编程需要恒心和毅力,最主要的是要有信心,循序渐进的完成任务。
一、socket类用于网络通信
命名空间System.Net.Sockets,完整的类引用System.Net.Sockets.Socket。Socket类支持各种网络协议。
二、简单的控制台程序
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace ConsoleApplicationSocket01
{
class Program
{
static void Main(string[] args)
{
}
}
}
三、添加socket变量
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
namespace ConsoleApplicationSocket01
{
class Program
{
static void Main(string[] args)
{
Socket UnitySocketServer=
new Socket(AddressFamily.InterNetwork,SocketType.Dgram,ProtocolType.Udp);
}
}
}
然后bind服务器主机的 IP地址:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Net;
namespace ConsoleApplicationSocket01
{
class Program
{
static void Main(string[] args)
{
Socket UnitySocketServer=
new Socket(AddressFamily.InterNetwork,SocketType.Dgram,ProtocolType.Udp);
IPAddress HostIpAddress = IPAddress.Parse("127.0.0.1");
UnitySocketServer.Bind(new IPEndPoint(HostIpAddress,5600));
}
}
四、让socket接收数据UnitySocketServer.Receive();Receive()方法用于接收传入的数据,该方法有多个重载版本。
先定义接收数据的数组BytesOfReceived,然后调用Receive()接收数据
static void Main(string[] args)
{
Byte[] BytesOfReceived=new Byte[512];
Socket UnitySocketServer=
new Socket(AddressFamily.InterNetwork,SocketType.Dgram,ProtocolType.Udp);
IPAddress HostIpAddress = IPAddress.Parse("127.0.0.1");
UnitySocketServer.Bind(new IPEndPoint(HostIpAddress,5600));
UnitySocketServer.Receive(BytesOfReceived);
}
当然,上面的程序会存在很多问题,下面进行修正。先将Receive()放入无限循环结构,使socket不停的接收消息:
static void Main(string[] args)
{
Byte[] BytesOfReceived=new Byte[512];
Socket UnitySocketServer=
new Socket(AddressFamily.InterNetwork,SocketType.Dgram,ProtocolType.Udp);
IPAddress HostIpAddress = IPAddress.Parse("127.0.0.1");
UnitySocketServer.Bind(new IPEndPoint(HostIpAddress,5600));
while(true){
UnitySocketServer.Receive(BytesOfReceived);
}
接下来,继续修正,先判断每次循环是否接收到消息,如果接收到消息就显示它。Receive()方法会返回接收的数据长度,我们要利用这个值。
static void Main(string[] args)
{
Byte[] BytesOfReceived=new Byte[512];
Socket UnitySocketServer=
new Socket(AddressFamily.InterNetwork,SocketType.Dgram,ProtocolType.Udp);
IPAddress HostIpAddress = IPAddress.Parse("127.0.0.1");
UnitySocketServer.Bind(new IPEndPoint(HostIpAddress,5600));
while(true){
int NumOfReceived=0;
NumOfReceived=UnitySocketServer.Receive(BytesOfReceived);
if(NumOfReceived>0){
Console.Write(Console.Write(Encoding.UTF8.GetString(BytesOfReceived)););
}
}
到此,该程序具有了基本功能,接下来可以测试它。五、为了测试以上程序,我们再次创建控制台程序,这次创建的程序是客户端程序。
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Net;
namespace ConsoleApplicationSocketClient01
{
class Program
{
static void Main(string[] args)
{
Byte[] BytesOfSended =Encoding.UTF8.GetBytes("whtskjdkjfg");
Socket UnitySocketClient = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPAddress HostIpAddress = IPAddress.Parse("127.0.0.1");
UnitySocketClient.Bind(new IPEndPoint(HostIpAddress, 5601));
while(true){
int NumOfReceived = 0;
NumOfReceived = UnitySocketClient.SendTo(BytesOfSended, new IPEndPoint(HostIpAddress, 5600));
}
}
}
}
六、按Ctrl+F5,运行上面的两个程序。发现运行良好。七、可以在此基础上做进一步的修正,以完成其他功能。
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