2025-09-04 11:43:35 +08:00
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using System.Text;
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2025-07-02 10:05:26 +08:00
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using UnityEngine;
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public class SocketServerMain : MonoBehaviour
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{
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2025-09-04 11:43:35 +08:00
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private SocketServer _server;
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2025-07-02 10:05:26 +08:00
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private void Awake()
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{
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_server = new SocketServer("192.168.31.67", 6854);
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_server.OnReceive += (client, data) =>
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{
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2025-09-04 11:43:35 +08:00
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Debug.LogFormat("[{0}]接收到数据>>>{1} {2}", client.LocalEndPoint, (SocketEvent)data.Type, data.Buff.Length);
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2025-07-02 10:05:26 +08:00
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switch ((SocketEvent)data.Type)
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{
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case SocketEvent.ScTest:
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2025-09-04 11:43:35 +08:00
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Debug.LogFormat("接收到测试数据 >>> {0}", Encoding.UTF8.GetString(data.Data));
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break;
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case SocketEvent.ClientDisconn:
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Debug.LogFormat("客户端断开连接 >>> {0}", client.LocalEndPoint);
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2025-07-02 10:05:26 +08:00
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break;
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}
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};
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}
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2025-09-04 11:43:35 +08:00
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2025-07-02 10:05:26 +08:00
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.A))
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// 踢出连接
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foreach (var item in _server.ClientInfoDic.Keys)
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_server.KickOutAll();
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}
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2025-09-04 11:43:35 +08:00
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2025-07-02 10:05:26 +08:00
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private void OnDestroy()
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{
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// 注意由于Unity编译器环境下,游戏开启/关闭只影响主线程的开关,游戏关闭回调时需要通过Close函数来关闭服务端/客户端的线程。
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2025-09-04 11:43:35 +08:00
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if (_server != null) _server.Close();
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2025-07-02 10:05:26 +08:00
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}
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2025-09-04 11:43:35 +08:00
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}
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