using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Net;
using System.Threading;
using System;
using System.Text;
using UnityEngine.UI;
public class Server: MonoBehaviour {
private static byte[] result = new byte[1024];
static Socket serverSocket;
Thread myThread;
void Start()
{
//服务器IP地址
IPAddress ip = IPAddress.Parse(GameConst.IP);
serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
serverSocket.Bind(new IPEndPoint(ip, GameConst.Port)); //绑定IP地址:端口
serverSocket.Listen(10); //设定最多10个排队连接请求
//通过Clientsoket发送数据
myThread = new Thread(ListenClientConnect);
myThread.Start();
Console.ReadLine();
}
/// <summary>
/// 监听客户端连接
/// </summary>
private void ListenClientConnect()
{
while (true)
{
Socket clientSocket = serverSocket.Accept();
Thread receiveThread = new Thread(ReceiveMessage);
receiveThread.Start(clientSocket);
//Debug.Log(clientSocket.RemoteEndPoint.ToString());
}
}
/// <summary>
/// 接收消息
/// </summary>
/// <param name="clientSocket"></param>
private static void ReceiveMessage(object clientSocket)
{
Socket myClientSocket = (Socket)clientSocket;
while (true)
{
try
{
int receiveNumber = myClientSocket.Receive(result);
if (receiveNumber > 0)
{
myClientSocket.Send(result, receiveNumber,0);
}
}
catch(Exception ex)
{
//Console.WriteLine(ex.Message);
myClientSocket.Shutdown(SocketShutdown.Both);
myClientSocket.Close();
break;
}
}
}
void OnApplicationQuit()
{
if (myThread != null)
{
myThread.Abort();
myThread = null;
}
}
}