在Unity3d项目中利用Udp进行局域网内通信

本文介绍如何在Unity3D项目中使用UDP协议进行局域网内的通信,包括自定义队列类CQuene的实现,以及UdpClient类的详细代码,展示了如何创建Socket,收发数据,并处理异常。

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在Unity3d项目中利用Udp进行局域网内通信

实现一个用于存储通信息的Quene

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading;
using System;

public class CQuene {
    int packetnum;
    int packetsize;
    int size;
    int first;
    int tail;
    byte[] packet;
    byte[] zeroBuff;
    Mutex hMutex;

    public CQuene(int npacket, int sizepacket, string mutexName)
    {
        size = 0;
        first = 0;
        tail = 0;
        packetnum = npacket;
        packetsize = sizepacket;
        packet = new byte[npacket * sizepacket];
        zeroBuff = new byte[sizepacket];
        hMutex = new Mutex(false, mutexName);
    }
    //void getempty()
    //{

    //}
    public byte[] getvalid()
    {
        hMutex.WaitOne();

        byte[] datas;

        if( size > 0 )
        {
            datas = new byte[packetsize];
            Array.Copy(packet, packetsize * tail, datas, 0, packetsize);
            tail = (tail + 1) % packetnum;
            size--;
        }
        else
        {
            datas = null;
        }

        hMutex.ReleaseMutex();

        return datas;
    }
    public void flush()
    {
        hMutex.WaitOne();

        first = 0;
        tail = 0;
        size = 0;
        hMutex.ReleaseMutex();
    }
    public int getsize()
    {
        int ret = 0;
        hMutex.WaitOne();
        ret = size;
        hMutex.ReleaseMutex();
        return ret;
    }
    //void move()
    //{

    //}
    public void push( byte[] data, int len)
    {
        hMutex.WaitOne();
        Array.Copy(zeroBuff, 0, packet, packetsize * first, packetsize);
        Array.Copy(data, 0, packet, packetsize * first, packetsize >= len ? len : packetsize);
        first = (first + 1) % packetnum;
        if (size == packetnum)
        {
            tail = (tail + 1) % packetnum;
        }
        else
        {
            size++;
        }
        hMutex.ReleaseMutex();
    }
    public int GetPacketSize()
    {
        return packetsize;
    }
}

实现Udpclient端,注意,接收SocketReceive中必须用try catch来处理可能发生的异常,否则会导致跳出循环。如在没打开远端的情况下,发送send

using UnityEngine;
using System.Collections;
//引入库
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System;

/*
 *
 * 
 * 
 * /
/**/
public class UdpClient : MonoBehaviour
{
    string editString = "hello world"; //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
    IPEndPoint ipLocal; //本地端口
    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

    CQuene mQuene;
    //初始化
    void InitSocket(string remoteIp, int remotePort, string localIp, int localPort)
    {
        mQuene = new CQuene(10, 2048, "UdpClientMutex");

        //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(remoteIp), remotePort);

        //定义套接字类型,在主线程中定义
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        ipLocal = new IPEndPoint(IPAddress.Parse(localIp), localPort);
        socket.Bind(ipLocal);

        //socket.Blocking = false;

        /////////////////////////////////////////////////////////////////////////////////////////////////
        int val = -6;
        byte[] retArr = UsefulFunc.IntToBytes(val);

        int retVal = UsefulFunc.BytesToInt(retArr);

        retArr = UsefulFunc.IntToBytes(310);

        retVal = UsefulFunc.BytesToInt(retArr);

        /////////////////////////////////////////////////////////////////////////////////////////////////

        //定义服务端
        IPEndPoint sender = new IPEndPoint(IPAddress.Parse(remoteIp), remotePort);
        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();
    }

    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
        int len = socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);

        bool connected = socket.Connected;
        Debug.Log("socket send len:" + len+" connected:"+connected);
    }

    //服务器接收
    void SocketReceive()
    {
        //进入接收循环
        while (true)
        {
            try
            {
                //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);

                if (recvLen > 0)
                {
                    //print("message from: " + serverEnd.ToString()); //打印服务端信息

                    PushRecv(recvData, recvLen);

                    //byte[] strByte = Bit
                    //输出接收到的数据
                    //recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
                    //print(recvStr);
                }
            }
            catch(Exception ex)
            {
                Debug.Log("recv:"+ex.Message);
            }

        }
    }

    //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()
    {
        string remoteIp = "127.0.0.1";
        string localIp = "127.0.0.1";
        int remotePort = 8002;
        int localPort = 8001;
        InitSocket(remoteIp, remotePort, localIp, localPort); //在这里初始化
    }

    void OnGUI()
    {
        GUIStyle stype = new GUIStyle();
        stype.fontSize = 40;
        editString = GUI.TextField(new Rect(300, 350, 100, 40), editString, stype);
        if (GUI.Button(new Rect(300, 390, 100, 40), "send"))
            SocketSend(editString);

    }

    // Update is called once per frame
    void Update()
    {
        byte[] recv = PopRecv();
        if( recv != null )
        {
            //输出接收到的数据
            recvStr = Encoding.ASCII.GetString(recv, 0, recv.Length);
            Debug.Log(recvStr);
        }
    }

    void OnApplicationQuit()
    {
        SocketQuit();
    }

    void PushRecv(byte[] datas, int len)
    {
        if(len+4> mQuene.GetPacketSize())
        {
            Debug.Log("PushRecv数据溢出!!");
            return;
        }
        byte[] retBuff = new byte[len + 4];
        UsefulFunc.IntToBytes(ref retBuff, len, 0);
        Array.Copy(datas, 0, retBuff, 4, len);
        mQuene.push(retBuff, len + 4);
    }

    byte[] PopRecv()
    {
        byte[] recvBuff = mQuene.getvalid();
        if( recvBuff==null )
        {
            return null;
        }
        int iVal = UsefulFunc.BytesToInt(recvBuff);
        if( iVal <= 0 || iVal >= mQuene.GetPacketSize())
        {
            return null;
        }
        byte[] retBuff = new byte[iVal];
        Array.Copy(recvBuff, 4, retBuff, 0, iVal);
        Debug.Log("PopRecv:" + iVal);
        return retBuff;
    }
}

注:UsefulFunc类主要用于定义一些公共的实现

class UsefulFunc
    {

        static bool is_hh_ll = true;

        public static int ByteToInt(byte[] buff, int offset = 0)
        {
            uint uVal = 0;
            int i = offset;
            if (is_hh_ll)
            {
                uVal = (uint)(buff[i]) + (uint)(buff[i + 1] << 8) + (uint)(buff[i + 2] << 16) + (uint)(buff[i + 3] << 24);
            }
            else
            {
                uVal = (uint)(buff[i + 3]) + (uint)(buff[i + 2] << 8) + (uint)(buff[i + 1] << 16) + (uint)(buff[i] << 24);
            }
            return (int)uVal;
        }
        public static bool IntToBytes(ref byte[] buff, int val, int offset)
        {
            if (buff.Length < offset + 4)
            {
                return false;
            }
            uint uVal = (uint)val;
            int i = offset;
            if (is_hh_ll)
            {
                buff[i + 0] = (byte)(val & 0xFF);
                buff[i + 1] = (byte)((val & 0xFF00) >> 8);
                buff[i + 2] = (byte)((val & 0xFF0000) >> 16);
                buff[i + 3] = (byte)((val & 0xFF000000) >> 24);
            }
            else
            {
                buff[i + 3] = (byte)(val & 0xFF);
                buff[i + 2] = (byte)((val & 0xFF00) >> 8);
                buff[i + 1] = (byte)((val & 0xFF0000) >> 16);
                buff[i + 0] = (byte)((val & 0xFF000000) >> 24);
            }
            return true;
        }
    }
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