unity_Socket_UDP广播协议的接收发送(客户端模块)
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接收Socket_UDP广播机制的客户端实现,不多说直接上代码:
using System; using System.Text; using System.Threading; using UnityEngine; using System.Net.Sockets; using System.Net; using System.Collections.Generic; // using System.Xml; public class Lighthouse : MonoBehaviour { private byte[] data; private string Error_Message; private Thread thread; private EndPoint ep; private bool IsStop = false; private Socket socket; private int udpPort = 9090; public static Lighthouse instance; // 消息回调 private static string m_callMessage = string.Empty; private bool m_isTCP = true; private void Awake() { if (instance == null) { instance = this; // // GetSeverIP(); //DontDestroyOnLoad(gameObject); } //else //{ // Destroy(gameObject); //} // m_isTCP = true; } private void Update() { if (m_isTCP) { if (!string.IsNullOrEmpty(m_callMessage)) { this.SendUDP_SceneInfo(); // 建立TCP连接 Client._Instance.StartConnect(this.Analyse_XMLIP()); // m_isTCP = false; } } } public void GetSeverIP() { try { socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); ep = new IPEndPoint(IPAddress.Any, udpPort); socket.Bind(ep); data = new byte[1024]; thread = new Thread(Receive); thread.IsBackground = true; thread.Start(); } catch (Exception e) { Debug.LogError("错误信息:" + e.Message); } } public void StopReceive() { IsStop = true; thread.Abort(); } private void Receive() { while (!IsStop) { if (socket.Available <= 0) continue; int recv = socket.ReceiveFrom(data, ref ep); string msg = Encoding.ASCII.GetString(data, 0, recv); // Debug.Log("接收消息:" + msg); Debug.Log("[UDP+接收消息]" + msg); // m_callMessage = string.Empty; m_callMessage = msg; //测试 //if(recv > 0) //{ // Send(msg); //} //Thread.Sleep(100); } } public void Send(string msg) { //msg = "客户端消息:66666666666"; Debug.Log("[UPD+发送消息]" + msg); data = Encoding.UTF8.GetBytes(msg); try { socket.SendTo(data, ep); } catch (Exception ex) { Debug.Log("错误信息" + ex.Message); } } public void OnApplicationQuit() { if (socket != null) { socket.Shutdown(SocketShutdown.Both); socket.Close(); } IsStop = true; thread.Abort(); } //信息_ID_场景_0或回调信息 // 发送UDP数据 private void SendUDP_SceneInfo() { UDPMessage um = new UDPMessage(MessageType.Register,0,"故宫","0"); // Send(um.ToString()); } // 解析xml中的ip地址 private string Analyse_XMLIP() { // string strUrl = "D:/LUYOU_File/Msg/addressInfo.xml"; XmlDocument xmlDoc = new XmlDocument(); xmlDoc.Load(strUrl); // if (xmlDoc!=null) { XmlElement node=(XmlElement)xmlDoc.SelectSingleNode("address/ip"); return node.InnerText.Trim(); } return null; } } public class UDPMessage { private MessageType msgType; private int PlayerID; private string strSceneName; private string strCallMessage; public UDPMessage(MessageType type,int id,string sceneName,string callMessage) { this.msgType = type; this.PlayerID = id; this.strSceneName = sceneName; this.strCallMessage = callMessage; } public override string ToString() { return string.Format("{0}_{1}_{2}_{3}#",(int)msgType,PlayerID,strSceneName,strCallMessage); } }
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