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1 +using UnityEngine;
2 +using System.Net;
3 +using System.Net.Sockets;
4 +
5 +public class SocketSampleTCP : MonoBehaviour
6 +{
7 + // 상대방 기계 주소
8 + private string m_address = "";
9 +
10 + // 그 주소안에 상세 번지수
11 + private int m_port = 50765;
12 +
13 + // 소켓은 소프트웨어 적으로 존재하는 네트워크 입구
14 + // 인사를 위한 늘 열려 있는 입구
15 + private Socket m_listener;
16 +
17 + // 손님을 받은 다음 실제로 데이터 교환을 위해 쓸 소켓
18 + private Socket m_dataSocket;
19 +
20 + // 현재 네트워크 상태
21 + private enum State
22 + {
23 + Idle, // 네트워크 자체가 아직 실행 안됨
24 + Listen, // 서버가 손님을 기다리는 중
25 + AcceptClient, // 손님이 서버에 왔음
26 + ServerCommunication, // 서버가 클라이언트랑 통신중
27 + StopListen, // 서버가 손님을 더이상 안받음
28 + ClientCommunication, // 클라이언트가 서버랑 통신중
29 + EndCommunication, // 통신을 마감하고 종료
30 + }
31 +
32 + private State m_state = State.Idle;
33 +
34 + private void Start()
35 + {
36 + // 나 자신
37 + m_address = "127.0.0.1";
38 + }
39 +
40 + private void Update()
41 + {
42 + switch (m_state)
43 + {
44 + case State.ClientCommunication:
45 + ClientProcess();
46 + break;
47 +
48 + case State.Listen:
49 + ServerStartListen();
50 + break;
51 +
52 + case State.AcceptClient:
53 + AcceptClient();
54 + break;
55 +
56 + case State.ServerCommunication:
57 + ServerCommunication();
58 + break;
59 +
60 + case State.StopListen:
61 + StopListen();
62 + break;
63 +
64 + case State.EndCommunication:
65 + break;
66 +
67 + default:
68 + break;
69 + }
70 + }
71 +
72 + public void ChangeAddress(string newAddress)
73 + {
74 + m_address = newAddress;
75 + }
76 +
77 + // 손님이 서버로 찾아가서 메세지를 던져넣기
78 + private void ClientProcess()
79 + {
80 + Debug.Log("TCP - 클라이언트로서 서버에 연결을 시작함");
81 +
82 + m_dataSocket =
83 + new Socket(AddressFamily.InterNetwork, SocketType.Stream,
84 + ProtocolType.Tcp);
85 +
86 + m_dataSocket.NoDelay = true;
87 + m_dataSocket.SendBufferSize = 0;
88 + // 대화할 상대방을 알고 있으므로 리스너 소켓을 통하지 않아도 됨
89 + m_dataSocket.Connect(m_address, m_port);
90 +
91 + // 문장 데이터 타입 (UTF8인코딩) => 컴퓨터가 다루는 (날것) 데이터 타입
92 + byte[] buffer
93 + = System.Text.Encoding.UTF8.GetBytes("안녕? 나는 클라이언트야");
94 +
95 + m_dataSocket.Send(buffer, buffer.Length, SocketFlags.None);
96 +
97 + m_dataSocket.Shutdown(SocketShutdown.Both);
98 + m_dataSocket.Close();
99 +
100 + Debug.Log("TCP - 클라이언트 접속 종료");
101 +
102 + m_state = State.EndCommunication;
103 + }
104 +
105 + // 서버가 손님을 기다리기 시작
106 + private void ServerStartListen()
107 + {
108 + Debug.Log("TCP - 서버 리슨 시작");
109 + // 손님용 입구 소켓을 하나 찍어냄
110 + // 인터넷주소 (000.000.000.000)
111 + // TPC 프로토콜을 사용
112 + m_listener = new Socket(AddressFamily.InterNetwork,
113 + SocketType.Stream, ProtocolType.Tcp);
114 +
115 + // 소켓이 통신하려는 상대방의 끝지점이 무엇인가?
116 + // 대화하려는 주소(아이피) + 번지수(포트)
117 + m_listener.Bind(new IPEndPoint(IPAddress.Any, m_port));
118 +
119 + m_listener.Listen(1);
120 +
121 + m_state = State.AcceptClient;
122 + }
123 +
124 + // 손님을 인식하고, 인식이 됬다면 진짜 대화용 소켓을 만드는곳
125 + private void AcceptClient()
126 + {
127 + if (m_listener != null && m_listener.Poll(0, SelectMode.SelectRead))
128 + {
129 + m_dataSocket = m_listener.Accept();
130 + Debug.Log("TCP - 클라이언트가 연결되어 옴");
131 + m_state = State.ServerCommunication;
132 + }
133 + }
134 +
135 + // 실제 데이터 통신용 소켓을 사용해서 클라이언트가 주는 메세지를 받기
136 + private void ServerCommunication()
137 + {
138 + // 실제 데이터를 받아올 버퍼(중간 창고)
139 + byte[] buffer = new byte[1400];
140 +
141 + // 버퍼에 받아온 데이터를 옮겨 넣기
142 + // 버퍼를 얼마까지 채워서 받아왔는지 recvSize 에 저장
143 + int recvSize = m_dataSocket.Receive(buffer,
144 + buffer.Length, SocketFlags.None);
145 +
146 + if (recvSize > 0)
147 + {
148 + // 바이트 데이터 (날것 데이터)를 변환해서 원래 문장으로
149 + string message = System.Text.Encoding.UTF8.GetString(buffer);
150 + Debug.Log(message);
151 +
152 + m_state = State.StopListen;
153 + }
154 + }
155 +
156 + // 더이상의 손님 거절한다
157 + private void StopListen()
158 + {
159 + if (m_listener != null)
160 + {
161 + // 장사끝
162 + m_listener.Close();
163 + m_listener = null;
164 + }
165 + m_state = State.EndCommunication;
166 + }
167 +
168 + public void OnServerButtonClick()
169 + {
170 + m_state = State.Listen;
171 + }
172 +
173 + public void OnClientButtonClick()
174 + {
175 + m_state = State.ClientCommunication;
176 + }
177 +}
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1 +using UnityEngine;
2 +using System.Net;
3 +using System.Net.Sockets;
4 +
5 +// UDP는 TCP와 달리 서버와 클라이언트의 구별도 없고
6 +// 서버가 대기할 필요도 없고
7 +// 받는 주소와 포트를 지정해 보내기만 하면됨
8 +public class SocketSampleUDP : MonoBehaviour
9 +{
10 + // 접속 주소 IPv4
11 + private string m_address = "127.0.0.1";
12 +
13 + private int m_port = 54329;
14 +
15 + private Socket m_socket = null;
16 +
17 + private enum State
18 + {
19 + Idle, // 통신을 시작 안함
20 + CreateListener, // 데이터를 받기 위한 소켓 생성
21 + Receving, // 소켓에서 메세지를 꺼내는 중
22 + CloseListener, // 데이터를 받는 소켓을 닫기
23 + Sending, // 소켓으로 메세지를 보내는 중
24 + End // 네트워크 마감
25 + }
26 +
27 + private State m_state = State.Idle;
28 +
29 + // 데이터를 받는 소켓 생성
30 + private void CreateListener()
31 + {
32 + Debug.Log("UDP - 소켓 연결 시작");
33 +
34 + m_socket =
35 + new Socket(AddressFamily.InterNetwork, SocketType.Dgram,
36 + ProtocolType.Udp);
37 +
38 + m_socket.Bind(new IPEndPoint(IPAddress.Any, m_port));
39 + m_state = State.Receving;
40 + }
41 +
42 + private void Receving()
43 + {
44 + byte[] buffer = new byte[1400];
45 + IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
46 + EndPoint remoteSender = (EndPoint)sender;
47 +
48 + if (m_socket.Poll(0, SelectMode.SelectRead))
49 + {
50 + int recvSize
51 + = m_socket.
52 + ReceiveFrom(buffer, SocketFlags.None, ref remoteSender);
53 +
54 + if (recvSize > 0)
55 + {
56 + string message
57 + = System.Text.Encoding.UTF8.GetString(buffer);
58 + Debug.Log(message);
59 + m_state = State.CloseListener;
60 + }
61 + }
62 + }
63 +
64 + // 대기 종료
65 + private void CloseListener()
66 + {
67 + if (m_socket != null)
68 + {
69 + m_socket.Close();
70 + m_socket = null;
71 + }
72 + m_state = State.End;
73 + Debug.Log("UDP - 통신 끝");
74 + }
75 +
76 + private void Sending()
77 + {
78 + Debug.Log("UDP - 통신 시작");
79 + m_socket =
80 + new Socket(AddressFamily.InterNetwork, SocketType.Dgram,
81 + ProtocolType.Udp);
82 +
83 + byte[] buffer =
84 + System.Text.Encoding.UTF8.GetBytes("This is Client! from UDP");
85 +
86 + IPEndPoint endPoint = new IPEndPoint(IPAddress.Parse(m_address),
87 + m_port);
88 +
89 + m_socket.SendTo(buffer, buffer.Length, SocketFlags.None, endPoint);
90 +
91 + m_socket.Shutdown(SocketShutdown.Both);
92 + m_socket.Close();
93 +
94 + m_state = State.End;
95 +
96 + Debug.Log("UDP - 통신 끝");
97 + }
98 +
99 + public void OnServerButtonClicked()
100 + {
101 + m_state = State.CreateListener;
102 + }
103 +
104 + public void OnClientButtonClicked()
105 + {
106 + m_state = State.Sending;
107 + }
108 +
109 + public void ChangeIPAddress(string ipAddress)
110 + {
111 + m_address = ipAddress;
112 + }
113 +
114 + private void Update()
115 + {
116 + switch (m_state)
117 + {
118 + case State.Sending:
119 + Sending();
120 + break;
121 +
122 + case State.CreateListener:
123 + CreateListener();
124 + break;
125 +
126 + case State.Receving:
127 + Receving();
128 + break;
129 +
130 + case State.CloseListener:
131 + CloseListener();
132 + break;
133 +
134 + case State.End:
135 + break;
136 +
137 + case State.Idle:
138 + break;
139 +
140 + default:
141 + break;
142 + }
143 + }
144 +}
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