我已设法将其设置为所以我的Unity应用程序可以接收tcp数据。但是,当我运行项目时,整个应用程序会冻结,并且在收到消息之前不会执行任何操作。然后,一旦收到消息,它就会打印出该消息,并且不允许我的客户端再次连接它。
这段代码是我的TCP阅读课程的全部内容,我在这里做的事情是否有些愚蠢?
有没有更好的方法来读取TCP数据?
using UnityEngine;
using System.Collections;
using System.Net.Sockets;
using System.Net;
using System.Text;
using System;
using System.IO;
public class TCPConnection: MonoBehaviour
{
public string ip_address = "";
public int port_number = 0;
void Start()
{
try
{
IPAddress ipAddress = IPAddress.Parse(ip_address);
TcpListener listener = new TcpListener(ipAddress, port_number);
listener.Start();
print("The server is running at port " + port_number);
print("The local end point is :" + listener.LocalEndpoint);
print("Waiting for connection.....");
Socket socket = listener.AcceptSocket();
print("Connection accepted from " + socket.RemoteEndPoint);
byte[] b = new byte[100];
int k = socket.Receive(b);
print("recieved...");
for (int i = 0; i < k; i++)
print (Convert.ToChar(b[i]));
ASCIIEncoding ascii = new ASCIIEncoding();
socket.Send(ascii.GetBytes("The string was recieved by the server"));
print("\nSent ack");
}
catch (Exception e)
{
print("error...." + e.Message);
}
}
}
答案 0 :(得分:2)
listener.AcceptSocket
和socket.Receive
是阻止来电。因此,您的UI冻结是正常的。在您接受第一个连接后,您再也不会再次致电listener.AcceptSocke
来获取新的收藏。
使用这些方法的常用方法是使用异步调用,线程或任务。
修改强>
一个例子:
void Start()
{
Task.Factory.StartNew(() =>
{
TcpListener listener = new TcpListener(IPAddress.Any, 12345);
listener.Start();
while (true)
{
Socket socket = listener.AcceptSocket();
Task.Factory.StartNew(() =>
{
byte[] b = new byte[100];
int k = socket.Receive(b);
});
}
});
}
答案 1 :(得分:0)
socket.Receive(b);
和Accept()
将阻止当前线程,直到您收到数据,您可以在此处执行以下操作:
1)创建一个接收数据的分离线程,并将其放入由主线程检查的队列中。但是,许多客户端连接都没有推荐这一点。
2)您可以使用套接字的异步方法:此处显示了一个示例:http://csharp.vanlangen.biz/network-programming/async-sockets/asyncsocketreader/ 还有一个非阻塞侦听器的示例。
异步监听器看起来像这样:
public class SocketEventArgs : EventArgs
{
public Socket Socket { get; private set; }
public SocketEventArgs(Socket socket)
{
Socket = socket;
}
}
/// <author>Jeroen van Langen</author>
/// <source>http://http://csharp.vanlangen.biz/network-programming/async-sockets/easysocketlistener/</source>
public class EasySocketListener : IDisposable
{
private Socket _socket;
public void Start(int port)
{
_socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
_socket.Bind(new IPEndPoint(IPAddress.Any, port));
_socket.Listen(8);
StartAccepting();
}
private void StartAccepting()
{
try
{
_socket.BeginAccept((asyncResult) =>
{
try
{
Socket clientSocket = _socket.EndAccept(asyncResult);
if (OnSocketAccept != null)
OnSocketAccept(this, new SocketEventArgs(clientSocket));
StartAccepting();
}
catch { }
}, null);
}
catch { }
}
public void Dispose()
{
if (_socket != null)
{
_socket.Dispose();
_socket = null;
}
}
public event EventHandler<SocketEventArgs> OnSocketAccept;
}
当连接新客户端时,将调用OnSocketAccept。