SuperSocket框架学习笔记2-构建SuperWebSocket服务器程序

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SuperSocket框架学习笔记2-构建SuperWebSocket服务器程序

上一节简单介绍了 基本的SuperSocket服务器

这一节我们使用 SuperWebSocket构建一个 能与Unity3D通信的(Console控制台)服务器程序

嘎嘎  

先下载   需要的  DLL类库

服务端:

SuperSocket1.6.1 这个必备

http://www.supersocket.net/

SuperWebSocket 服务端必备

http://superwebsocket.codeplex.com/

 

客户端:

WebSocket4Net  客户端必备

http://websocket4net.codeplex.com/

 

一,让我们来编写服务器程序

1,打开VS2012,新建一个控制台应用程序,选择.NET4.0版本

2,添加引用    

SuperSocket的dll文件(

SuperSocket.Common.dll,

SuperSocket.SocketBase.dll,

SuperSocket.SocketEngine.dll)到此项目的引用 (版本选4.0)

SuperWebSocket.dll   到此项目的引用

 

添加 系统的  


System.Configuration;

System.Configuration.Install;  到此项目的引用

 

添加命名空间:


using SuperSocket.SocketBase;

using SuperWebSocket;

 

在Program中 写代码

直接上代码了 ,本人菜鸟, 写的渣渣,见笑了

static int ClientNum = 0;        static void Main(string[] args)        {            Dictionary<string, Player> PlayerList = new Dictionary<string, Player>();            List<Player> Player__List = new List<Player>();            Console.WriteLine("SuperWebSocket(0.8).Source服务器\n 按任意键start the WebSocketServer!");            Console.ReadKey();            Console.WriteLine();            var appServer = new WebSocketServer();            //Setup the appServer            if (!appServer.Setup(2000)) //Setup with listening port            {                Console.WriteLine("Failed to setup!");                Console.ReadKey();                return;            }            appServer.NewSessionConnected += new SessionHandler<WebSocketSession>(appServer_NewClientConnected);            appServer.NewMessageReceived += new SessionHandler<WebSocketSession, string>(appServer_NewMessageReceived);            appServer.SessionClosed += new SessionHandler<WebSocketSession, CloseReason>(appServer_SessionClosed);            Console.WriteLine();            //Try to start the appServer            if (!appServer.Start())            {                Console.WriteLine("Failed to start!");                Console.ReadKey();                return;            }            Console.WriteLine("服务器启动成功, 按 'q' 退出服务器!");            while (Console.ReadKey().KeyChar != 'q')            {                Console.WriteLine();                continue;            }            //Stop the appServer            appServer.Stop();            Console.WriteLine();            Console.WriteLine("The server was stopped!");            Console.ReadKey();        }        static void appServer_NewClientConnected(WebSocketSession session)        {            session.Send("第一次给客户端发信息Unity3DServer: ");            Player ps = new Player(session.SessionID);            session.Send(MakeDataToString.PlayerString(ps));            Console.WriteLine("客户端 :端口" + session.RemoteEndPoint.Port + "连接到服务器了!");            ClientNum += 1;            foreach (var ses in session.AppServer.GetAllSessions())            {                ses.Send("xxx加入了游戏");                      }        }              static void appServer_NewMessageReceived(WebSocketSession session, string message)        {                    session.Send("欢迎登陆本系统LinMengUnity3DServer: ");                     Console.WriteLine("有客户端消息" + message);                      Console.WriteLine("客户端数目" + ClientNum.ToString());            foreach (var ses in session.AppServer.GetAllSessions())            {                ses.Send("给所有客户端广播发送的消息LinMeng广播电台");                      }        }        static void appServer_SessionClosed(WebSocketSession session, CloseReason closeRs)        {            session.Close();            Console.WriteLine("客户端" + session.RemoteEndPoint.Port + "断开了连接!");            ClientNum -= 1;                   Console.WriteLine("客户端数目" + ClientNum.ToString());        }

  

 

新建一个 Player类 

 public class Player    {        public string sessionID { get; set; }        public string Name { get; set; }        public float X { get; set; }        public float Y { get; set; }        public float Z { get; set; }        public Player(string id)        {            this.sessionID = id;            Name = sessionID.Substring(0, 6);            X = -0.66666F;            Y = 1.59666F;            Z = 0;        }    }

  

 

新建一个 MakeDataToString类

 

 public class MakeDataToString    {        public static string PlayerString(Player p)        {            return IDstr(p) + Namestr(p) + Xstr(p) + Ystr(p) + Zstr(p);        }        public static string IDstr(Player p)        {            return "<id>" + p.sessionID + "</id>";        }        public static string Namestr(Player p)        {            return "<name>" + p.Name + "</name>";        }        public static string Xstr(Player p)        {            return "<X>" + p.X + "</X>";        }        public static string Ystr(Player p)        {            return "<Y>" + p.Y + "</Y>";        }        public static string Zstr(Player p)        {            return "<Z>" + p.Z + "</Z>";        }    }

  

如果没有错误,启动成功,你将看到

SuperWebSocket(0.8).Source服务器\n 按任意键start the WebSocketServer!

随便按一个键

出现

服务器启动成功, 按 'q' 退出服务器!

 

说明服务器启动成功,否则请检查代码,或命名空间引用

QQ:2360450496

SuperSocket官方QQ群:373076764

欢迎大家来一起研究开发这个Socket框架!

 

 

 

 

 以上就是全部的 服务器程序代码,下一节我们将 编写Unity3D客户端程序,GOGOGO!

Coding!!!

 

 

 

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