在刚刚开发Unity项目的过程中,需要用到即时通信功能来完成服务器与客户端自定义的数据结构封装. 现在将部分主要功能的实现代码抽取出来实现了可以异步Socket请求的技术Demo. 客户端脚本ClientScript /// <summary> /// Client Script. /// Created By 蓝鸥3G 2014.08.23 /// </summary> using UnityEngine; using System.Collections; public cla
using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Net.Sockets; using System.Net; using System.Text; using System; using System.Threading; namespace HelloSocket { /// <summary> ///配置信息 /// </summary> //
Python Socket API参考出处:http://blog.csdn.net/xiangpingli/article/details/47706707 使用socket.recv(pack_length)接收不定长的数据,如果数据包长度超过一定值,则接收的数据不全,同时还会多触发一次 socket.recv(). 参照python3.4的文档可发现: socket.recv(bufsize[, flags]) Receive data from the socket. The retur
非常清晰的demo 服务端 using System; using System.Collections; using System.Collections.Generic; using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; using UnityEngine; public class SocketServer : MonoBehaviour { // Use this
using System.Collections; using System.Collections.Generic; using System.Net.Sockets; using System.Net; using System.Threading; using System.Text; public class SocketUDPServer { private string ip = "127.0.0.1"; private int port = 5690; private S
using System;using System.Collections.Generic;using System.Text;using System.Net.Sockets;using System.Net;using System.IO;namespace ConsoleApplication2{ Class Program { static void Main (String[] args) { // 1. to create a socket Soc