15:17 2019/5/10 //第一种 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 { 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 //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("192.168.1.133"), 7000); //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; print("waiting for sending UDP dgram"); //建立初始连接,这句非常重要,第一次连接初始化了serverEnd后面才能收到消息 //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 OnBtnClick(string command) { Debug.Log("send command: " + command); this.SocketSend(command); } 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); print("message from: " + serverEnd.ToString()); //打印服务端信息 //输出接收到的数据 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(); } // Use this for initialization void Start() { InitSocket(); //在这里初始化 } void OnGUI() { //editString = GUI.TextField(new Rect(10, 10, 100, 20), editString); //if (GUI.Button(new Rect(10, 30, 60, 20), "send")) // SocketSend(editString); } // Update is called once per frame void Update() { } void OnApplicationQuit() { SocketQuit(); } } //第二种 #region UDP客户端类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
public class UDPClient : MonoBehaviour {
public void OnBtnClick(string command)
{
Debug.Log("send command: " + command);
this.SocketSend(command);
}
public string recvStr;
public string UDPClientIP = "168.178.2.11";
string str = "客户端01发送消息";
Socket socket;
EndPoint serverEnd;
IPEndPoint ipEnd;
byte[] recvData = new byte[1024];
byte[] sendData = new byte[1024];
int recvLen = 0;
Thread connectThread;
void Start()
{
//UDPClientIP = "168.178.2.11";//服务端的IP.自己更改
UDPClientIP = UDPClientIP.Trim();
InitSocket();
}
void InitSocket()
{
ipEnd = new IPEndPoint(IPAddress.Parse(UDPClientIP), 7000);
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
serverEnd = (EndPoint)sender;
print("等待连接");
SocketSend(str);
print("连接");
//开启一个线程连接
connectThread = new Thread(new ThreadStart(SocketReceive));
connectThread.Start();
}
void SocketSend(string sendStr)
{
try
{
//清空
sendData = new byte[1024];
//数据转换
sendData = Encoding.UTF8.GetBytes(sendStr);
//发送给指定服务端
socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
}
catch (Exception e)
{
}
}
//接收服务器信息
void SocketReceive()
{
while (true)
{
recvData = new byte[1024];
try
{
recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
}
catch (Exception e)
{
}
print("信息来自: " + serverEnd.ToString());
if (recvLen > 0)
{
recvStr = Encoding.UTF8.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();
}
void Update()
{
}
}