Unity 使用UDP协议进行本地服务器和客户端互联互通

Unity 使用UDP协议进行本地服务器和客户端互联互通

前情提示:
在我们使用unity开发的时候,难免会遇到两个主机或者多个主机之间的交互,(比如:开发双人蛋椅时,为了让蛋椅内两台主机相互通信),以及远程控制电脑关机,废话不多说了,代码直接奉上,各位大哥大姐,弟弟妹妹轻喷,不足之处请海涵。

服务器端:

using UnityEngine;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using System.IO;
public class UDPServer : MonoBehaviour
{
public string ipAddress = “192.168.28.58”;
public int ConnectPort = 7401;
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;
//判断服务器是否跳转场景
bool isJumpScene = false;
//IP地址
string ip;
//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.Star

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转载自blog.csdn.net/g947195395/article/details/112977762