Пример #1
0
    //public void CheckNetState()
    //{
    //    if (socket == null)
    //    {
    //        return;
    //    }
    //    //DateTime start = DateTime.Now;
    //    UnityEngine.NetworkReachability state = UnityEngine.Application.internetReachability;
    //    if (state == UnityEngine.NetworkReachability.NotReachable)
    //    {
    //        IsNetStateChange = true;
    //        UnityEngine.Debug.Log("IsNetStateChange = true" + state.ToString());
    //    }
    //    else if (NetState != state)//处理3G 2G的情况
    //    {
    //        UnityEngine.Debug.Log("IsNetStateChange = true" + state.ToString());
    //        IsNetStateChange = true;
    //    }
    //    //UnityEngine.Debug.Log("CheckTime" + DateTime.Now.Subtract(start).TotalMilliseconds );
    //}

    /// <summary>
    /// 打开连接
    /// </summary>
    public void Open()
    {
        UnityEngine.NetworkReachability state = UnityEngine.Application.internetReachability;
        if (state != UnityEngine.NetworkReachability.NotReachable)
        {
            IPAddress[] address = Dns.GetHostEntry(_host).AddressList;

            IPAddress add_ip = address[0];
            if (IsApplePlatform)
            {
                foreach (var addr in address)
                {
                    if (addr.AddressFamily == AddressFamily.InterNetworkV6)
                    {
                        add_ip = addr;
                        break;
                    }
                }
            }

            if (add_ip.AddressFamily == AddressFamily.InterNetworkV6)
            {
                _socket = new Socket(AddressFamily.InterNetworkV6, SocketType.Stream, ProtocolType.Tcp);
            }
            else
            {
                _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            }
            _socket.SendBufferSize    = 8192;
            _socket.ReceiveBufferSize = 8192;
            //_socket.BeginConnect(add_ip, _port, new AsyncCallback(connect_callback), _socket);//异步connect
            _socket.Connect(add_ip, _port);
            Debug.Log("Socket connected " + add_ip + _port);
            //if (_heartbeatThread == null)
            //{
            //    _heartbeatThread = new Timer(SendHeartbeatPackage, null, HearInterval, HearInterval);
            //    ReBuildHearbeat();
            //}
            _thread = new Thread(new ThreadStart(CheckReceive));
            _thread.Start();
        }
    }
Пример #2
0
 public void ConnectedServer()
 {
     UnityEngine.NetworkReachability state = UnityEngine.Application.internetReachability;
     if (state != UnityEngine.NetworkReachability.NotReachable)
     {
         NetWriter.SetUrl(serverIp + ":" + port);
         //if (mSocket == null)
         {
             string   strUrl = NetWriter.GetUrl();
             string[] arr    = strUrl.Split(new char[] { ':' });
             int      nPort  = int.Parse(arr[1]);
             mSocket = new SocketConnect(arr[0], nPort, HeadFormater, timeOut, hearInterval);
         }
         mSocket.EnsureConnected();
     }
     else
     {
         QueueEvent(EventDef.ServerConnectFailure, "当前网络没有连接");
     }
 }
Пример #3
0
        public static Socket Connect(string host, int port)
        {
            timeoutEvent.Reset();
            isConnectionSuccessful = false;

            UnityEngine.NetworkReachability state = UnityEngine.Application.internetReachability;
            if (state == UnityEngine.NetworkReachability.NotReachable)
            {
                return(null);
            }

            IPAddress address;

            if (System.Net.IPAddress.TryParse(host, out address) == false)
            {
                return(null);
            }

            Socket     socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            IPEndPoint ie     = new IPEndPoint(address, port);

            socket.BeginConnect(ie, new AsyncCallback(CallbackConnect), socket);

            if (timeoutEvent.WaitOne(TimeoutMSec, false))
            {
                if (isConnectionSuccessful)
                {
                    return(socket);
                }
                else
                {
                    return(null);
                }
            }
            else
            {
                socket.Close();
                return(null);
            }
        }
Пример #4
0
        /// <summary>
        /// 打开连接
        /// </summary>
        public void Open()
        {
            UnityEngine.NetworkReachability state = UnityEngine.Application.internetReachability;
            if (state != UnityEngine.NetworkReachability.NotReachable)
            {
                _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
                try
                {
                    _socket.Connect(_host, _port);
                }
                catch
                {
                    //socket.Dispose();
                    _socket = null;
                    throw;
                }
                _netview = CreateThread();

                _thread = new Thread(new ThreadStart(CheckReceive));
                _thread.Start();
            }
        }
Пример #5
0
        public void startNet()
        {
            UnityEngine.NetworkReachability state = UnityEngine.Application.internetReachability;
            if (state != UnityEngine.NetworkReachability.NotReachable)
            {
                _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
                try
                {
                    _socket.Connect(_ip, _port);
                }
                catch (System.Exception)
                {
                    _socket = null;
                    throw;
                }

                _thread = new Thread(new ThreadStart(_threadEntry));
                _thread.Start();
            }

            //测试调用到lua
            //pushNetTask(onNetRecvError);
            //NetErrorCallback.Invoke();
        }