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| using System.Net; using System.Net.Sockets; using System.Threading; using System; using System.Text; using UnityEngine; using Newtonsoft.Json;
using System.Collections.Generic;
using cccc.util;
namespace ccccc.ccc.internet { public class SocketClient { #region 工具类参数 public bool login_flag = false; private static Socket clientSocket;
public string logHeader = "file:SocketClient.cs: "; public string result; public bool IsConnected = false; public Thread threadReceive; public Thread threadReceive_get_data;
#endregion
public SocketClient() { clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); }
public void Connect(string ip, int port) { Debug.Log(logHeader + "current ip and port is : ip :" + ip + ",port:" + port); IPAddress mIp = IPAddress.Parse(ip); IPEndPoint ip_end_point = new IPEndPoint(mIp, port);
try { clientSocket.Connect(ip_end_point); IsConnected = true; Debug.Log("连接服务器成功!"); threadReceive = new Thread(ReceiveMsgWS); threadReceive.IsBackground = true; threadReceive.Start();
} catch { IsConnected = false; Debug.Log(logHeader + "连接服务器失败"); return; } }
public void Disconnect() { if (null != clientSocket && clientSocket.Connected) { Debug.Log(logHeader + "服务器连接已断开!"); clientSocket.Shutdown(SocketShutdown.Both); clientSocket.Close(); } }
public void Send(string msg) {
if (IsConnected == false) { Debug.Log(logHeader + "发送数据错误,服务器未连接!"); return; }
if (null == msg) { Debug.Log(logHeader + "发送数据错误,消息不能为空!"); return; }
try { } catch { Debug.Log(logHeader + "发送数据错误,消息编码错误!"); IsConnected = false; clientSocket.Shutdown(SocketShutdown.Both); clientSocket.Close(); }
}
public void SendLogin(byte[] msg) {
if (IsConnected == false) { return; }
if (null == msg) { Debug.Log(logHeader + "发送数据错误,消息不能为空!"); return; }
try { clientSocket.Send(msg); return;
} catch { Debug.Log(logHeader + "发送数据错误,消息编码错误!"); IsConnected = false; clientSocket.Shutdown(SocketShutdown.Both); clientSocket.Close(); return; } }
private void ReceiveMsgWS() { Byte[] buffer_length; Byte[] buffer; string data; int length = 0; bool messageStart = false; string const_str; int status = 0; while (true) {
buffer_length = new Byte[1024]; status = clientSocket.Receive(buffer_length); if (status == 24) { const_str = System.Text.Encoding.ASCII.GetString(buffer_length).Substring(0, 12); if (const_str.Equals("1.0.ccccc")) { messageStart = true; } } else { continue;
}
if (messageStart) {
length = SocketUtils.byteArrayToInt(buffer_length, 12, 4); buffer = new Byte[length]; int readed_length = 0;
while (readed_length < buffer.Length) { status = clientSocket.Receive(buffer, readed_length, buffer.Length - readed_length, SocketFlags.None); if (status <= 0) { return; } readed_length += status; }
if (buffer.Length > 0 && readed_length == buffer.Length) { data = System.Text.Encoding.UTF8.GetString(buffer); data_send(data); }
} } }
private void data_send(string p1) { var event2 = "event2"; var thread = Unity.Threading.EasyThread.GetInstance(); thread.childRemote.Once(event2, () => {
thread.mainRemote.Send(event2, p1); });
thread.childRemote.Send(event2);
}
}
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