我正在尝试在Hololens上创建一个udp客户端/服务器。我在项目背后的想法是在iOS应用程序和Hololens之间进行通信。这是我的代码:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
#if !UNITY_EDITOR
using Windows.Networking;
using Windows.Networking.Sockets;
using Windows.Storage.Streams;
#endif
public class server : MonoBehaviour
{
public Text monTexte;
#if !UNITY_EDITOR
StreamSocket socket;
StreamSocketListener listener;
String port;
String message;
#endif
// Use this for initialization
void Start()
{
#if !UNITY_EDITOR
listener = new StreamSocketListener();
port = "12345";
listener.ConnectionReceived += Listener_ConnectionReceived;
listener.Control.KeepAlive = false;
Listener_Start();
#endif
}
#if !UNITY_EDITOR
private async void Listener_Start()
{
Debug.Log("Listener started");
try
{
await listener.BindServiceNameAsync(port);
}
catch (Exception e)
{
Debug.Log("Error: " + e.Message);
}
Debug.Log("Listening");
}
private async void Listener_ConnectionReceived(StreamSocketListener sender, StreamSocketListenerConnectionReceivedEventArgs args)
{
Debug.Log("Connection received");
try
{
while (true) {
using (var dw = new DataWriter(args.Socket.OutputStream))
{
dw.WriteString("salut");
await dw.StoreAsync();
dw.DetachStream();
}
using (var dr = new DataReader(args.Socket.InputStream))
{
var receivedStrings = "";
while (dr.UnconsumedBufferLength > 0)
{
uint bytesToRead = dr.ReadUInt32();
receivedStrings += dr.ReadString(bytesToRead) + "\n";
Debug.Log(receivedStrings);
monTexte.text = receivedStrings;
}
}
}
}
catch (Exception e)
{
Debug.Log("iPhone disconnected!!!!!!!! " + e);
}
}
#endif
}
我设法发送消息,现在我不知道为什么我从未收到来自客户的消息... 我创建了一个DataReader,但似乎从不听。任何的想法 ?谢谢!
答案 0 :(得分:1)
我找到了解决问题的方法,这是我的完整代码:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
#if !UNITY_EDITOR
using Windows.Networking;
using Windows.Networking.Sockets;
using Windows.Storage.Streams;
#endif
public class server : MonoBehaviour
{
public Text monTexte;
public String _input = "Waiting";
#if !UNITY_EDITOR
StreamSocket socket;
StreamSocketListener listener;
String port;
String message;
#endif
// Use this for initialization
void Start()
{
#if !UNITY_EDITOR
listener = new StreamSocketListener();
port = "12345";
listener.ConnectionReceived += Listener_ConnectionReceived;
listener.Control.KeepAlive = false;
Listener_Start();
#endif
}
#if !UNITY_EDITOR
private async void Listener_Start()
{
Debug.Log("Listener started");
try
{
await listener.BindServiceNameAsync(port);
}
catch (Exception e)
{
Debug.Log("Error: " + e.Message);
}
Debug.Log("Listening");
}
private async void Listener_ConnectionReceived(StreamSocketListener sender, StreamSocketListenerConnectionReceivedEventArgs args)
{
Debug.Log("Connection received");
try
{
while (true) {
using (var dw = new DataWriter(args.Socket.OutputStream))
{
dw.WriteString("salut");
await dw.StoreAsync();
dw.DetachStream();
}
using (var dr = new DataReader(args.Socket.InputStream))
{
dr.InputStreamOptions = InputStreamOptions.Partial;
await dr.LoadAsync(12);
var input = dr.ReadString(12);
Debug.Log("received: " + input);
_input = input;
}
}
}
catch (Exception e)
{
Debug.Log("iPhone disconnected!!!!!!!! " + e);
}
}
#endif
void Update() {
monTexte.text = _input;
}
}