15:17 2019/5/10 //第一種 using UnityEngine; using System.Collections; //引入庫 using System.Net; using System.Net.Sockets; using System.Text; using System.Threading; using UnityEngine.UI; public class UdpClient : MonoBehaviour { string editString = "hello wolrd"; //編輯框文字 //以下默認都是私有的成員 Socket socket; //目標socket EndPoint serverEnd; //服務端 IPEndPoint ipEnd; //服務端端口 string recvStr; //接收的字符串 string sendStr; //發送的字符串 byte[] recvData = new byte[1024]; //接收的數據,必須為字節 byte[] sendData = new byte[1024]; //發送的數據,必須為字節 int recvLen; //接收的數據長度 Thread connectThread; //連接線程 //初始化 void InitSocket() { //定義連接的服務器ip和端口,可以是本機ip,局域網,互聯網 ipEnd = new IPEndPoint(IPAddress.Parse("192.168.1.133"), 7000); //定義套接字類型,在主線程中定義 socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp); //定義服務端 IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0); serverEnd = (EndPoint)sender; print("waiting for sending UDP dgram"); //建立初始連接,這句非常重要,第一次連接初始化了serverEnd后面才能收到消息 //SocketSend("hello"); //開啟一個線程連接,必須的,否則主線程卡死 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) { //清空發送緩存 sendData = new byte[1024]; //數據類型轉換 sendData = Encoding.ASCII.GetBytes(sendStr); //發送給指定服務端 socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd); } //服務器接收 void SocketReceive() { //進入接收循環 while (true) { //對data清零 recvData = new byte[1024]; //獲取客戶端,獲取服務端端數據,用引用給服務端賦值,實際上服務端已經定義好並不需要賦值 recvLen = socket.ReceiveFrom(recvData, ref serverEnd); print("message from: " + serverEnd.ToString()); //打印服務端信息 //輸出接收到的數據 recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen); print(recvStr); } } //連接關閉 void SocketQuit() { //關閉線程 if (connectThread != null) { connectThread.Interrupt(); connectThread.Abort(); } //最后關閉socket if (socket != null) socket.Close(); } // Use this for initialization void Start() { InitSocket(); //在這里初始化 } 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(); } } //第二種 #region UDP客戶端類
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 = "客戶端01發送消息";
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";//服務端的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("等待連接");
SocketSend(str);
print("連接");
//開啟一個線程連接
connectThread = new Thread(new ThreadStart(SocketReceive));
connectThread.Start();
}
void SocketSend(string sendStr)
{
try
{
//清空
sendData = new byte[1024];
//數據轉換
sendData = Encoding.UTF8.GetBytes(sendStr);
//發送給指定服務端
socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
}
catch (Exception e)
{
}
}
//接收服務器信息
void SocketReceive()
{
while (true)
{
recvData = new byte[1024];
try
{
recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
}
catch (Exception e)
{
}
print("信息來自: " + serverEnd.ToString());
if (recvLen > 0)
{
recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
}
print(recvStr);
}
}
//連接關閉
void SocketQuit()
{
//關閉線程
if (connectThread != null)
{
connectThread.Interrupt();
connectThread.Abort();
}
//最后關閉socket
if (socket != null)
socket.Close();
}
void OnApplicationQuit()
{
SocketQuit();
}
void Update()
{
}
}