Unity使用UDP实现局域网通信

废话不多少上代码。。。

工程下载地址:https://download.csdn.net/download/ThreePointsHeat/12715187

下面是客户端代码:

using UnityEngine;
using System.Collections;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Net.NetworkInformation;

public class UDPClient : MonoBehaviour
{
    public string recvStr;
    private string UDPClientIP;
    string str; //上线连接传自己的IP
    Socket socket;
    EndPoint serverEnd;
    IPEndPoint ipEnd;

    byte[] recvData = new byte[2048];
    byte[] sendData = new byte[2048];
    int recvLen = 0;
    Thread connectThread;

    public GameObject[] Obj;

    void Awake()
    {
        str = GetIP();
    }

    void Start()
    {
        UDPClientIP = "192.168.20.141";//服务端的IP.自己更改
        UDPClientIP = UDPClientIP.Trim();
        InitSocket();
    }

    void InitSocket()
    {
        ipEnd = new IPEndPoint(IPAddress.Parse(UDPClientIP), 7401);
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        serverEnd = (EndPoint)sender;
        print("等待连接");
        SocketSend(str);
        print("连接");
        //开启一个线程连接
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }
    void SocketSend(string sendStr)
    {
        //清空
        sendData = new byte[2048];
        //数据转换
        sendData = Encoding.UTF8.GetBytes(sendStr);
        //发送给指定服务端
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
    }

    //接收服务器信息
    void SocketReceive()
    {
        while (true)
        {

            recvData = new byte[2048];
            try
            {
                recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
            }
            catch (Exception e)
            {
            }

            print("信息来自: " + serverEnd.ToString());
            if (recvLen > 0)
            {
                recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
            }

            print(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();
    }
    void OnApplicationQuit()
    {
        SocketQuit();
    }

    void Update()
    {
        OnOpenObj(recvStr);
        ObjMove();
    }

    // 获取系统的IP地址
    private string GetIP()
    {
        NetworkInterface[] adapters = NetworkInterface.GetAllNetworkInterfaces();
        foreach (NetworkInterface adater in adapters)
        {
            if (adater.Supports(NetworkInterfaceComponent.IPv4))
            {
                UnicastIPAddressInformationCollection UniCast = adater.GetIPProperties().UnicastAddresses;
                if (UniCast.Count > 0)
                {
                    foreach (UnicastIPAddressInformation uni in UniCast)
                    {
                        if (uni.Address.AddressFamily == AddressFamily.InterNetwork)
                        {
                            return uni.Address.ToString();
                        }
                    }
                }
            }
        }
        return null;
    }

    //
    private void OnOpenObj(string recvStr)
    {
        switch (recvStr)
        {
            case "Cube":
                Obj[0].SetActive(true);
                break;
            case "Sphere":
                Obj[0].SetActive(true);
                break;
            default:
                break;
        }
    }

    private void ObjMove()
    {
        if(Input.GetKey(KeyCode.W))
        {
            Obj[0].transform.Translate(Vector3.forward * Time.deltaTime * 0.8f);
            SocketSend("Z" + Obj[0].transform.localPosition.z.ToString());
        }
        if(Input.GetKey(KeyCode.S))
        {
            Obj[0].transform.Translate(Vector3.back * Time.deltaTime * 0.8f);
            SocketSend("Z" + Obj[0].transform.localPosition.z.ToString());
        }
        if (Input.GetKey(KeyCode.A))
        {
            Obj[0].transform.Translate(Vector3.left * Time.deltaTime * 0.8f);
            SocketSend("X" + Obj[0].transform.localPosition.x.ToString());
        }
        if (Input.GetKey(KeyCode.D))
        {
            Obj[0].transform.Translate(Vector3.right * Time.deltaTime * 0.8f);
            SocketSend("X" + Obj[0].transform.localPosition.x.ToString());
        }
    }
}

下面是服务器代码:

using UnityEngine;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.UI;
using System;

public class UDPServer : MonoBehaviour
{
    public Text txt;

    public string ipAddress = "192.168.20.141";
    public int ConnectPort = 7401;
    public string recvStr;

    Socket socket;
    EndPoint clientEnd;
    IPEndPoint ipEnd;
    string sendStr = "我是服务器";
    byte[] recvData = new byte[2048];
    byte[] sendData = new byte[2048];
    int recvLen;
    Thread connectThread;

    public GameObject[] Obj;
    //初始化
    void InitSocket()
    {
        ipEnd = new IPEndPoint(IPAddress.Parse(ipAddress), ConnectPort);
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        socket.Bind(ipEnd);
        //定义客户端
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        clientEnd = (EndPoint)sender;
        print("等待连接数据");
        //开启一个线程连接
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }
    void SocketSend(string sendStr)
    {
        sendData = new byte[2048];
        sendData = Encoding.UTF8.GetBytes(sendStr);
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, clientEnd);
    }
    //服务器接收
    void SocketReceive()
    {
        while (true)
        {
            recvData = new byte[2048];
            recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
            recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
            Debug.Log("收到得信息 " + recvStr);
            txt.text = 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();
        Debug.LogWarning("断开连接");
    }

    // Use this for initialization
    void Start()
    {
        InitSocket(); //在这里初始化server
    }

    void OnApplicationQuit()
    {
        SocketQuit();
    }

    private void Update()
    {
        if(Input.GetKey(KeyCode.Space))
        {
            SocketSend("Cube");
            Obj[0].SetActive(true);
        }
        
        if(recvStr.Substring(0, 1) == "Z")
        {
            float Zpos = Convert.ToSingle(recvStr.Substring(1));
            Obj[0].transform.localPosition = new Vector3(Obj[0].transform.localPosition.x, Obj[0].transform.localPosition.y,Zpos);
        }
        if (recvStr.Substring(0, 1) == "X")
        {
            float Xpos = Convert.ToSingle(recvStr.Substring(1));
            Obj[0].transform.localPosition = new Vector3(Xpos, Obj[0].transform.localPosition.y, Obj[0].transform.localPosition.z);
        }
    }
}

因为是做仿真项目需要用到局域网下协同,最开始使用的是Networking,简单是简单,但是不稳定还有局限性;最后在网上借鉴了很多博主的写法,自己实现了UDP通信。

下面是Demo截图:

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