第十三篇:Unity与UE4的通信机制(三):Unity与UE4通信

最后一篇了,给大家介绍一下Unity与UE4之间的通信。
为什么我会想到用Unity和UE4通信呢,主要是有一次开发的时候,我想用UE4打一个IOS包时发现,UE4打IOS包太烦了,搞了好几次都打包失败,这时就看出Unity的优势在哪了,Unity打IOS包真是比UE4方便多了,所以我就想着用Unity做客户端,用UE4做服务器端,采用UDP通信实现他们的消息互传。
1、 首先是服务器端,新建一个UE4工程,新建一个C++类,生成.cpp和.h两个文件
.cpp文件代码

#include "UDPRecive.h"


// Sets default values
AUDPRecive::AUDPRecive()
{
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	ListenSocket = NULL;

}

// Called when the game starts or when spawned
void AUDPRecive::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AUDPRecive::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

void AUDPRecive::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
	Super::EndPlay(EndPlayReason);
	//~~~~~~~~~~~~~~~~

	delete UDPReceiver;
	UDPReceiver = nullptr;

	//Clear all sockets!
	//      makes sure repeat plays in Editor dont hold on to old sockets!
	if (ListenSocket)
	{
		ListenSocket->Close();
		ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->DestroySocket(ListenSocket);
	}
}

//Start UDP Receiver
void AUDPRecive::StartUDPReceiver(const FString& YourChosenSocketName, const FString& TheIP, const int32 ThePort, bool& success) // 接收器初始化  接收信息前
{

	TSharedRef<FInternetAddr> targetAddr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
	FIPv4Address Addr;
	FIPv4Address::Parse(TheIP, Addr);

	//Create Socket
	FIPv4Endpoint Endpoint(FIPv4Address::Any, ThePort);  //所有ip地址本地
														 //FIPv4Endpoint Endpoint(Addr, ThePort);                 //指定ip地址
	ListenSocket = FUdpSocketBuilder(*YourChosenSocketName)
		.AsNonBlocking()
		.AsReusable()
		.BoundToEndpoint(Endpoint)
		.WithReceiveBufferSize(2 * 1024 * 1024)

		;
	//BUFFER SIZE
	int32 BufferSize = 2 * 1024 * 1024;
	ListenSocket->SetSendBufferSize(BufferSize, BufferSize);
	ListenSocket->SetReceiveBufferSize(BufferSize, BufferSize);

	if (!ListenSocket)
	{
		ScreenMsg("No socket");
		success = false;

	}
	if (ListenSocket)
	{
		ScreenMsg("The receiver is initialized");
		success = true;
	}

	//return true;
}

void AUDPRecive::DataRecv(FString& str, bool& success)              //接收消息处理
{

	if (!ListenSocket)
	{
		ScreenMsg("No sender socket");
		success = false;
		//return success;
	}
	TSharedRef<FInternetAddr> targetAddr = ISocketSubsystem::Get(PLATFORM_SOCKETSUBSYSTEM)->CreateInternetAddr();
	TArray<uint8> ReceivedData;//定义一个接收器
	uint32 Size;
	if (ListenSocket->HasPendingData(Size))
	{
		success = true;
		str = "";
		uint8 *Recv = new uint8[Size];
		int32 BytesRead = 0;

		ReceivedData.SetNumUninitialized(FMath::Min(Size, 65507u));
		ListenSocket->RecvFrom(ReceivedData.GetData(), ReceivedData.Num(), BytesRead, *targetAddr);//创建远程接收地址
		char ansiiData[1024];
		memcpy(ansiiData, ReceivedData.GetData(), BytesRead);//拷贝数据到接收器
		ansiiData[BytesRead] = 0;                            //判断数据结束
		FString debugData = ANSI_TO_TCHAR(ansiiData);         //字符串转换
		str = debugData;
		// memset(ansiiData,0,1024);//清空 

	}
	else
	{
		success = false;
	}
	//return success;
}

.h文件代码

#pragma once

#include "Engine.h"
#include "Runtime/Networking/Public/Networking.h"
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "UDPRecive.generated.h"

UCLASS()
class UDPMANAGER_API AUDPRecive : public AActor
{
	GENERATED_BODY()

public:
	// Sets default values for this actor's properties
	AUDPRecive();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:
	// Called every frame
	virtual void Tick(float DeltaTime) override;

public:
	FSocket * ListenSocket;

	FUdpSocketReceiver* UDPReceiver = nullptr;


	UFUNCTION(BlueprintCallable, Category = "UDP")
		void StartUDPReceiver(const FString& YourChosenSocketName, const FString& TheIP, const int32 ThePort, bool& success);

	UFUNCTION(BlueprintPure, Category = "UDP")
		void DataRecv(FString& str, bool& success);

	//ScreenMsg
	FORCEINLINE void ScreenMsg(const FString& Msg)
	{
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, *Msg);
	}
	FORCEINLINE void ScreenMsg(const FString& Msg, const float Value)
	{
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("%s %f"), *Msg, Value));
	}
	FORCEINLINE void ScreenMsg(const FString& Msg, const FString& Msg2)
	{
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("%s %s"), *Msg, *Msg2));
	}


public:

	/** Called whenever this actor is being removed from a level */
	virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;


};

.Build.cs文件如下

 using UnrealBuildTool;
    
    public class UDPManager : ModuleRules
    {
    	public UDPManager(ReadOnlyTargetRules Target) : base(Target)
    	{
    		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
    	
    		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Sockets", "Networking" });
    
    		PrivateDependencyModuleNames.AddRange(new string[] {  });
    
    		// Uncomment if you are using Slate UI
    		// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
    		
    		// Uncomment if you are using online features
    		// PrivateDependencyModuleNames.Add("OnlineSubsystem");
    
    		// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
    	}
    }

新建蓝图类继承刚才的C++类,将蓝图类拖入map中,打开蓝图类
在这里插入图片描述

2、然后是客户端,新建一个Unity程序,主要是以下几个脚本文件
登陆界面脚本LoginBegan.cs

  using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using DG.Tweening;
public class LoginBegan : MonoBehaviour {
    public static LoginBegan login;
 
   public GameObject administratorInterface;//IP连接的Panel
	public GameObject UpShowView;


    public InputField[] meessage;
    public string recvIP;
    public string recvPort;

    // Use this for initialization
    private void Awake()
    {
      
    }

    void Start() {
        login = this;
      
    }

  
    //得到输入的IP值
    public void InputIp()
    {
        recvIP = meessage[0].text;
    }
    public void InputPort()
    {
        recvPort = meessage[1].text;
    }
}

消息传输脚本TCPClientTest.cs

using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
public class TCPClientTest : MonoBehaviour
{
    public static TCPClientTest tcp;
    public static bool successTemp = false;
   

    public static Socket clientSocket;
    private IPEndPoint server_Address;
    //接收到的数据
    //private byte[] data_Receive = new byte[1024];
    //要发送的数据
    private byte[] data_Send = new byte[1024];
    public Thread t;
    public GameObject[] panelRestore;//缩放还原


	void Start()
	{
		tcp = this;
	}


	// Update is called once per frame
	void Update()
	{
		if (successTemp)
		{
			LianJie();
			InitSocket();
		}

		successTemp = false;
	}
  
   
    void OnApplicationQuit()
    {
        SocketQuit();
    }

    //IPEndPoint IP_Address;
    public void ConnectBut()
    {
        
        successTemp = true;
        Debug.Log(successTemp);

    }

    public void InitSocket()
    {
        //设置IP地址和端口号,用户监听消息
        server_Address = new IPEndPoint(IPAddress.Parse(GetCurrentIP()), 2333);

       // Debug.Log("6666666666666666666666666666666666666666666666666666666666666");

        //初始化Socket
        clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        //Debug.Log("7777777777777777777777777777777777777777777777777777777777777777");

       // Debug.Log("AAAAAAAAAAAAAAAAAAAAAAAAAA" + clientSocket.ToString() + "BBBBBBBBBBBBBBBBBBBBBB" + server_Address.Port);
        //clientSocket.Bind(server_Address);
       // Debug.Log("333333333333333333333333333333333333333333333333333333333333");
        //启动接收数据的线程
        // receiveThread = new Thread(Socket_Receive);
        // receiveThread.Start();
    }


    //获取本机的IP地址
    private string GetCurrentIP()
    {
        string name = Dns.GetHostName();
        IPAddress[] ipadrlist = Dns.GetHostAddresses(name);
        foreach (IPAddress ipa in ipadrlist)
        {
            if (ipa.AddressFamily == AddressFamily.InterNetwork)
            { 
                return ipa.ToString();
            }
        }
        return null;
    }


    private void SocketQuit()
    {
        //终止线程
        if (t != null)
        {
            t.Interrupt();
            t.Abort();
        }
        //关闭socket
        if (clientSocket != null)
            clientSocket.Close();
    }

    //LoginBegan.login.recvIP
    //int.Parse(LoginBegan.login.recvPort)
    public void Socket_Send(string _msg)
    {
        //IPEndPoint IP_Address = new IPEndPoint(IPAddress.Parse("192.168.1.182"), 60095);
        //IPEndPoint IP_Address = new IPEndPoint(IPAddress.Parse("192.168.1.121"), 59226);
        IPEndPoint IP_Address = new IPEndPoint(IPAddress.Parse(LoginBegan.login.recvIP), int.Parse(LoginBegan.login.recvPort));
        data_Send = Encoding.UTF8.GetBytes(_msg);

        //将消息发送给指定IP地址和端口
        
        clientSocket.SendTo(data_Send, IP_Address);
      

    }


    private static readonly object locker = new object();
    private TCPClientTest() { }
    public static TCPClientTest Login()
    {
        if (tcp == null)
        {
            lock (locker)
            {
                if (tcp == null)
                {
                    tcp = new TCPClientTest();
                }
            }
        }
        return tcp;
    }
		
    public  string sendStr ;

    public void QuYuShaPan()
    {
        sendStr = "10004";
        Socket_Send(sendStr);
    }


    
    public void LianJie()
    {
        LoginBegan.login.administratorInterface.SetActive(false);//连接界面隐藏
		LoginBegan.login.UpShowView.SetActive(true);                                                        //其他界面显示

    }
}

运行效果如下
在这里插入图片描述
登录成功之后,点击send,成功接收到消息10014。
在这里插入图片描述

Demo地址:https://download.csdn.net/download/sxx930923/10908746

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