C# Http文件上传-简单版

C# HttpClient

    public static async Task<string> UploadFileAsync(string uri, string fileName, byte[] fileData)
    {
        try
        {
            var httpClient = new HttpClient();
            httpClient.Timeout = TimeSpan.FromSeconds(30f);
            var content = new MultipartFormDataContent();
            content.Add(new ByteArrayContent(fileData), "file", fileName);
            var response = await httpClient.PostAsync(uri, content);
            var str = await response.Content.ReadAsStringAsync();
            return str;
        }
        catch (Exception e)
        {
            UnityEngine.Debug.LogError("Upload failed :"+e);
        }
        return null;
    }

Unity UnityWebRequest

    public static Task<bool> WriteAllBytesAsync(string uri, byte[] bytes)
    {
        var completionSource = new TaskCompletionSource<bool>();
        UnityEngine.Debug.Log("---------------FileServer : Tack Create");
        var fileName = new FileInfo(uri).Name;
        var directoryName = uri.Replace(fileName, string.Empty);
        var formData = new List<IMultipartFormSection>
        {
            new MultipartFormFileSection("file", bytes, fileName, null)
        };
        var request = UnityWebRequest.Post(directoryName, formData);
        UnityEngine.Debug.Log("FileServer : Post");
        request.timeout = DefaultTimeout;
        request.SendWebRequest().completed += _ =>
        {
            if (request.result != UnityWebRequest.Result.Success)
            {
                UnityEngine.Debug.Log($"---------------FileServer : request.result {request.result}");
                completionSource.SetResult(false);
                request.Dispose();
                return;
            }
            UnityEngine.Debug.Log($"---------------FileServer : request.result {request.result}");
            UnityEngine.Debug.Log($"WXBuild: Write Zip Bytes finished {DateTime.Now.ToString("mm分:ss秒:fff毫秒")}");
            completionSource.SetResult(true);
            request.Dispose();
        };

        UnityEngine.Debug.Log($"---------------FileServer : request wait");
        return completionSource.Task;
    }
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