Unity处理来自Socket的数据流

时间:2016-05-08 14:27:58

标签: c# sockets unity3d unity5

背景

我有一个简单的工作服务器,它从数据收集设备发送二进制文件,套接字连接正常工作,我的Unity客户端和其他客户端(如matlab客户端)都可以正确接收数据。

然后Unity中的客户端尝试从该服务器接收数据并将每个数据包的字节分段为3D坐标数组。

每个帧应该是512x424像素大,这就是为什么我需要等到数据填充512x424字节并进行分割

问题

Unity在套接字连接和接收阶段运行正常,它将在处理阶段卡住(停顿):@echo off setlocal EnableDelayedExpansion rem Load the number of occurrences of each letter from "LetterPerSample.txt" file rem and create the desired files set "letters=abcdefghijklmnopqrstuvwxyz" set "i=0" for /F %%b in (LetterPerSample.txt) do ( for %%i in (!i!) do set "letter=!letters:~%%i,1!" set /A i+=1 set "num=%%b" for /L %%g in (1,1,!num!) do ( set "index=%%g" echo !letter!>letter_labels\!letter!\!letter!_!index!.lab ) )

我已阅读此SO帖子: Getting UdpClient Receive data back in the Main thread 并相应地更改了我的代码,但问题仍然存在。

我做错了吗?感谢您的帮助:))

代码---客户端

ProcessFrame((byte[])state.buffer.Clone())

代码---数据处理

public class SomeClass: MonoBehaviour {
public GameObject sphere;
const int IMGW = 512;
const int IMGH = 424;
const int MAXBODY = 6;
const int NUMJOINT = 25;
const int READ_BUFFER_SIZE = (4 * 3 + 4 * 1 + 4 * 1) * (IMGW * IMGH + MAXBODY * NUMJOINT);
const int PORT_NUM = 20156;
public string response = String.Empty;
private Queue queue;
private System.Object queueLock;
private int bytesRead;
// ManualResetEvent instances signal completion.
private static ManualResetEvent connectDone =
    new ManualResetEvent(false);
private static ManualResetEvent sendDone =
    new ManualResetEvent(false);
private static ManualResetEvent receiveDone =
    new ManualResetEvent(false);

// State object for receiving data from remote device.
public class StateObject
{
    // Client socket.
    public Socket workSocket = null;
    // Receive buffer.
    public const int BufferSize = (4 * 3 + 4 * 1 + 4 * 1) * (IMGW * IMGH + MAXBODY * NUMJOINT);
    public byte[] buffer = new byte[BufferSize];
}

// We use this to keep tasks needed to run in the main thread
private static readonly Queue<Action> tasks = new Queue<Action>();

// Use this for initialization
void Start () {
    queueLock = new object();
    queue = new Queue();
    this.StartClient();

  // Test object      
  sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
  sphere.transform.position = new Vector3(0, -1, 10);     
}         
  // Update is called once per frame  
 void Update () {
    this.HandleTasks();
}

void HandleTasks()
{
    while (tasks.Count > 0)
    {
        Action task = null;

        lock (tasks)
        {
            if (tasks.Count > 0)
            {
                task = tasks.Dequeue();
            }
        }

        task();
    }
}

public void QueueOnMainThread(Action task)
{
    lock (tasks)
    {
        tasks.Enqueue(task);
    }
}

private void StartClient()
{
    try
    {
        IPAddress ipAddress = IPAddress.Parse("127.0.0.1");
        IPEndPoint remoteEP = new IPEndPoint(ipAddress, PORT_NUM);

        Socket client = new Socket(AddressFamily.InterNetwork,
            SocketType.Stream, ProtocolType.Tcp);

        // Connect to the remote endpoint.
        client.BeginConnect(remoteEP, new AsyncCallback(ConnectCallback), client);
        connectDone.WaitOne();

        Receive(client);
        receiveDone.WaitOne();

        Console.WriteLine("Response received : {0}", response);

        // Release the socket
        client.Shutdown(SocketShutdown.Both);
        client.Close();
    }
    catch (Exception e)
    {
        Debug.Log(e.ToString());
    }
}

private void ConnectCallback(IAsyncResult ar)
{
    try
    {
        // Retrieve the socket from the state object.
        Socket client = (Socket)ar.AsyncState;

        // Complete the connection.
        client.EndConnect(ar);

        // Signal that the connection has been made.
        connectDone.Set();
    }
    catch (Exception e)
    {
        String error = e.ToString();
        Console.WriteLine(e.ToString());
        fnDisconnect();
    }
}

private void Receive(Socket client)
{
    try
    {
        // Create the state object.
        StateObject state = new StateObject();
        state.workSocket = client;
        bytesRead = 0;
        // Begin receiving the data from the remote device.
        client.BeginReceive(state.buffer, bytesRead, StateObject.BufferSize, 0,
            new AsyncCallback(ReceiveCallback), state);
    }
    catch (Exception e)
    {
        Console.WriteLine(e.ToString());
    }
}

private void ReceiveCallback(IAsyncResult ar)
{
    try
    {
        // Retrieve the state object and the client socket 
        // from the asynchronous state object.
        StateObject state = (StateObject)ar.AsyncState;
        Socket client = state.workSocket;

        // Read data from the remote device.
        int numOfBytesRead = client.EndReceive(ar);

        if (numOfBytesRead > 0)
        {
            bytesRead += numOfBytesRead;
            if (bytesRead == StateObject.BufferSize)
            {
                this.QueueOnMainThread(() =>
                {
                    // All the data has arrived; put it in response.
                    ProcessFrame((byte[])state.buffer.Clone());
                });

                Receive(client);
            }
            else {
                // Get the rest of the data.
                client.BeginReceive(state.buffer, bytesRead, StateObject.BufferSize - bytesRead, 0,
                    new AsyncCallback(ReceiveCallback), state);
            }
        }
        else
        {
            receiveDone.Set();
        }

    }
    catch (Exception e)
    {
        Console.WriteLine(e.ToString());
    }
}

更新

感谢@Programmer的建议,我按照他提供的工作套接字客户端链接。

1 个答案:

答案 0 :(得分:1)

整个代码一团糟。您应该使用Async而不是byte[] bufferCopy = (byte[])buffer.Clone();来完成更少的代码。

任何方式,用

替换byte[] bufferCopy = new byte[buffer.Length]; System.Buffer.BlockCopy(buffer, 0, bufferCopy, 0, bufferCopy.Length); 代码行
ProcessFrame((byte[])state.buffer.Clone());

对于ProcessFrame(state.buffer); ,只需传入数据而不进行克隆。所以应该替换为

PATCH /users/:id => user#update

这应该可以解决问题,假设这是代码中唯一的问题。

编辑:

Here Unity的完整TCP服务器代码。将代码移植到UDP,这应该适合您。