二、PC集成unity(2)Socket通信

2023-02-26  本文已影响0人  GameObjectLgy
unity 端代码
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net.Sockets;
using System.Text;
using UnityEngine;

public class U2F_Connection : MonoBehaviour
{
    TcpClient client;
    int PortNo = 2023;
    byte[] RecBuffer;
    string ErrorInfo;

    public static U2F_Connection Instance = null;
    public string _ReceivedMsg;

    public Texture2D TestTex;
    public bool IsConnected = false;
    public float frameCount = 0;
    void Awake()
    {
        Instance = this;
        //Init();
    }

    public void Init()
    {
        try
        {
            //获取Winform传过来的端口号
            //string[] Args = Environment.GetCommandLineArgs();
            //if (Args.Length > 3)
            //    PortNo = int.Parse(Args[3]);

            //连接到服务器  
            client = new TcpClient();
            //client.Connect("127.0.0.1", PortNo);
            client.Connect("172.21.41.99", PortNo);
            RecBuffer = new byte[client.ReceiveBufferSize];

            //数据发送
            //SendWinMsg("Unity is ready ...");
            //string dataStr = Texture2DToBase64ByPng();
            //SendWinMsg(dataStr);发送数据给Winform

            client.GetStream().BeginRead(RecBuffer, 0, client.ReceiveBufferSize, ReceiveWinMsg, null);
            IsConnected = true; 
        }
        catch (Exception) { }
    }

    /// <summary>
    /// 发送消息给WPF
    /// </summary>
    /// <param name="msg"></param>
    public void SendWinMsg(string msg)
    {
        try
        {
            NetworkStream ns = client.GetStream();
            byte[] data = Encoding.UTF8.GetBytes(msg);
            ns.Write(data, 0, data.Length);
            ns.Flush();
        }
        catch (Exception ex)
        {
            ErrorInfo = ex.Message;
        }
    }

    /// <summary>
    /// 接收WPF的消息
    /// </summary>
    /// <param name="ar"></param>
    public void ReceiveWinMsg(IAsyncResult ar)
    {
        try
        {
            //清空ErrorInfo
            ErrorInfo = "";
            int bytesRead = client.GetStream().EndRead(ar);
            if (bytesRead < 1)
                return;
            else
            {
                _ReceivedMsg = Encoding.UTF8.GetString(RecBuffer, 0, bytesRead);
            }
            client.GetStream().BeginRead(RecBuffer, 0, client.ReceiveBufferSize, ReceiveWinMsg, null);
        }
        catch (Exception ex)
        {
            ErrorInfo = ex.Message;
        }
    }

    private void OnDestroy()
    {
        if (client != null)
        {
            client.Close();
        }
    }

    [ContextMenu("Get texture2D byte data")]
    public string TextureToBase64()
    {
        Texture2D texture2D = TestTex;
        //byte[] imageData = texture2D.EncodeToPNG();
        byte[] imageData = new byte[texture2D.height * texture2D.width * 4];

        Color c;
        for (int i = 0; i < texture2D.height; i++)
        {
            for (int j = 0; j < texture2D.width; j++)
            {
                c = texture2D.GetPixel(j, i);
                imageData[i * texture2D.width  + j + 0] = (byte)(c.r * 255.0f + 0.5f);
                imageData[i * texture2D.width  + j + 1] = (byte)(c.g * 255.0f + 0.5f);
                imageData[i * texture2D.width  + j + 2] = (byte)(c.b * 255.0f + 0.5f);
                imageData[i * texture2D.width  + j + 3] = (byte)(c.a * 255.0f + 0.5f); ;
            }
        }

        string baser64 = Convert.ToBase64String(imageData);
        Debug.Log(baser64);
        //WriteFile(baser64, Application.persistentDataPath + "TexData01.txt");
        return baser64;
    }

    [ContextMenu("Get texture2D byte Texture2DToBase64ByPng")]
    public String Texture2DToBase64ByPng()
    {
        Texture2D texture2D = TestTex;
        byte[] bytesArr = texture2D.EncodeToPNG();
        string strbaser64 = Convert.ToBase64String(bytesArr);
        //WriteFile(strbaser64, Application.persistentDataPath + "Texture2DToBase64ByPng.txt");
        return strbaser64;
    }
}
PC 端代码或另一端unity
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using System.Windows.Forms;

namespace Container
{
    public class F2U_Connection
    {
        public delegate void msgDelegate(string msg);

        private static F2U_Connection _instance;

        private Socket serverSocket;

        private Socket clientSocket;

        public static int conPort;

        private Thread listenThread;

        private Thread receiveThread;

        private bool isListening = false;

        private bool isReceiving = false;

        private static byte[] result;

        public msgDelegate StatusCallBack;

        public msgDelegate msgCallBack;

        private string _stateInfo;

        private string _receiveMsg;
        /// <summary>
        /// 单例
        /// </summary>
        public static F2U_Connection Instance
        {
            get
            {
                if (F2U_Connection._instance == null)
                {
                    F2U_Connection._instance = new F2U_Connection();
                }
                return F2U_Connection._instance;
            }
        }

        public string receiveMsg
        {
            get
            {
                return this._receiveMsg;
            }
            set
            {
                this._receiveMsg = value;
                msgDelegate _msgDelegate = this.msgCallBack;
                if (_msgDelegate != null)
                {
                    _msgDelegate(this._receiveMsg);
                }
                else
                {
                }
            }
        }

        public string statusInfo
        {
            get
            {
                return this._stateInfo;
            }
            set
            {
                this._stateInfo = value;
                msgDelegate statusCallBack = this.StatusCallBack;
                if (statusCallBack != null)
                {
                    statusCallBack(this._stateInfo);
                }
                else
                {
                }
            }
        }

        static F2U_Connection()
        {
            F2U_Connection._instance = null;
            F2U_Connection.conPort = 2023;
            //F2U_Connection.result = new byte[1024];
            F2U_Connection.result = new byte[1024];
        }
        /// <summary>
        /// 等待客户端的连接 并且创建与之通信的Socket
        /// </summary>
        private void listenClientConnect()
        {
            while (this.isListening)
            {
                try
                {
                    this.clientSocket = this.serverSocket.Accept();
                    this.receiveThread = new Thread(new ParameterizedThreadStart(this.ReceiveU3DMsg));
                    this.isReceiving = true;
                    this.receiveThread.Start(this.clientSocket);
                    //MessageBox.Show("unity connnected winform.");
                    //Program.AppForm.CallInvokeUIUpdate("codeUpdateLaeleText");
                                        //连接成功处理
                }
                catch (Exception exception)
                {
                    this.statusInfo = string.Concat("监听线程错误:", exception.Message);
                }
            }
        }

        public void QuitServer()
        {
            try
            {
                if (this.serverSocket != null)
                {
                    this.serverSocket.Close();
                }
                if (this.clientSocket != null)
                {
                    this.clientSocket.Close();
                }
                this.isListening = false;
                this.listenThread.Join();
                this.isReceiving = false;
                this.receiveThread.Join();
            }
            catch (Exception exception)
            {
                MessageBox.Show(exception.Message + ".\nQuitServer.");
            }
        }

        private void ReceiveU3DMsg(object cliSocket)
        {
            Socket socket = (Socket)cliSocket;
            while (this.isReceiving)
            {
                try
                {
                    //实际接收到的有效字符
                    int num = socket.Receive(F2U_Connection.result);
                    if (num > 1)
                    {
                        this.receiveMsg = Encoding.UTF8.GetString(F2U_Connection.result, 0, num);
                        //Program.AppForm.CallInvokeUIUpdate("updateFrameRate", this.receiveMsg);
                                                //接受消息处理
                    }
                }
                catch (Exception exception2)
                {
                    Exception exception = exception2;
                    try
                    {
                        this.statusInfo = string.Concat("接收消息错误:", exception.Message);
                        this.clientSocket.Shutdown(SocketShutdown.Both);
                        this.clientSocket.Close();
                    }
                    catch (Exception exception1)
                    {
                        if (this.isReceiving == false)
                        {
                            return;
                        }
                        MessageBox.Show(exception1.Message + ".\n接收消息错误2.");
                    }
                }
            }
        }

        public void SendU3DMsg(string msg)
        {
            if ((this.clientSocket == null ? true : !this.clientSocket.Connected))
            {
                this.statusInfo = "Unity端离线。";
            }
            else
            {
                this.clientSocket.Send(Encoding.UTF8.GetBytes(msg));
            }
        }

        public void StartServer()
        {
            //在服务端创建一个负责监听IP和端口号的Socket
            //IPAddress pAddress = IPAddress.Parse("127.0.0.1");
            IPAddress pAddress = IPAddress.Parse("172.21.41.99");
            this.serverSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
            //绑定端口号
            this.serverSocket.Bind(new IPEndPoint(pAddress, F2U_Connection.conPort));
            //设置监听
            this.serverSocket.Listen(10);
            this.statusInfo = string.Concat("启动监听:", this.serverSocket.LocalEndPoint.ToString(), "成功");
            //创建监听线程
            this.listenThread = new Thread(new ThreadStart(this.listenClientConnect));
            this.isListening = true;
            this.listenThread.Start();
        }

        public string GetConnectState()
        {
            return this.statusInfo;
        }
    }
}

注意:支持Unity和Unity互通,也支持Unity和PC程序互通

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