WPF/Winform实现与Unity的Socket通信

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本文链接: https://blog.csdn.net/qq_29412103/article/details/89423941

好久没有写过CSDN了,正好今天没事,就把我最近写的小程序分享给大家。

废话不多说,先上图:

这个是启动WPF服务器端的界面

在没有启动Unity端的情况下点击发送消息就会提示Unity端离线

最后是成功发送消息的截图。在Unity端点击鼠标左右键或者按空格键就会发送消息到WPF端,在WPF端点击发送消息就会更新Unity中OnGUI中的消息显示。

下面讲下怎么实现的:

首先在WPF服务器端建一个F2U_Connection类,直接上代码

public class F2U_Connection
	{
		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 = 2019;
			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);
				}
				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)
			{
                
			}
		}

		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);
					}
				}
				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)
					{
					}
				}
			}
		}

		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");
			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();
		}
	}

msgDelegate委托需要自己声明一下,这个就是发送消息的类型:

public delegate void msgDelegate(string msg);

主窗体的后台代码也贴一下

public partial class MainWindow : Window
    {
        F2U_Connection F2U_Con = F2U_Connection.Instance;
        public MainWindow()
        {
            InitializeComponent();
        }

        void showStatus(string msg)
        {
            Thread t = new Thread(new ThreadStart(delegate
            {
                this.Dispatcher.Invoke(new Action(delegate
                {
                    Conn_Status.Content = msg;
                }), null);
            }));
            t.Start();
        }
        void showReceiveMsg(string msg)
        { 
            {
                Thread t = new Thread(new ThreadStart(delegate
                {
                    this.Dispatcher.Invoke(new Action(delegate
                    {
                        MSG_U2F.Content = msg;
                    }), null);
                }));
                t.Start();
            }
        }
        private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)
        {
            F2U_Con.QuitServer();
        }

        private void Window_Loaded(object sender, RoutedEventArgs e)
        {
            F2U_Con.StatusCallBack += showStatus;
            F2U_Con.msgCallBack += showReceiveMsg;
            F2U_Con.StartServer();
        }

        private void MSG_Send2U_Click(object sender, RoutedEventArgs e)
        {
            F2U_Con.SendU3DMsg(DateTime.Now.Ticks.ToString());
        }
    }

窗体的布局代码太简单就不贴了

然后就是Unity客户端了,这里主要是一个F2U_Connection类,直接上代码:

public partial class U2F_Connection : MonoBehaviour
{
    TcpClient client;
    int PortNo = 2019;
    byte[] RecBuffer;
    string ErrorInfo;

    public static U2F_Connection Instance = null;
    void Start()
    {
        Instance = this;
        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);
            RecBuffer = new byte[client.ReceiveBufferSize];
            SendWinMsg("Unity is ready");
            client.GetStream().BeginRead(RecBuffer, 0, client.ReceiveBufferSize, ReceiveWinMsg, null);

        }
        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()
    {
        client.Close();
    }
}

接收消息使用   U2F_Connection.Instance._ReceivedMsg;

发送消息使用   U2F_Connection.Instance.SendWinMsg();

完事,收工!

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转载自blog.csdn.net/qq_29412103/article/details/89423941
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