标签:pre key event system val 连接 ext art org
孙广东 2016.10.15
http://blog.csdn.NET/u010019717
说一下 Unity客户端的库:
1、websocket-sharp AS中已经下架了, https://github.com/sta/websocket-sharp 但是Unity的官方插件 : Simple Web Sockets for Unity WebGL 就是使用的它
2、Simple Web Sockets for Unity WebGL(推荐) Unity官方退出的插件
3、Best HTTP (Basic Edition) 这个插件不止一次提到了, 就是很强大,提供了 Websocket的支持!
4、还有提到的: WebSocket4Net
http://websocket4net.codeplex.com/
WebSocket4Net.dll 这个DLL复制到 Unity3D里面刚才新建的 Plugin文件夹内(注意Unity不得使用中文)
ref: http://www.cnblogs.com/xmcrew/p/3747441.html
注: 我使用 Simple WebSockets for Unity WebGL 和 WebSuperSocket 一起使用能连接,但是不能 发送和接收,(插件包含的太老了, 可以在github 看到新的内容)
然后我就是 客户端使用 BestHttp 插件, 导入后更改Bug 之后就可以了。
C# 控制台程序
补充: 下载导入项目中可以 使用 程序包管理器控制台中输入:
Install-Package SuperSocket
或者后面指定版本: -Version 1.6.6
Install-Package SuperWebSocket
http://superwebsocket.codeplex.com/。 代码中包含了一个简单的聊天示例。可以供我们参考,学习。
class Program
{
static void Main(string[] args)
{
Console.WriteLine("Press any key to start the WebSocketServer!");
Console.ReadKey();
Console.WriteLine();
var appServer = new WebSocketServer();
//Setup the appServer
if (!appServer.Setup(2012)) //Setup with listening port
{
Console.WriteLine("Failed to setup!");
Console.ReadKey();
return;
}
appServer.NewSessionConnected += delegate(WebSocketSession session)
{
Console.WriteLine("新玩家加入: " + session.SessionID);
session.Send("新玩家加入: " + session.SessionID);
};
appServer.SessionClosed += delegate(WebSocketSession session, CloseReason value)
{
Console.WriteLine("玩家离开: " + session.SessionID);
session.Send("玩家离开: " + session.SessionID);
};
appServer.NewMessageReceived += delegate(WebSocketSession session, string value)
{
Console.WriteLine(session.SessionID + "说话: " + value);
session.Send(session.SessionID + "说话: " + value);
};
Console.WriteLine();
//Try to start the appServer
if (!appServer.Start())
{
Console.WriteLine("Failed to start!");
Console.ReadKey();
return;
}
Console.WriteLine("The server started successfully, press key ‘q‘ to stop it!");
while (Console.ReadKey().KeyChar != ‘q‘)
{
Console.WriteLine();
continue;
}
//Stop the appServer
appServer.Stop();
Console.WriteLine();
Console.WriteLine("The server was stopped!");
Console.ReadKey();
}
}
using System;
using UnityEngine;
using BestHTTP;
using BestHTTP.WebSocket;
public class WebSocketSample : MonoBehaviour
{
#region Private Fields
/// <summary>
/// The WebSocket address to connect
/// </summary>
string address = "ws://127.0.0.1:2012";// "ws://echo.websocket.org";
/// <summary>
/// Default text to send
/// </summary>
string msgToSend = "Hello World!";
/// <summary>
/// Debug text to draw on the gui
/// </summary>
string Text = string.Empty;
/// <summary>
/// Saved WebSocket instance
/// </summary>
WebSocket webSocket;
/// <summary>
/// GUI scroll position
/// </summary>
Vector2 scrollPos;
#endregion
#region Unity Events
void OnDestroy()
{
if (webSocket != null)
webSocket.Close();
}
void OnGUI()
{
scrollPos = GUILayout.BeginScrollView(scrollPos);
GUILayout.Label(Text);
GUILayout.EndScrollView();
GUILayout.Space(5);
GUILayout.FlexibleSpace();
address = GUILayout.TextField(address);
if (webSocket == null && GUILayout.Button("Open Web Socket"))
{
// Create the WebSocket instance
webSocket = new WebSocket(new Uri(address));
if (HTTPManager.Proxy != null)
webSocket.InternalRequest.Proxy = new HTTPProxy(HTTPManager.Proxy.Address, HTTPManager.Proxy.Credentials, false);
// Subscribe to the WS events
webSocket.OnOpen += OnOpen;
webSocket.OnMessage += OnMessageReceived;
webSocket.OnClosed += OnClosed;
webSocket.OnError += OnError;
// Start connecting to the server
webSocket.Open();
Text += "Opening Web Socket...\n";
}
if (webSocket != null && webSocket.IsOpen)
{
GUILayout.Space(10);
GUILayout.BeginHorizontal();
msgToSend = GUILayout.TextField(msgToSend);
if (GUILayout.Button("Send", GUILayout.MaxWidth(70)))
{
Text += "Sending message...\n";
// Send message to the server
webSocket.Send(msgToSend);
}
GUILayout.EndHorizontal();
GUILayout.Space(10);
if (GUILayout.Button("Close"))
{
// Close the connection
webSocket.Close(1000, "Bye!");
}
}
}
#endregion
#region WebSocket Event Handlers
/// <summary>
/// Called when the web socket is open, and we are ready to send and receive data
/// </summary>
void OnOpen(WebSocket ws)
{
Text += string.Format("-WebSocket Open!\n");
}
/// <summary>
/// Called when we received a text message from the server
/// </summary>
void OnMessageReceived(WebSocket ws, string message)
{
Text += string.Format("-Message received: {0}\n", message);
}
/// <summary>
/// Called when the web socket closed
/// </summary>
void OnClosed(WebSocket ws, UInt16 code, string message)
{
Text += string.Format("-WebSocket closed! Code: {0} Message: {1}\n", code, message);
webSocket = null;
}
/// <summary>
/// Called when an error occured on client side
/// </summary>
void OnError(WebSocket ws, Exception ex)
{
string errorMsg = string.Empty;
if (ws.InternalRequest.Response != null)
errorMsg = string.Format("Status Code from Server: {0} and Message: {1}", ws.InternalRequest.Response.StatusCode, ws.InternalRequest.Response.Message);
Text += string.Format("-An error occured: {0}\n", (ex != null ? ex.Message : "Unknown Error " + errorMsg));
webSocket = null;
}
#endregion
}
基于SuperSocket实现的WebSocket服务器 和Unity中使用Websocket
标签:pre key event system val 连接 ext art org
原文地址:http://blog.csdn.net/u010019717/article/details/53140220