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在Unityd3d,与后端交互比较多的是Http协议,Socket套接字;
HTTP协议:Unity的 WWW 就是基于HTTP协议的网络传输功能,HTTP协议即超文本协议,HTTP协议的一个重要特点就是每次连接只处理一个请求,当服务器处理完客户端的请求后即断开连接,节省传输时间(适合用作短连接)
在Unity中,WWW主要支持其中的GET和POST方式。GET方式会请求附加在URL后,POST方式是通过FORM(表单)的形式提交。GET方式最多只能传输1024个字节,POST方式理论上没有限制。(实际使用POST方式比较多)
//WWW中的GET方式
IEnumerator IGetDate()
{WWW www = new WWW("http://127.0.0.1/test.php?username=get&password=12345");yield return www;string m_info = String.Empty;if (www.error != null){m_info = www.error;yield return null;}m_info = www.text;
}
向指定的IP地址(http://127.0.0.1/test.php)发送GET请求,“?”后面用于附加数据,发送两个GET数据,一个是username:get,一个是password:123456,WWW实例会在后台运行,yield return www 等待Web服务器的反应,返回的数据会保存在www.text中
//POST请求
IEnumerator IPostData()
{System.Collections.Hashtable headers = new System.Collections.Hashtable();headers.Add("Content-Type","application/x-www-form-urlencoded");string data = "username=post&password=123456";bytes bs = System.Text.UTF8Encoding.UTF8.Getbytes(data);WWW www = new WWW("http://127.0.0.1/test.php",bs,headers);yield return www;string m_info = string.Empty;if (www.error != null){m_info = www.error;yield return null;}m_info = www.text;
}
headers是一个Hashtable,由建,值对应,这里用它来保存HTTP报头,保存数据的字符串中,仍用“&”符号连接数据
通过.net提供的Socket功能实现基于TCP/IP协议的网络通讯(一般游戏都采用这个):
www可以用于动态请求,但是,无法满足实时交互的网络需求,这个时候就需要建立长连接,Socket套接字之间的连接过程分三个步骤:服务器监听,客户端请求,连接确认,这里只做客户端的请求:
public class StateObject
{private const int BUFFER_SIZE = 327680;private Socket worker;private static byte[] buffer = new byte[BUFFER_SIZE];public StateObject(Socket worker){this.worker = worker; //保存服务器Socket对象}//用来接收数据返回的Socket对象public Socket Worker{get {return this.worker;}set {this.worker = value;}}//用来接收服务端返回的数据public byte[] Buffer{get{return buffer;}set{buffer = value;}}public int bufferSize{get {return BUFFER_SIZE;}}
}//建立Socket 连接
public bool Connect(string address, int remotePort)
{try{IPAddress[] ips = Dns.GetHostAddresses(address); //解析域名IPEndPoint remoteEP = new IPEndPoint(ips[0],port); //获得远程服务器的地址Socket client = new Socket(AddressFamily.InterNetwork,SocketType.Stream,ProtocolType.Tcp); //创建Socketclient.BeginConnect(remoteEP,new AsyncCallback(OnConnectCallback),client); //开启异步连接}catch (System.Exception e){Debug.Log("Connect fail! : " + e);return false;}return true;
}//连接操作完成调用回调
private void OnConnectCallback(IAsyncResult ar)
{try{Socket client = (Socket)ar.AsyncState; //获得服务器Socketclient.EndConnect(ar); //与服务器取得连接cnn = client; //保存服务器SocketReceive(); //接收服务器发送过来的数据}catch(System.Exception e){Debug.Log("OnConnectCallback fail! : " + e);}
}//接收服务端发送过来的数据
public void Recive()
{try{StateObject so = new StateOject(cnn); //定义一个StateObject类,用来保存服务器Socket对象,以及服务器传过来的数据so.Worker.BeginReceive(so.buffer,0,so.BufferSize,0,new AsyncCallback(OnReceiveCallBack),so);}cahch(System.Exception e){Debug.Log("Recive:" + e);}
}//调用接收成功的返回回调
private void OnReceiveCallBack(IAsyncResult ar)
{try{StateObject so = (StateObject)ar.AsyncState;int bytesRead = so.Worker.EndReceive(ar); //结束异步读取,返回接收到的字节数if (bytesRead < 1) //接收字节为0,与服务器断开连接{ClioseSocket();return;}//这里可以进行解析数据包}catch(System.Exception e){Debug.Log("OnReceiveback: " + e);}
}//发送数据包字节
protected bool Send(byte[] buffer)
{try{Socket client = cnn; //这里cnn为之前建立连接之后保存的服务器Socket对象client.BeginSend(buffer,0,buffer.Length,SocketFlags.None,new AsyncCallback(OnSendCallBack),client);}catch(System.Exception e){Debug.Log("Send : " + e);}
}//调用发送回调
private void OnSendCallBack(IAsyncResult ar)
{try{Socket client = (Socket)ar.AsyncState;int bytesWritten = client.EndSend(ar);}catch(System.Exception e){Debug.Log("SendCallBack : " + e);}
}//关闭Socket连接
public void Close()
{try{Socket client = cnn;client.Shutdown(SocketShutdown.Both);client.BeginDisconnet(false,new AsyncCallback(OnCloseCallBack),client);}catch(System.Exception e){Debug.Log("close : " + e);}
}private void OnCloseCallBack(IAsyncResult ar)
{try{Socket client = (Socket)ar.AsyncState;client.EndDisconnet(ar);client.Close();}
}
转载自 https://blog.csdn.net/icrazyaaa/article/details/49909937