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基于SuperSocket实现的WebSocket服务器 和Unity中使用Websocket

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)

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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。

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    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();
        }
}


       在 Unity中的实例代码:

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 += one rror;

            // 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 one rror(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
}


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http://blog.csdn.NET/u010019717

基于SuperSocket实现的WebSocket服务器 和Unity中使用Websocket