unity UDP通信

UDP通信

客户端脚本:

using UnityEngine;
using System.Collections;
//引入库
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.UI;

public class UDPClient : MonoBehaviour
{
    
    
    public static UDPClient instance;
    private void Awake()
    {
    
    
        instance = this;
    }
    string editString = "hello wolrd"; //编辑框文字
    //以下默认都是私有的成员
    Socket socket; //目标socket
    EndPoint serverEnd; //服务端
    IPEndPoint ipEnd; //服务端端口
    string recvStr; //接收的字符串
    string sendStr; //发送的字符串
    byte[] recvData = new byte[1024]; //接收的数据,必须为字节
    byte[] sendData = new byte[1024]; //发送的数据,必须为字节
    int recvLen; //接收的数据长度
    Thread connectThread; //连接线程
    public string ip="127.0.0.1";
    public int port=8001;

    public Button _btn;
    // Use this for initialization
    void Start()
    {
    
    
        InitSocket(); //在这里初始化
        _btn.onClick.AddListener(()=> {
    
    
            SocketSend("UDP Message");
        });
    }
    //初始化
    void InitSocket()
    {
    
    
        //定义连接的服务器ip和端口,可以是本机ip,局域网,互联网
        ipEnd = new IPEndPoint(IPAddress.Parse(ip), port);        //192.168.1.83 2100
        //定义套接字类型,在主线程中定义
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        //定义服务端
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        serverEnd = (EndPoint)sender;
        SocketSend("hello");
        //开启一个线程连接,必须的,否则主线程卡死
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }

    public void SocketSend(string sendStr)
    {
    
    
        //清空发送缓存
        sendData = new byte[1024];
        //数据类型转换
        sendData = Encoding.ASCII.GetBytes(sendStr);
        //发送给指定服务端
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
    }

    //服务器接收
    void SocketReceive()
    {
    
    
        //进入接收循环
        while (true)
        {
    
    
            //对data清零
            recvData = new byte[1024];
            //获取客户端,获取服务端端数据,用引用给服务端赋值,实际上服务端已经定义好并不需要赋值
            recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
                                                            //输出接收到的数据
            if (recvLen>0)
            {
    
    
                recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
                print(recvStr);
            }
        }
    }

    //连接关闭
    void SocketQuit()
    {
    
    
        //关闭线程
        if (connectThread != null)
        {
    
    
            connectThread.Interrupt();
            connectThread.Abort();
        }
        //最后关闭socket
        if (socket != null)
            socket.Close();
    }

    void OnApplicationQuit()
    {
    
    
        SocketQuit();
    }
}

服务器端脚本:

using UnityEngine;
using System.Collections;
//引入库
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.UI;

public class UdpServer : MonoBehaviour
{
    
    
    //以下默认都是私有的成员
    Socket socket; //目标socket
    EndPoint clientEnd; //客户端
    IPEndPoint ipEnd; //侦听端口
    string recvStr; //接收的字符串
    string sendStr; //发送的字符串
    byte[] recvData = new byte[1024]; //接收的数据,必须为字节
    byte[] sendData = new byte[1024]; //发送的数据,必须为字节
    int recvLen; //接收的数据长度
    Thread connectThread; //连接线程

    bool isGetstr=false;
    public Text text;

    void Start()
    {
    
    
        InitSocket(); //在这里初始化server
    }

    //初始化
    void InitSocket()
    {
    
    
        //定义侦听端口,侦听任何IP
        ipEnd = new IPEndPoint(IPAddress.Any, 8001);
        //定义套接字类型,在主线程中定义
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        //服务端需要绑定ip
        socket.Bind(ipEnd);
        //定义客户端
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        clientEnd = (EndPoint)sender;
        print("waiting for UDP dgram");
        //开启一个线程连接,必须的,否则主线程卡死
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }

    void SocketSend(string sendStr)
    {
    
    
        //清空发送缓存
        sendData = new byte[1024];
        //数据类型转换
        sendData = Encoding.ASCII.GetBytes(sendStr);
        //发送给指定客户端
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, clientEnd);
    }

    //服务器接收
    void SocketReceive()
    {
    
    
        //进入接收循环
        while (true)
        {
    
    
            //对data清零
            recvData = new byte[1024];
            //获取客户端,获取客户端数据,用引用给客户端赋值
            recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
            print("message from: " + clientEnd.ToString()); //打印客户端信息
            //输出接收到的数据
            recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
            if (recvStr.Length>=1)
            {
    
    
                print(recvStr);
                isGetstr = true;
            }
            
        }
    }

    //连接关闭
    void SocketQuit()
    {
    
    
        //关闭线程
        if (connectThread != null)
        {
    
    
            connectThread.Interrupt();
            connectThread.Abort();
        }
        //最后关闭socket
        if (socket != null)
            socket.Close();
        print("disconnect");
    }

    void Update()
    {
    
    
        if (isGetstr)
        {
    
    
            isGetstr = false;
            text.text = recvStr;
        }
    }
    void OnApplicationQuit()
    {
    
    
        SocketQuit();
    }
}

演示效果:
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转载自blog.csdn.net/weixin_43541308/article/details/121281450
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