现在我正在向服务器发出HTTP请求,但我还需要发送带有一些JSON数据的GET请求。我现在正在做的“工作”,但是很糟糕,因为它每次请求都下降到接近15 FPS。这是我的代码。
这是我的GET查询:
{
"query": {
"match_all": {}
},
"size": 1,
"sort": [{
"@timestamp": {
"order": "desc"
}
}]
}
这是我的开始方法:
void Start()
{
queryString = File.ReadAllText(Application.streamingAssetsPath +"/gimmeData.json");
StartCoroutine(SetJsonData());
}
以下是我为实际提出请求而设置的合作伙伴:
private IEnumerator SetJsonData()
{
// Make a new web request with the .net WebRequest
request = WebRequest.Create(elk_url);
yield return null;
request.ContentType = "application/json";
request.Method = "POST";
buffer = Encoding.GetEncoding("UTF-8").GetBytes(queryString);
// Put this yield here so that I get higher FPS
yield return null;
requestStream = request.GetRequestStream();
requestStream.Write(buffer, 0, buffer.Length);
requestStream.Close();
// Again this is about getting higher FPS
yield return null;
response = (HttpWebResponse)request.GetResponse();
// Wait until we have all of the data we need from the response to continue
yield return requestStream = response.GetResponseStream();
// Open the stream using a StreamReader for easy access.
reader = new StreamReader(requestStream);
// Set my string to the response from the website
JSON_String = reader.ReadToEnd();
yield return null;
// Cleanup the streams and the response.
reader.Close();
requestStream.Close();
response.Close();
yield return null;
// As long as we are not null, put this in as real C# data
if (JSON_String != null)
{
// Wait until we finish converting the string to JSON data to continue
yield return StartCoroutine(StringToJson());
}
if(dataObject != null)
{
// Send the data to the game controller for all of our hits
for(int i = 0; i < dataObject.hits.hits.Length; i++)
{
StartCoroutine(
gameControllerObj.CheckIpEnum(dataObject.hits.hits[i]._source));
}
}
// As long as we didn't say to stop yet
if (keepGoing)
{
yield return null;
// Start this again
StartCoroutine(SetJsonData());
}
}
我拥有所有那些“yield return null”,因为它改进了现有的FPS。
如何优化此功能?有没有更好的方法来制作一个Web请求,也可以用它发送GET数据?我知道UnityWebRequest是一个东西,但这不允许我发送我拥有的JSON数据。
答案 0 :(得分:2)
注意:问题中的代码是执行POST,而不是GET。没有“获取数据”这样的东西。
以下建议等同于服务器的观点。
如果您确实需要GET请求 - 即与您的代码完全不同的内容 - 请参阅此答案的结尾。
Wait until we have all of the data
- 这就是你的帧率降临的地方。这是因为Unity主线程 - 基本上是整个游戏 - 将等待服务器响应所有数据。
简而言之,这只是因为协同程序的工作方式 - 它们与线程非常不同。
Unity中的一般方法是在协程中使用WWW。内部Unity在一个单独的线程上运行实际请求,而协程只是经常检查进度:
发布,匹配您的问题代码:
// Build up the headers:
Dictionary<string,string> headers = new Dictionary<string,string>();
// Add in content type:
headers["Content-Type"] = "application/json";
// Get the post data:
byte[] postData = Encoding.GetEncoding("UTF-8").GetBytes(queryString);
// Start up the reqest:
WWW myRequest = new WWW(elk_url, postData, headers);
// Yield until it's done:
yield return myRequest;
// Get the response (into your JSON_String field like above)
// Don't forget to also check myRequest.error too.
JSON_String = myRequest.text;
// Load the JSON as an object and do magical things next.
// There's no need to add extra yields because
// your JSON parser probably doesn't support chunked json anyway.
// They can cover a few hundred kb of JSON in an unnoticeable amount of time.
....
GET,匹配您的问题:
// Start up the reqest (Total guess based on your variable names):
// E.g. mysite.com/hello?id=2&test=hi
WWW myRequest = new WWW(elk_url + "?"+queryString);
// Yield until it's done:
yield return myRequest;
// Get the response
JSON_String = myRequest.text;
....