网络通信
using System.IO;
using UnityEngine;
using UNIHper;
public class SceneEntryScript : SceneScriptBase
{
// Called once after scene is loaded
private void Start()
{
// 开启一个 TCP server
Managements.Network
.BuildTcpListener("127.0.0.1", 6666, new StringMsgReceiver())
.Listen()
.OnReceived(
(_netMessage, _socket) =>
{
var _msg = _netMessage.Message as NetStringMessage;
Debug.LogFormat("Received: {0}", _msg.Content);
(_socket as UTcpServer).Send2Client(_msg.Content, _msg.RemoteKey);
}
);
// 开启一个TCP client
Managements.Network
.BuildTcpClient("127.0.0.1", 7777, new StringMsgReceiver())
.Connect()
.OnReceived(
(_netMessage, _socket) =>
{
var _msg = _netMessage.Message as NetStringMessage;
Debug.LogFormat("Received: {0}", _msg.Content);
(_socket as UTcpClient).Send2Server(_msg.Content);
}
);
// 开启一个 UDP Listener
Managements.Network
.BuildUdpListener("127.0.0.1", 8888, new StringMsgReceiver())
.Listen()
.OnReceived(
(_netMessage, _socket) =>
{
var _msg = _netMessage.Message as NetStringMessage;
Debug.LogFormat("Received: {0}", _msg.Content);
(_socket as UUdpClient).SendTo(_msg.Content, _msg.RemoteIP, _msg.RemotePort);
}
);
// 开启一个UDP Client
(
Managements.Network
.BuildUdpClient("127.0.0.1", 9999, new StringMsgReceiver())
.Connect()
.OnReceived(
(_netMessage, _socket) =>
{
var _msg = _netMessage.Message as NetStringMessage;
Debug.LogFormat("Received: {0}", _msg.Content);
(_socket as UUdpClient).SendTo(
_msg.Content,
_msg.RemoteIP,
_msg.RemotePort
);
}
) as UUdpClient
).Send("hello world".ToUTF8Bytes());
}
private void OnDestroy()
{
Managements.Network.Dispose();
}
}
Last updated