Unity UDP广播 接收端实现

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public class Lighthouse : MonoBehaviour
{
    private byte[] data;
    private string Error_Message;
    private Thread thread;
    private EndPoint ep;
    private bool IsStop = false;
    private Socket socket;
    public int udpPort = 9050;
    public static Lighthouse instance;

    private void Awake()
    {
        if (instance == null)
        {
            instance = this;
            GetSeverIP();
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            Destroy(gameObject);
        }
    }

    private void GetSeverIP()
    {
        try
        {
            socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
            ep = new IPEndPoint(IPAddress.Any, udpPort);
            socket.Bind(ep);
            data = new byte[1024];
            thread = new Thread(Receive);
            thread.IsBackground = true;
            thread.Start();
        }
        catch (Exception e)
        {
            Debug.LogError("错误信息:" + e.Message);
        }

    }


    private void Receive()
    {
        while (!IsStop)
        {
            if (socket.Available <= 0) continue;
            int recv = socket.ReceiveFrom(data, ref ep);
            string msg = Encoding.ASCII.GetString(data, 0, recv);
            Debug.Log("接收消息:"+msg);
        }
    }


    public void OnApplicationQuit()
    {
        IsStop = true;
        socket.Shutdown(SocketShutdown.Both);
        socket.Close();
        thread.Abort();
    }

}

 

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要在Unity实现UDP广播的发送和接收,可以使用C#中的Socket类,以下是一个示例代码: ```csharp using System.Net; using System.Net.Sockets; using System.Text; public class UdpBroadcastSender : MonoBehaviour { private const int PORT = 12345; private UdpClient udpClient; private void Start() { udpClient = new UdpClient(); udpClient.EnableBroadcast = true; udpClient.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true); udpClient.Client.Bind(new IPEndPoint(IPAddress.Any, PORT)); } private void OnDestroy() { udpClient.Close(); } public void SendMessage(string message) { byte[] data = Encoding.ASCII.GetBytes(message); udpClient.Send(data, data.Length, new IPEndPoint(IPAddress.Broadcast, PORT)); } } public class UdpBroadcastReceiver : MonoBehaviour { private const int PORT = 12345; private UdpClient udpClient; private IPEndPoint ipEndPoint; private void Start() { udpClient = new UdpClient(PORT); ipEndPoint = new IPEndPoint(IPAddress.Any, PORT); udpClient.EnableBroadcast = true; udpClient.MulticastLoopback = true; udpClient.JoinMulticastGroup(IPAddress.Broadcast); udpClient.BeginReceive(new AsyncCallback(OnReceive), null); } private void OnDestroy() { udpClient.Close(); } private void OnReceive(IAsyncResult result) { byte[] data = udpClient.EndReceive(result, ref ipEndPoint); string message = Encoding.ASCII.GetString(data); Debug.Log("Received message: " + message); udpClient.BeginReceive(new AsyncCallback(OnReceive), null); } } ``` 在以上代码中,UdpBroadcastSender类用来发送UDP广播消息,UdpBroadcastReceiver类用来接收UDP广播消息。在UdpBroadcastReceiver类中,我们使用了异步回调的方式来接收消息,这样可以保证在接收到消息之前不会阻塞主线程。 在Unity中,你可以将上述代码分别添加到两个不同的GameObject上,并在需要发送广播消息的时候调用UdpBroadcastSender.SendMessage函数即可。同时,在接收到广播消息时,UdpBroadcastReceiver.OnReceive函数会被自动调用,你可以在这个函数中处理接收到的消息。

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