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: