Unity Sockets UDP 异步 接收

using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System;
using System.Text;
 
///@brief
///文件名称:UDPAsyncRecvive
///功能描述:UDP异步接收
///数据表:
///作者:YuXianQiang
///日期:#CreateTime#
///R1:
///修改作者:
///修改日期:
///修改理由:
 
public class UDPAsyncRecvive : MonoBehaviour 
{
    void Start()
    {
        ThreadRecvive();
    }
 
    /// <summary>
    /// 开始线程接收
    /// </summary>
    private void ThreadRecvive()
    {
        //开一个新线程接收UDP发送的数据
        new Thread(delegate()  //delegate()也可写成 ()=>
        {
            IPEndPoint ipep = new IPEndPoint(IPAddress.Any, 5678);
            UdpClient udp = new UdpClient(ipep);
            UDPState state = new UDPState(ipep, udp);
            udp.BeginReceive(CallBackRecvive, state); //异步接收
        }) {IsBackground = true}.Start(); //设置为后台线程,并开启线程
    }
 
    /// <summary>
    /// 异步接收回调
    /// </summary>
    /// <param name="ar"></param>
    private void CallBackRecvive(IAsyncResult ar)
    {
        UDPState state = ar.AsyncState as UDPState;
        if (state != null)
        {
            IPEndPoint ipep = state.IPEP;
            //这里接收到数据后,应该做数据完整检查,这里只是单纯做一个接收
            byte[] data = state.UDPClient.EndReceive(ar, ref ipep);
            //这里可以做一个数据检查 如:void CheckData(data)
            Debug.Log(Encoding.Default.GetString(data));
 
            //继续接收下一条消息
            state.UDPClient.BeginReceive(CallBackRecvive, state);
        }
    }
}
 
public class UDPState
{
    private UdpClient udpClient;
 
    public UdpClient UDPClient
    {
        get { return udpClient; }
    }
 
    private IPEndPoint ipep;
    public IPEndPoint IPEP
    {
        get { return ipep; }
    }
 
    //构造函数
    public UDPState(IPEndPoint ipep, UdpClient udpClient)
    {
        this.ipep = ipep;
        this.udpClient = udpClient;
    }
}

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