server(isFraming: false);

        server.On.Open(() =>
        {
            Log($"Server started at: {server.Host}");
        });

        server.On.Close(() =>
        {
            Log($"Server stopped at: {server.Host}");
        });

        server.On.Error((exception) =>
        {
            Log($"Error: {exception}");
        });

        server.On.Accept((client) =>
        {
            // scope reserved to each client
            // each client have on scope like this.

            // it mean each client will have own instance of eventData and rawData
            List<(string message, byte[] data)> eventData = new();
            List<byte[]> rawData = new();
            
            Log("Client connected");
            client.On.Open(() =>
            {

            });

            client.On.Close(() =>
            {
                // client closed;
                Log($"Client {client.Host} disconnected");

                // clean all data received by this client
                rawData.Clear();
                eventData.Clear();
            });

            client.On.Data((bytes) =>
            {
                Log($"Client data ({client.Host}): {bytes.GetString()}");
                //给所有终端发送消息
                //server.To.DataBroadcast(bytes); // broadcast data
                //给单个终端发消息
                client.To.Data($"server send:{bytes.GetString()}");
                // save history of data
                rawData.Add(bytes);
            });

            client.On.Event((name, bytes) =>
            {
                Log($"Client event ({name}): ({client.Host}): {bytes.GetString()}");
                server.To.EventBroadcast(name, bytes); // broadcast event

                // save history of events
                eventData.Add((name, bytes));
            });
        });

        server.To.Open(new Host(IPAddress.Any, 8080));
    }

    // Update is called once per frame
    void Update()
    {
        if (Time.frameCount % 5 == 0)
        {
            textClientCount.text = ($"server.Clients.Length = {server.Clients.Length}");
        }
    }

    private void OnDisable()
    {
        server.To.Close();
    }

    void Log(string text)
    {
        textPrompt.text = text;
        Debug.Log(text);
    }
}
相关推荐
代码AC不AC14 小时前
【Linux】Socket编程TCP
linux·tcp·socket编程
xcLeigh14 小时前
Unity基础:创建你的第一个游戏物体——Cube、Sphere与基本3D物体
游戏·3d·unity·教程
ellis197015 小时前
C#异常相关关键字:Exceptions,throw,try,catch,finally
unity·c#
HH‘HH1 天前
Unity通过OPC UA工业协议连接工业设备实战指南
unity·游戏引擎
め.1 天前
定点数运算库
算法·unity
点量云实时渲染-小芹2 天前
UE/Unity/Webgl模型在信创服务器上实时渲染推流的可行性分析
unity·webgl·云渲染信创·国产实时渲染·ue信创云推流
郝学胜-神的一滴2 天前
[简化版 GAMES 104] 现代游戏引擎 02:拆解现代游戏引擎5+1层级架构,吃透引擎底层核心逻辑
c++·unity·架构·游戏引擎·图形渲染·unreal engine·系统设计
unityのkiven2 天前
Unity 中如何创建一片森林:享元模式能不能用?应该怎么用?
unity·游戏引擎·享元模式