⭐Unity 搭建UDP客户端(01) 配合网络调试助手测试
1.接收来自服务器的消息
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class UDPManager:MonoBehaviour
{
public string recvStr; //服务器返回值
public string UDPClientAddRess = "192.168.2.39"; //目标服务器地址
public int UDPClientPort = 8080; //目标服务器端口号
Socket socket;
EndPoint serverEnd;
IPEndPoint ipEnd;
byte[] recvData = new byte[1024];
byte[] sendData = new byte[1024];
int recvLen = 0;
Thread connectThread;
/// <summary>
/// 想服务器发送数据
/// </summary>
/// <param name="message"></param>
public void InitSocket(string message)
{
Debug.Log(message);
UDPClientAddRess = UDPClientAddRess.Trim();
ipEnd = new IPEndPoint(IPAddress.Parse(UDPClientAddRess), UDPClientPort);
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
serverEnd = sender;
Debug.Log("等待链接");
SocketSend(message);
Debug.Log("连接成功");
connectThread = new Thread(new ThreadStart(SocketReceve));
connectThread.Start();
}
/// <summary>
/// 想服务端发送需要发送的内容
/// </summary>
/// <param name="sendMessage"></param>
public void SocketSend(string sendMessage)
{
//首先清空所有
sendData = new byte[1024];
//转换数据
sendData = Encoding.UTF8.GetBytes(sendMessage);
//将数据发送到服务端
socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
}
/// <summary>
/// 接收来自服务端的消息
/// </summary>
void SocketReceve()
{
while (true)
{
recvData = new byte[1024];
try
{
recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
}
catch (System.Exception e)
{
Debug.LogError("出现异常,异常信息:" + e);
}
Debug.Log("收到信息,信息来自:" + serverEnd.ToString());
if (recvLen > 0)
{
recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
Debug.Log(recvStr);
}
else
{
Debug.LogError("出现错误,请检查网络链接是否正常");
}
}
}
/// <summary>
/// 关闭与服务器的连接
/// </summary>
public void SocketQuit()
{
//如果线程还在就需要关闭线程
Debug.Log("销毁UDP");
if (connectThread != null)
{
connectThread.Interrupt();
connectThread.Abort();
}
//最后关闭socket
if (socket != null)
{
socket.Close();
}
}
}
2.给服务器发送消息