I_Jemin

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using UnityEngine;
using System.Net;
using System.Net.Sockets;
public class SocketSampleTCP : MonoBehaviour
{
// 상대방 기계 주소
private string m_address = "";
// 그 주소안에 상세 번지수
private int m_port = 50765;
// 소켓은 소프트웨어 적으로 존재하는 네트워크 입구
// 인사를 위한 늘 열려 있는 입구
private Socket m_listener;
// 손님을 받은 다음 실제로 데이터 교환을 위해 쓸 소켓
private Socket m_dataSocket;
// 현재 네트워크 상태
private enum State
{
Idle, // 네트워크 자체가 아직 실행 안됨
Listen, // 서버가 손님을 기다리는 중
AcceptClient, // 손님이 서버에 왔음
ServerCommunication, // 서버가 클라이언트랑 통신중
StopListen, // 서버가 손님을 더이상 안받음
ClientCommunication, // 클라이언트가 서버랑 통신중
EndCommunication, // 통신을 마감하고 종료
}
private State m_state = State.Idle;
private void Start()
{
// 나 자신
m_address = "127.0.0.1";
}
private void Update()
{
switch (m_state)
{
case State.ClientCommunication:
ClientProcess();
break;
case State.Listen:
ServerStartListen();
break;
case State.AcceptClient:
AcceptClient();
break;
case State.ServerCommunication:
ServerCommunication();
break;
case State.StopListen:
StopListen();
break;
case State.EndCommunication:
break;
default:
break;
}
}
public void ChangeAddress(string newAddress)
{
m_address = newAddress;
}
// 손님이 서버로 찾아가서 메세지를 던져넣기
private void ClientProcess()
{
Debug.Log("TCP - 클라이언트로서 서버에 연결을 시작함");
m_dataSocket =
new Socket(AddressFamily.InterNetwork, SocketType.Stream,
ProtocolType.Tcp);
m_dataSocket.NoDelay = true;
m_dataSocket.SendBufferSize = 0;
// 대화할 상대방을 알고 있으므로 리스너 소켓을 통하지 않아도 됨
m_dataSocket.Connect(m_address, m_port);
// 문장 데이터 타입 (UTF8인코딩) => 컴퓨터가 다루는 (날것) 데이터 타입
byte[] buffer
= System.Text.Encoding.UTF8.GetBytes("안녕? 나는 클라이언트야");
m_dataSocket.Send(buffer, buffer.Length, SocketFlags.None);
m_dataSocket.Shutdown(SocketShutdown.Both);
m_dataSocket.Close();
Debug.Log("TCP - 클라이언트 접속 종료");
m_state = State.EndCommunication;
}
// 서버가 손님을 기다리기 시작
private void ServerStartListen()
{
Debug.Log("TCP - 서버 리슨 시작");
// 손님용 입구 소켓을 하나 찍어냄
// 인터넷주소 (000.000.000.000)
// TPC 프로토콜을 사용
m_listener = new Socket(AddressFamily.InterNetwork,
SocketType.Stream, ProtocolType.Tcp);
// 소켓이 통신하려는 상대방의 끝지점이 무엇인가?
// 대화하려는 주소(아이피) + 번지수(포트)
m_listener.Bind(new IPEndPoint(IPAddress.Any, m_port));
m_listener.Listen(1);
m_state = State.AcceptClient;
}
// 손님을 인식하고, 인식이 됬다면 진짜 대화용 소켓을 만드는곳
private void AcceptClient()
{
if (m_listener != null && m_listener.Poll(0, SelectMode.SelectRead))
{
m_dataSocket = m_listener.Accept();
Debug.Log("TCP - 클라이언트가 연결되어 옴");
m_state = State.ServerCommunication;
}
}
// 실제 데이터 통신용 소켓을 사용해서 클라이언트가 주는 메세지를 받기
private void ServerCommunication()
{
// 실제 데이터를 받아올 버퍼(중간 창고)
byte[] buffer = new byte[1400];
// 버퍼에 받아온 데이터를 옮겨 넣기
// 버퍼를 얼마까지 채워서 받아왔는지 recvSize 에 저장
int recvSize = m_dataSocket.Receive(buffer,
buffer.Length, SocketFlags.None);
if (recvSize > 0)
{
// 바이트 데이터 (날것 데이터)를 변환해서 원래 문장으로
string message = System.Text.Encoding.UTF8.GetString(buffer);
Debug.Log(message);
m_state = State.StopListen;
}
}
// 더이상의 손님 거절한다
private void StopListen()
{
if (m_listener != null)
{
// 장사끝
m_listener.Close();
m_listener = null;
}
m_state = State.EndCommunication;
}
public void OnServerButtonClick()
{
m_state = State.Listen;
}
public void OnClientButtonClick()
{
m_state = State.ClientCommunication;
}
}
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using UnityEngine;
using System.Net;
using System.Net.Sockets;
// UDP는 TCP와 달리 서버와 클라이언트의 구별도 없고
// 서버가 대기할 필요도 없고
// 받는 주소와 포트를 지정해 보내기만 하면됨
public class SocketSampleUDP : MonoBehaviour
{
// 접속 주소 IPv4
private string m_address = "127.0.0.1";
private int m_port = 54329;
private Socket m_socket = null;
private enum State
{
Idle, // 통신을 시작 안함
CreateListener, // 데이터를 받기 위한 소켓 생성
Receving, // 소켓에서 메세지를 꺼내는 중
CloseListener, // 데이터를 받는 소켓을 닫기
Sending, // 소켓으로 메세지를 보내는 중
End // 네트워크 마감
}
private State m_state = State.Idle;
// 데이터를 받는 소켓 생성
private void CreateListener()
{
Debug.Log("UDP - 소켓 연결 시작");
m_socket =
new Socket(AddressFamily.InterNetwork, SocketType.Dgram,
ProtocolType.Udp);
m_socket.Bind(new IPEndPoint(IPAddress.Any, m_port));
m_state = State.Receving;
}
private void Receving()
{
byte[] buffer = new byte[1400];
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
EndPoint remoteSender = (EndPoint)sender;
if (m_socket.Poll(0, SelectMode.SelectRead))
{
int recvSize
= m_socket.
ReceiveFrom(buffer, SocketFlags.None, ref remoteSender);
if (recvSize > 0)
{
string message
= System.Text.Encoding.UTF8.GetString(buffer);
Debug.Log(message);
m_state = State.CloseListener;
}
}
}
// 대기 종료
private void CloseListener()
{
if (m_socket != null)
{
m_socket.Close();
m_socket = null;
}
m_state = State.End;
Debug.Log("UDP - 통신 끝");
}
private void Sending()
{
Debug.Log("UDP - 통신 시작");
m_socket =
new Socket(AddressFamily.InterNetwork, SocketType.Dgram,
ProtocolType.Udp);
byte[] buffer =
System.Text.Encoding.UTF8.GetBytes("This is Client! from UDP");
IPEndPoint endPoint = new IPEndPoint(IPAddress.Parse(m_address),
m_port);
m_socket.SendTo(buffer, buffer.Length, SocketFlags.None, endPoint);
m_socket.Shutdown(SocketShutdown.Both);
m_socket.Close();
m_state = State.End;
Debug.Log("UDP - 통신 끝");
}
public void OnServerButtonClicked()
{
m_state = State.CreateListener;
}
public void OnClientButtonClicked()
{
m_state = State.Sending;
}
public void ChangeIPAddress(string ipAddress)
{
m_address = ipAddress;
}
private void Update()
{
switch (m_state)
{
case State.Sending:
Sending();
break;
case State.CreateListener:
CreateListener();
break;
case State.Receving:
Receving();
break;
case State.CloseListener:
CloseListener();
break;
case State.End:
break;
case State.Idle:
break;
default:
break;
}
}
}
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