1. Introducción
UDP es la abreviatura de User Datagram Protocol. Es un protocolo de capa de transporte . No necesita establecer una conexión antes de transmitir datos. Cuando quiere enviar datos, se lanza directamente a la red. Si el extremo receptor está en línea y la red está despejada en este momento, se recibirán los datos. Si el extremo receptor no está en línea o los datos se pierden debido a la congestión de la red. La velocidad a la que UDP transmite datos solo está limitada por la velocidad a la que el programa de aplicación genera datos, la capacidad de la computadora y el ancho de banda de transmisión. Por lo tanto, UDP se caracteriza por una velocidad de transmisión rápida y el riesgo de pérdida de paquetes. Generalmente se usa en programas que requieren transmisión de alta velocidad y no son tan seguros para los datos (como: teléfono por Internet, video chat, etc.)
Segundo, el servidor
using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System;
using System.Collections;
namespace Mx.Net
{
/// <summary>UDP通信服务器</summary>
public class UdpServer : MonoBehaviour
{
private Socket m_Socket;
private EndPoint m_EndPoint;
private IPEndPoint m_IpEnd;
private byte[] m_RecvData = new byte[1024];
private byte[] m_SendData = new byte[1024];
private Thread m_Thread;
private Queue m_MsgQueue;
public Action<byte[]> onReceiveEvent = null;
private void Awake()
{
m_MsgQueue = new Queue();
}
private void OnDestroy()
{
Close();
}
private void Update()
{
//由于我们接受数据是在多线程上,所以接受到的数据我们需要返回到主线程使用
if (m_MsgQueue.Count != 0)
{
OnReceiveEvent((byte[])m_MsgQueue.Dequeue());
}
}
/// <summary>开启UPD服务器</summary>
public void OpenServer(int port)
{
m_IpEnd = new IPEndPoint(IPAddress.Any, port);
m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
m_Socket.Bind(m_IpEnd);
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
m_EndPoint = (EndPoint)sender;
m_Thread = new Thread(new ThreadStart(SocketReceive));
m_Thread.Start();
}
/// <summary>发送消息</summary>
public void SendMsg(string msg)
{
if (m_Socket == null||string.IsNullOrEmpty(msg)) return;
m_SendData = new byte[1024];
m_SendData = Encoding.ASCII.GetBytes(msg);
m_Socket.SendTo(m_SendData, m_SendData.Length, SocketFlags.None, m_EndPoint);
}
/// <summary>发送Bytes数据</summary>
public void SendBytes(byte[] data)
{
if (m_Socket == null|| data==null) return;
m_Socket.SendTo(data, data.Length, SocketFlags.None, m_EndPoint);
}
/// <summary>接收消息事件</summary>
private void OnReceiveEvent(byte[] data)
{
if (onReceiveEvent != null) onReceiveEvent(data);
string recvStr = Encoding.ASCII.GetString(data);
Debug.Log(GetType() + "/Receive()/接收到的消息:" + recvStr);
}
/// <summary>接收消息</summary>
private void SocketReceive()
{
while (true)
{
m_RecvData = new byte[1024];
int length = m_Socket.ReceiveFrom(m_RecvData, ref m_EndPoint);
byte[] data = new byte[length];
Array.Copy(m_RecvData, data, length);
m_MsgQueue.Enqueue(data);
}
}
/// <summary>关闭连接</summary>
private void Close()
{
if (m_Thread != null)
{
m_Thread.Interrupt();
m_Thread.Abort();
}
if (m_Socket != null) m_Socket.Close();
}
}
}
Tres, el cliente
using System;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
namespace Mx.Net
{
/// <summary>UDP通信客户端</summary>
public class UdpClient : MonoBehaviour
{
private Socket m_Socket;
private EndPoint m_EndPoint;
private IPEndPoint m_IpEnd;
private byte[] m_RecvData = new byte[1024];
private byte[] m_SendData = new byte[1024];
private Thread m_Thread;
private Queue m_MsgQueue;
public Action<byte[]> onReceiveEvent = null;
private void Awake()
{
m_MsgQueue = new Queue();
}
private void OnDestroy()
{
Close();
}
private void Update()
{
if (m_MsgQueue.Count != 0)
{
OnReceiveEvent((byte[])m_MsgQueue.Dequeue());
}
}
/// <summary>开启客户端</summary>
public void OpenClient(int port)
{
m_IpEnd = new IPEndPoint(IPAddress.Parse("127.0.0.1"), port);
m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
m_EndPoint = (EndPoint)sender;
m_Thread = new Thread(new ThreadStart(SocketReceive));
m_Thread.Start();
}
/// <summary>发送消息</summary>
public void SendMsg(string msg)
{
if (m_Socket == null) return;
m_SendData = new byte[1024];
m_SendData = Encoding.UTF8.GetBytes(msg);
m_Socket.SendTo(m_SendData, m_SendData.Length, SocketFlags.None, m_IpEnd);
}
/// <summary>发送Bytes数据</summary>
public void SendBytes(byte[] data)
{
if (m_Socket == null) return;
m_Socket.SendTo(data, data.Length, SocketFlags.None, m_IpEnd);
}
/// <summary>接收消息</summary>
private void SocketReceive()
{
while (true)
{
m_RecvData = new byte[1024];
int length = m_Socket.ReceiveFrom(m_RecvData, ref m_EndPoint);
byte[] data = new byte[length];
Array.Copy(m_RecvData, data, length);
m_MsgQueue.Enqueue(data);
}
}
/// <summary>接收消息事件</summary>
private void OnReceiveEvent(byte[] data)
{
if (onReceiveEvent != null) onReceiveEvent(data);
string recvStr = Encoding.ASCII.GetString(data);
Debug.Log(GetType() + "/OnReceiveEvent()/接收到的消息:" + recvStr);
}
/// <summary>关闭客户端</summary>
private void Close()
{
if (m_Thread != null)
{
m_Thread.Interrupt();
m_Thread.Abort();
}
if (m_Socket != null) m_Socket.Close();
}
}
}
Cuatro, caso de sala de chat
-------------------- Todo se actualizará más tarde --------------------
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