Unity UDP前后端通讯代码

 

 

服务器:

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

public class UDP_server : MonoBehaviour
{
    public string ipAddress = "127.0.0.1";
    public int ConnectPort = 8060;
    public string recvStr;

    Socket socket;
    EndPoint clientEnd;
    IPEndPoint ipEnd;
    string sendStr;
    byte[] recvData = new byte[1024];
    byte[] sendData = new byte[1024];
    int recvLen;
    Thread connectThread;
    //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)
    {
        try
        {
            sendData = new byte[1024];
            sendData = Encoding.UTF8.GetBytes(sendStr);
            socket.SendTo(sendData, sendData.Length, SocketFlags.None, clientEnd);
        }catch(Exception e)
        {
            Debug.Log(e.ToString());
        }
       
    }
    //服务器接收
    void SocketReceive()
    {
        //while (true)
        //{
        //    recvData = new byte[1024];
        //    recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
        //    recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
        //    Debug.Log("收到得信息 " + recvStr);
        //}


        while (true)
        {

            recvData = new byte[1024];
            try
            {
                recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
            }
            catch (Exception e)
            {
            }

            print("信息来自: " + clientEnd.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();
        Debug.LogWarning("断开连接");
    }

    // Use this for initialization
    void Start()
    {
        InitSocket(); //在这里初始化server
    }
    int i = 0;
    /// <summary>
    /// Update is called every frame, if the MonoBehaviour is enabled.
    /// </summary>
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            ++i;
            SocketSend("发送消息给客户端:" + i);
        }
    }
    void OnApplicationQuit()
    {
        SocketQuit();
    }

}

客户端:


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


public class UDP_Client : MonoBehaviour
{
    public string recvStr;
    private string UDPClientIP;
    Socket socket;
    EndPoint serverEnd;
    IPEndPoint ipEnd;

    byte[] recvData = new byte[1024];
    byte[] sendData = new byte[1024];
    int recvLen = 0;
    Thread connectThread;

    void Start()
    {
        UDPClientIP = "127.0.0.1";//服务端的IP.自己更改
        UDPClientIP = UDPClientIP.Trim();
        InitSocket();
    }

    void InitSocket()
    {
        ipEnd = new IPEndPoint(IPAddress.Parse(UDPClientIP), 8060);
        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("客户端连接成功");
        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[1024];
        //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[1024];
            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();
    }
    int i = 0;
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            ++i;
            SocketSend("发送消息给服务端:" + i);
        }
    }

}

 

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