Remove redundant modules

This commit is contained in:
2025-07-14 16:50:37 +08:00
parent 2a5d3b6069
commit b3e0ef5104
5 changed files with 2 additions and 189 deletions

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using System;
using System.Net.Sockets;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using Utils;
namespace Network
{
public class UnityTcpClient : Singleton<UnityTcpClient>
{
private TcpClient _tcpClient;
public bool IsConnected => _tcpClient?.Connected ?? false;
/// <summary>
/// 尝试连接到指定的地址和端口
/// </summary>
/// <param name="address">服务器地址</param>
/// <param name="port">端口号</param>
/// <returns>连接是否成功</returns>
public async Task<bool> Connect(string address, int port)
{
if (IsConnected)
{
Debug.LogWarning("Already connected to a server.");
return true;
}
try
{
// 创建一个新的 TcpClient 实例
_tcpClient = new TcpClient();
// 尝试连接到指定的地址和端口
await _tcpClient.ConnectAsync(address, port);
// 如果连接成功
if (IsConnected)
{
Debug.Log($"Successfully connected to server at {address}:{port}");
return true;
}
}
catch (SocketException ex)
{
Debug.LogError($"Failed to connect to server at {address}:{port}. Error: {ex.Message}");
}
catch (Exception ex)
{
Debug.LogError($"An unexpected error occurred: {ex.Message}");
}
// 如果发生任何错误或连接失败
Disconnect();
return false;
}
/// <summary>
/// 断开与服务器的连接
/// </summary>
public void Disconnect()
{
if (!IsConnected)
{
Debug.LogWarning("Not currently connected to any server.");
return;
}
try
{
// 关闭 TcpClient 连接
_tcpClient?.Close();
Debug.Log("Disconnected from the server.");
}
catch (Exception ex)
{
Debug.LogError($"Error while disconnecting: {ex.Message}");
}
}
/// <summary>
/// 发送数据到服务器
/// </summary>
/// <param name="message">要发送的消息</param>
public async Task Send(string message)
{
if (!IsConnected)
{
Debug.LogError("Cannot send data. Not connected to any server.");
return;
}
try
{
// 获取网络流
var stream = _tcpClient.GetStream();
// 将消息转换为字节数组
var data = Encoding.UTF8.GetBytes(message);
// 发送数据
await stream.WriteAsync(data, 0, data.Length);
Debug.Log($"Sent message to server: {message}");
}
catch (Exception ex)
{
Debug.LogError($"Error while sending: {ex.Message}");
}
}
/// <summary>
/// 接收来自服务器的数据
/// </summary>
/// <returns>接收到的消息</returns>
public async Task<string> Receive()
{
if (!IsConnected)
{
Debug.LogError("Cannot receive data. Not connected to any server.");
return null;
}
try
{
// 获取网络流
var stream = _tcpClient.GetStream();
// 检查是否有可用数据
if (stream.DataAvailable)
{
// 读取数据
var buffer = new byte[1024];
var bytesRead = await stream.ReadAsync(buffer, 0, buffer.Length);
// 将字节数组转换为字符串
var message = Encoding.UTF8.GetString(buffer, 0, bytesRead);
Debug.Log($"Received message from server: {message}");
return message;
}
}
catch (Exception ex)
{
Debug.LogError($"Error while receiving: {ex.Message}");
}
return null;
}
}
}

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using System.Threading.Tasks;
using Network;
using UnityEngine;
namespace Test
{
public class NetworkConnectionTest : MonoBehaviour
{
private async void Start()
{
await BasicTest();
}
private static async Task BasicTest()
{
var result = await UnityTcpClient.Instance.Connect("127.0.0.1", 12345);
if (result) Debug.Log("Connected to server!");
else Debug.LogError("Failed to connect to server!");
string buffer = null;
while (buffer is null) buffer = await UnityTcpClient.Instance.Receive();
Debug.Log($"Received contents: {buffer}");
}
}
}

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