【基于Unity3D实现UDP网络通信】
1、优缺点
(1)缺点:面向一种无连接的传输层协议,它不能够保证可靠性通信,可能会造成数据丢失,数据失序,数据重复发送等问题。
(2)优点:数据传输效率高、不需要在客户端和服务器之间建立连接,直接使用数据包方式传输数据。
2、UDP实现通信步骤
UDP实现客户端与服务端的通信步骤:
创建客户端步骤:
(1):创建UDP套接字;
(2):设置对方的ip地址和端口号;
(3):发送消息;
(4):关闭socket的对象 。
创建服务端步骤:
(1):创建UDP套接字;
(2):绑定自己的ip地址和端口号;
(3):接收数据;
(4):关闭socket的对象 。
3、基于Unity实现代码
(1)Server
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;
public class UDPServer : MonoBehaviour
{
private Socket socket; //目标socket
private EndPoint clientEnd; //客户端
private IPEndPoint ipEnd; //侦听端口
private string recvStr; //接收的字符串
private string sendStr; //发送的字符串
private byte[] recvData = new byte[1024]; //接收的数据,必须为字节
private byte[] sendData = new byte[1024]; //发送的数据,必须为字节
private int recvLen; //接收的数据长度
private Thread connectThread; //连接线程
private bool isstart = true;
// Start is called before the first frame update
void Start()
{
InitSocket(); //在这里初始化server
}
// Update is called once per frame
void Update()
{
}
//初始化
void InitSocket()
{
//定义侦听端口,侦听任何IP
ipEnd = new IPEndPoint(IPAddress.Any, 8999);
Debug.Log(ipEnd);
//定义套接字类型,在主线程中定义
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
//服务端需要绑定ip
socket.Bind(ipEnd);
//定义客户端
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 9000);
clientEnd = (EndPoint)sender;
Debug.Log(clientEnd);
print("waiting for UDP dgram");
//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();
}
//服务器发送
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);
//发送给指定客户端
socket.SendTo(sendData, sendData.Length, SocketFlags.None, clientEnd);
}
//服务器接收
void SocketReceive()
{
//进入接收循环
while (isstart)
{
//对data清零
recvData = new byte[1024];
//获取客户端,获取客户端数据,用引用给客户端赋值
recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
print("message from: " + clientEnd.ToString()); //打印客户端信息
//输出接收到的数据
recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
print("我是服务器,接收到客户端的数据" + recvStr);
//将接收到的数据经过处理再发送出去
sendStr = "From Server: " + recvStr;
SocketSend(sendStr);
}
}
//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();
isstart = false;
print("disconnect");
}
void OnApplicationQuit()
{
SocketQuit();
}
}
(2)Client
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.UI;
public class UDPClient : MonoBehaviour
{
public string editString = "hello wolrd"; //编辑框文字
//以下默认都是私有的成员
private Socket socket; //目标socket
private EndPoint serverEnd; //服务端
private IPEndPoint ipEnd; //服务端端口
private string recvStr; //接收的字符串
private string sendStr; //发送的字符串
private byte[] recvData = new byte[1024]; //接收的数据,必须为字节
private byte[] sendData = new byte[1024]; //发送的数据,必须为字节
private int recvLen; //接收的数据长度
private Thread connectThread; //连接线程
private bool isstart = true;
//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("127.0.0.1"), 8999);
//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();
}
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 (isstart)
{
//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("我是客户端,接收到服务器的数据" + 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();
isstart = false;
}
// 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();
}
}