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Assets/Main TCP.unity
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Assets/Main UDP.unity
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Assets/SocketSampleTCP.cs
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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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Assets/SocketSampleTCP.cs.meta
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Assets/SocketSampleUDP.cs
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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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ProjectSettings/ProjectSettings.asset
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ProjectSettings/ProjectVersion.txt
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ProjectSettings/TimeManager.asset
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ProjectSettings/UnityConnectSettings.asset
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