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Unity使用WebSocket(基于BaseHTTP插件)

2018-01-07 14:59 363 查看
服务器:使用c#写的,用来持续给一个端口发数据

using System;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Text.RegularExpressions;
using System.Security.Cryptography;
using System.Threading;

namespace WebSocketServer
{
class Program
{
static string byte_to_string(byte[] b)
{
string s = "";
foreach (byte _b in b)
{
s += _b.ToString();
}
return s;
}
static void Main(string[] args)
{
int port = 1818;
byte[] buffer = new byte[1024];

IPEndPoint localEP = new IPEndPoint(IPAddress.Any, port);
Socket listener = new Socket(localEP.Address.AddressFamily, SocketType.Stream, ProtocolType.Tcp);

try
{
listener.Bind(localEP);
listener.Listen(10);

Console.WriteLine("等待客户端连接....");
Socket sc = listener.Accept();//接受一个连接
Console.WriteLine("接受到了客户端:" + sc.RemoteEndPoint.ToString() + "连接....");

//握手
int length = sc.Receive(buffer);//接受客户端握手信息
sc.Send(PackHandShakeData(GetSecKeyAccetp(buffer, length)));
Console.WriteLine("已经发送握手协议了....");

while (true)
{
Thread.Sleep(1000);
//主动发送数据
string lines = "{\"info\":[{\"area\":11,\"x\":80,\"y\":50},{\"area\":5,\"x\":76,\"y\":48}]}";
Console.WriteLine("发送数据:“" + lines + "” 至客户端....");
sc.Send(PackData(lines));
}

//接受客户端数据
Console.WriteLine("等待客户端数据....");
length = sc.Receive(buffer);//接受客户端信息
string clientMsg = AnalyticData(buffer, length);
Console.WriteLine("接受到客户端数据:" + clientMsg);

//发送数据
//string sendMsg = "您好," + clientMsg;
//Console.WriteLine("发送数据:“" + sendMsg + "” 至客户端....");
//sc.Send(PackData(sendMsg));

Console.WriteLine("演示Over!");
Console.Read();
}
catch (Exception e)
{
Console.WriteLine(e.ToString());
}

}

/// <summary>
/// 打包握手信息
/// </summary>
/// <param name="secKeyAccept">Sec-WebSocket-Accept</param>
/// <returns>数据包</returns>
private static byte[] PackHandShakeData(string secKeyAccept)
{
var responseBuilder = new StringBuilder();
responseBuilder.Append("HTTP/1.1 101 Switching Protocols" + Environment.NewLine);
responseBuilder.Append("Upgrade: websocket" + Environment.NewLine);
responseBuilder.Append("Connection: Upgrade" + Environment.NewLine);
responseBuilder.Append("Sec-WebSocket-Accept: " + secKeyAccept + Environment.NewLine + Environment.NewLine);
return Encoding.UTF8.GetBytes(responseBuilder.ToString());
}

/// <summary>
/// 生成Sec-WebSocket-Accept
/// </summary>
/// <param name="handShakeText">客户端握手信息</param>
/// <returns>Sec-WebSocket-Accept</returns>
private static string GetSecKeyAccetp(byte[] handShakeBytes, int bytesLength)
{
string handShakeText = Encoding.UTF8.GetString(handShakeBytes, 0, bytesLength);
string key = string.Empty;
Regex r = new Regex(@"Sec\-WebSocket\-Key:(.*?)\r\n");
Match m = r.Match(handShakeText);
if (m.Groups.Count != 0)
{
key = Regex.Replace(m.Value, @"Sec\-WebSocket\-Key:(.*?)\r\n", "$1").Trim();
}
byte[] encryptionString = SHA1.Create().ComputeHash(Encoding.ASCII.GetBytes(key + "258EAFA5-E914-47DA-95CA-C5AB0DC85B11"));
return Convert.ToBase64String(encryptionString);
}

/// <summary>
/// 解析客户端数据包
/// </summary>
/// <param name="recBytes">服务器接收的数据包</param>
/// <param name="recByteLength">有效数据长度</param>
/// <returns></returns>
private static string AnalyticData(byte[] recBytes, int recByteLength)
{
if (recByteLength < 2) { return string.Empty; }

bool fin = (recBytes[0] & 0x80) == 0x80; // 1bit,1表示最后一帧
if (!fin)
{
return string.Empty;// 超过一帧暂不处理
}

bool mask_flag = (recBytes[1] & 0x80) == 0x80; // 是否包含掩码
if (!mask_flag)
{
return string.Empty;// 不包含掩码的暂不处理
}

int payload_len = recBytes[1] & 0x7F; // 数据长度

byte[] masks = new byte[4];
byte[] payload_data;

if (payload_len == 126)
{
Array.Copy(recBytes, 4, masks, 0, 4);
payload_len = (UInt16)(recBytes[2] << 8 | recBytes[3]);
payload_data = new byte[payload_len];
Array.Copy(recBytes, 8, payload_data, 0, payload_len);

}
else if (payload_len == 127)
{
Array.Copy(recBytes, 10, masks, 0, 4);
byte[] uInt64Bytes = new byte[8];
for (int i = 0; i < 8; i++)
{
uInt64Bytes[i] = recBytes[9 - i];
}
UInt64 len = BitConverter.ToUInt64(uInt64Bytes, 0);

payload_data = new byte[len];
for (UInt64 i = 0; i < len; i++)
{
payload_data[i] = recBytes[i + 14];
}
}
else
{
Array.Copy(recBytes, 2, masks, 0, 4);
payload_data = new byte[payload_len];
Array.Copy(recBytes, 6, payload_data, 0, payload_len);

}

for (var i = 0; i < payload_len; i++)
{
payload_data[i] = (byte)(payload_data[i] ^ masks[i % 4]);
}

return Encoding.UTF8.GetString(payload_data);
}

/// <summary>
/// 打包服务器数据
/// </summary>
/// <param name="message">数据</param>
/// <returns>数据包</returns>
private static byte[] PackData(string message)
{
byte[] contentBytes = null;
byte[] temp = Encoding.UTF8.GetBytes(message);

if (temp.Length < 126)
{
contentBytes = new byte[temp.Length + 2];
contentBytes[0] = 0x81;
contentBytes[1] = (byte)temp.Length;
Array.Copy(temp, 0, contentBytes, 2, temp.Length);
}
else if (temp.Length < 0xFFFF)
{
contentBytes = new byte[temp.Length + 4];
contentBytes[0] = 0x81;
contentBytes[1] = 126;
contentBytes[2] = (byte)(temp.Length & 0xFF);
contentBytes[3] = (byte)(temp.Length >> 8 & 0xFF);
Array.Copy(temp, 0, contentBytes, 4, temp.Length);
}
else
{
// 暂不处理超长内容
}

return contentBytes;
}

}
}
客户端:

这个是用来进行数据的接收

using System;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using BestHTTP;
using BestHTTP.WebSocket;

public class WabData
{
/// <summary>
/// The WebSocket address to connect
/// </summary>
private readonly string address = "ws://192.168.199.208:1818";

/// <summary>
/// Default text to send
/// </summary>
private string _msgToSend = "Hello World!";

/// <summary>
/// Debug text to draw on the gui
/// </summary>
private string _text = string.Empty;

/// <summary>
/// Saved WebSocket instance
/// </summary>
private WebSocket _webSocket;

private Queue<DataInfo> _msgQueue = new Queue<DataInfo>();

public Queue<DataInfo> MsgQueue { get { return _msgQueue; } }
public WebSocket WebSocket { get { return _webSocket; } }
public string Address { get { return address; } }
public string Text { get { return _text; } }

public string MsgToSend
{
get { return _msgToSend; }
set
{
_msgToSend = value;
SendMsg(value);
}
}

public void OpenWebSocket()
{
if (_webSocket == null)
{
// 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();
}
}

public void SendMsg(string msg)
{
// Send message to the server
_webSocket.Send(msg);
}

public void CloseSocket()
{
// Close the connection
_webSocket.Close(1000, "Bye!");
}

/// <summary>
/// Called when the web socket is open, and we are ready to send and receive data
/// </summary>
void OnOpen(WebSocket ws)
{
Debug.Log("-WebSocket Open!\n");
}

/// <summary>
/// Called when we received a text message from the server
/// </summary>
void OnMessageReceived(WebSocket ws, string message)
{
DataInfo datainfo = JsonUtility.FromJson<DataInfo>(message);
if (datainfo != null) _msgQueue.Enqueue(datainfo);
}

/// <summary>
/// Called when the web socket closed
/// </summary>
void OnClosed(WebSocket ws, UInt16 code, string message)
{
Debug.Log(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);

Debug.Log(string.Format("-An error occured: {0}\n",ex != null ? ex.Message : "Unknown Error " + errorMsg));
_webSocket = null;
}
}

//{"info":[{"area":11,"x":80,"y":50},{"area":5,"x":76,"y":48}]}
[System.Serializable]
public class DataInfo
{
public Data[] info;
}

[System.Serializable]
public class Data
{
public int area;
public int x;
public int y;
}
这个是用来获得上面存储的数据:

using System;
using UnityEngine;
using BestHTTP;
using BestHTTP.WebSocket;

public class WebSocketSimpet : MonoBehaviour {

#region Private Fields

/// <summary>
/// The WebSocket address to connect
/// </summary>
string _address;

/// <summary>
/// Default text to send
/// </summary>
string _msgToSend;

/// <summary>
/// Debug text to draw on the gui
/// </summary>
string _text;

/// <summary>
/// GUI scroll position
/// </summary>
Vector2 _scrollPos;

private WabData _wabData;

#endregion

#region Unity Events

void Start()
{
_wabData = new WabData();
_address = _wabData.Address;
_msgToSend = _wabData.MsgToSend;
_text = _wabData.Text;
}

void Update()
{
if (_wabData.MsgQueue.Count > 0)
{
DataInfo info = _wabData.MsgQueue.Dequeue();
string json = JsonUtility.ToJson(info);
Debug.Log(json);
}
}

void OnDestroy()
{
if (_wabData.WebSocket != null)
_wabData.WebSocket.Close();
}

void OnGUI()
{
_address = GUILayout.TextField(_address);

if (_wabData.WebSocket == null && GUILayout.Button("Open Web Socket"))
{
_wabData.OpenWebSocket();

_text += "Opening Web Socket...\n";
}

if (_wabData.WebSocket != null && _wabData.WebSocket.IsOpen)
{
if (GUILayout.Button("Send", GUILayout.MaxWidth(70)))
{
_text += "Sending message...\n";

// Send message to the server
_wabData.WebSocket.Send(_msgToSend);
}

if (GUILayout.Button("Close"))
{
// Close the connection
_wabData.WebSocket.Close(1000, "Bye!");
}
}
}

#endregion
}


插件地址:http://download.csdn.net/download/agroupofruffian/10192849
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