前言
最近和几个同学一起做一个手游项目,虽然是单机,但是有检测新版本的需求,因此还是要搭建一个服务器来实现客户端检测更新的功能。在朋友的推荐下,我选择使用Netty的服务器架构,关于Netty的优点可以百度下,这里不再累赘。从没听过Netty到实现与Unity客户端的通信总共花了两天,其中遇到了很多坑,我将在这系列文章中复盘这两天的开发流程,给想要入门Unity客户端+Netty服务端通信的同学带下路,少走一些弯路。
一、开发环境搭建
我的开发环境
- Mac OS 10.11.6
- Unity 5.3.5 P6
- 编程语言:C#
二、Unity客户端代码
Unity工程
工程包含两个C#文件
-
nettyComponent.cs
将nettyComponent.cs拖拽到Unity场景中的Gameobject即可
-
nettyClient.cs
nettyClient.cs实现了:
1.连接服务器
2.网络检测
3.失败重连
nettyComponent.cs
using UnityEngine;
using System.Collections;
public class nettyComponent : MonoBehaviour {
public string IP = "127.0.0.1";
public int Port = 7397;
nettyClient client;
mySocket mysocket;
// Use this for initialization
void Start () {
//获得nettyClient实例
client = nettyClient.GetInstance (IP,Port);
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown (KeyCode.Escape))
client.Closed ();
}
}
nettyClient.cs
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Net;
using System.Net.Sockets;
public class nettyClient {
public string IP = "127.0.0.1";
public int Port = 7397;
public bool isConnected;
//信息接收进程
private Thread _ReceiveThread = null;
//网络检测进程
private Thread _connectionDetectorThread = null;
private Socket clientSocket = null;
private static byte[] result = new byte[1024];
//单例模式
private static nettyClient instance;
public static nettyClient GetInstance()
{
if (instance == null)
{
instance = new nettyClient();
}
return instance;
}
public static nettyClient GetInstance(string ip,int port)
{
if (instance == null)
{
instance = new nettyClient(ip,port);
}
return instance;
}
//默认服务器IP地址构造函数
public nettyClient()
{
startConnect ();
//初始化网络检测线程
_connectionDetectorThread = new Thread (new ThreadStart (connectionDetector));
//开启网络检测线程[用于检测是否正在连接,否则重新连接]
_connectionDetectorThread.Start ();
}
//自定义服务器IP地址构造函数
public nettyClient(string ip,int port)
{
IP = ip;
Port = port;
startConnect ();
//初始化网络检测线程
_connectionDetectorThread = new Thread (new ThreadStart (connectionDetector));
//开启网络检测线程[用于检测是否正在连接,否则重新连接]
_connectionDetectorThread.Start ();
}
private void startConnect()
{
//创建Socket对象, 这里我的连接类型是TCP
clientSocket = new Socket (AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp);
//服务器IP地址
IPAddress ipAddress = IPAddress.Parse (IP);
//服务器端口
IPEndPoint ipEndpoint = new IPEndPoint (ipAddress, Port);
//这是一个异步的建立连接,当连接建立成功时调用connectCallback方法
IAsyncResult result = clientSocket.BeginConnect (ipEndpoint,new AsyncCallback (connectCallback),clientSocket);
//这里做一个超时的监测,当连接超过5秒还没成功表示超时
bool success = result.AsyncWaitHandle.WaitOne( 5000, true );
if ( !success )
{
//超时
clientSocket.Close();
Debug.Log("connect Time Out");
if (_ReceiveThread != null)
_ReceiveThread.Abort();
// Closed();
}else
{
//如果连接成功则开启接受进程,发送信息
if (clientSocket.Connected) {
this.isConnected = true;
//初始化线程
_ReceiveThread = new Thread (new ThreadStart (Receive));
//开启线程[用于接收数据]
_ReceiveThread.Start ();
//发送数据
Send ();
}
}
}
/// <summary>
/// 发送数据
/// </summary>
public void Send()
{
for (int i = 0; i < 2; i++)
{
Thread.Sleep(1000);
//UTF8编码
clientSocket.Send(System.Text.Encoding.UTF8.GetBytes((i+1)+"=> Netty服务端您好\r\n"));
}
}
//向服务端发送一条字符串
//一般不会发送字符串 应该是发送数据包
public void SendMessage(string str)
{
byte[] msg = System.Text.Encoding.UTF8.GetBytes(str);
if(!clientSocket.Connected)
{
clientSocket.Close();
return;
}
try
{
IAsyncResult asyncSend = clientSocket.BeginSend (msg,0,msg.Length,SocketFlags.None,new AsyncCallback (sendCallback),clientSocket);
bool success = asyncSend.AsyncWaitHandle.WaitOne( 5000, true );
if ( !success )
{
clientSocket.Close();
Debug.Log("Failed to SendMessage server.");
}else
Debug.Log("Message has been sent!");
}
catch
{
Debug.Log("send message error" );
}
}
/// <summary>
/// 接收数据线程
/// </summary>
public void Receive()
{
int receiveLength = 0;
try
{
while (true)
{
if(!clientSocket.Connected)
{
//与服务器断开连接跳出循环
Debug.Log("Failed to clientSocket server.");
clientSocket.Close();
break;
}
try
{
//Receive方法中会一直等待服务端回发消息
//如果没有回发会一直在这里等着。
int i = clientSocket.Receive(result);
if(i <= 0)
{
clientSocket.Close();
_ReceiveThread.Abort();
Debug.Log("断开连接");
break;
}
if((receiveLength = clientSocket.Receive(result)) > 0)
{
//UTF8解码
Console.WriteLine("接收服务器消息:{0}", Encoding.UTF8.GetString(result, 0, receiveLength));
Debug.Log(Encoding.UTF8.GetString(result, 0, receiveLength));
}
}
catch (Exception ex)
{
Debug.Log("Failed to clientSocket error." + ex);
clientSocket.Close();
}
}
}
catch (Exception)
{
throw;
}
}
/// <summary>
/// 重新连接线程
/// </summary>
public void connectionDetector()
{
try
{
int connectTime = 0;
while (true)
{
try
{
if(clientSocket.Connected)
{
Debug.Log("网络检测中,连接状态为:" + clientSocket.Connected);
connectTime = 0;
}
else if(!clientSocket.Connected)
{
Debug.Log("网络检测中,连接状态为:False");
this.isConnected = false;
//尝试重连
Debug.Log("正在尝试第"+ connectTime.ToString() +"次重连");
//连接
startConnect ();
//每5秒执行一次重连
Thread.Sleep(5000);
connectTime +=1 ;
}
}
catch (Exception ex)
{
Debug.Log(ex);
}
}
}
catch (Exception)
{
throw;
}
}
static void Main(string[] args)
{
new nettyClient();
}
//发送信息-回调
private void sendCallback (IAsyncResult asyncSend)
{
Debug.Log (asyncSend.AsyncState);
}
//连接-回调
private void connectCallback(IAsyncResult asyncConnect)
{
}
//关闭Socket
public void Closed()
{
try{
if(clientSocket != null && clientSocket.Connected)
{
clientSocket.Shutdown(SocketShutdown.Both);
clientSocket.Close();
}
clientSocket = null;
//关闭线程
_ReceiveThread.Abort ();
_connectionDetectorThread.Abort ();
Debug.Log ("已关闭Socket");
}catch(Exception e) {
throw;
}
}
}