unity中利用UDP通信和用ini存储消息

首先设置ini文件——》新建txt将文件后缀名改为.ini   (l利用INIParse读取)

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;
using System;

public class UDPCilent : MonoBehaviour
{

#region 单例模式
private static UDPCilent instance;
public static UDPCilent Instance
{
get
{
if (instance==null)
{
instance = GameObject.Find("UDP").gameObject.GetComponent<UDPCilent>();
}
return instance;
}
}
#endregion
private UdpClient client;
private static IPEndPoint endPoint;
private Thread reciveThread;
private UdpClient Udprecive;
public List<string> msgList;
public Text MessageText;
public INIParser ini;
// Start is called before the first frame update
void Awake()
{
client = new UdpClient(new IPEndPoint(IPAddress.Any, 0));
endPoint = new IPEndPoint(IPAddress.Broadcast, 9999);//Broadcast提供IP广播地址
}

void Start()
{
reciveThread = new Thread(new ThreadStart(ReciveThread));
reciveThread.IsBackground = true;
reciveThread.Start();
}


// Update is called once per frame
void Update()
{
if (msgList.Count > 0)
{
MessageText.text = msgList[0];
INIParser ReciveIni = new INIParser();
ReciveIni.Open(Application.dataPath + @"/Config.ini");
ReciveIni.WriteValue("Other", DateTime.Now.ToString(), msgList[0]);
ReciveIni.Close();
msgList.RemoveAt(0);
}
}


/// <summary>
/// 广播数据(发送消息)
/// </summary>
/// <param name="message"></param>
public void SendUPDMessage(string message)
{
byte[] buff = Encoding.Default.GetBytes(message);
client.Send(buff, buff.Length, endPoint);
}

/// <summary>
/// 接收消息
/// </summary>
void ReciveThread()
{
Udprecive = new UdpClient(new IPEndPoint(IPAddress.Any, 9998));
IPEndPoint iPEndPoint = new IPEndPoint(IPAddress.Any,0);
while (true)
{
byte [] buff= Udprecive.Receive(ref iPEndPoint);
string Message = Encoding.UTF8.GetString(buff);
//此处不能让消息框内容=message,而应该新建一个List,让消息存入List然后判断List来读取消息(同理此处不应该ini存入)
msgList.Add(Message);
}

}
}

 

转载于:https://www.cnblogs.com/Cloud-wind/p/10490790.html

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