客户端未收到来自套接字js服务器的消息

时间:2019-04-15 22:45:48

标签: unity3d websocket uwp socket.io hololens

我正在努力在台式机上的UWP Application和Hololens 1之间建立消息通信。

根据Microsoft文档Websocket Implementation中Websockets的实现,我可以 使用socket.io Server实现对Nodejs的信令部分

var app = require('express')();
var http = require('http').Server(app);
var io = require('socket.io')(http);

app.get('/', function(req, res){
  res.sendFile(__dirname + '/index.html');
});


var PORT = 3000;
var userId = 0;

http.listen(PORT, function () {
  console.log('listening on *: ' + PORT);
});

io.on('connection', function(socket){
    socket.userId = userId++;
    console.log('a user connected, user id: ' + socket.userId);

    socket.on('mess', function (msg) {
    console.log('message from user#' + socket.userId + ": " + msg);
    // Send message with emit"mess" to all client
    io.emit('mess', msg);
  });

  socket.on('disconnect', function(){
    console.log('user disconnected');
  });
});

两个客户端(uwp应用程序和hololens均可建立到服务器。 在计算机上,我可以向服务器发送一些数据。 我目前遇到的问题是Hololens无法从服务器收到消息。

对于通信部分,我使用包装器类,该类为2个客户端提供发送和接收功能。该包装器类已生成到dll,以便在2个差异项目(uolp应用和hololens的unity应用)中进行引用

// Declare "Using" part here...

namespace SocketWrapperNamespace
{

    public delegate void OnReceiveMessengerCallback(string msg);
    public delegate void OnDisconnectCallback(bool connect);

    public class SocketWrapper
    {
        public event OnReceiveMessengerCallback OnReceiveMessenger;
        public event OnDisconnectCallback onDisconnect;

#if !UNITY_EDITOR
        private Uri _uri;
        private MessageWebSocket messageWebSocket;
        private DataWriter dataWriter;
#endif
        // Client can call this function to connect
        public void Connect(string uri)
        {
#if !UNITY_EDITOR
            try
            {
                Connector(uri);
            }
            catch (Exception ex)
            {
                Debug.WriteLine(ex.Message);
            }
#endif
        }

        private async void Connector(string uri)
        {
#if !UNITY_EDITOR
           // Code here look pretty much like in the example from microsoft documentation
#endif
        }

        // Function for client to send message to server
        public void SendMessage(string emiter, string message)
        {
#if !UNITY_EDITOR
            try
            {
                Emit(emiter, message);
            }
            catch (Exception ex)
            {
                Debug.WriteLine(ex.Message);
            }
#endif
        }


        //Emitter
        private async void Emit(string emiter, string message)
        {
#if !UNITY_EDITOR
            try
            {
                if (messageWebSocket == null)
                {
                    return;
                }
                if (dataWriter == null)
                {
                    return;
                }

                string form = string.Format("42[\"{0}\",\"{1}\"]", emiter, message);

                dataWriter.WriteString(form);
                await dataWriter.StoreAsync();
            }
            catch (Exception ex)
            {
                Debug.WriteLine(ex.Message);
            }
#endif
        }

        //Disconnect
        public void Disconnect()
        {
#if !UNITY_EDITOR
          // Disconnecting server ...
#endif
        }

        //Message Arrived Handler
        private void WebSocket_MessageArrived(MessageWebSocket sender, MessageWebSocketMessageReceivedEventArgs args)
        {
#if !UNITY_EDITOR
            try
            {
                if (OnReceiveMessenger == null)
                {
                    return;
                }
                using (DataReader dataReader = args.GetDataReader())
                {
                    if (dataReader != null)
                    {
                        dataReader.UnicodeEncoding = UnicodeEncoding.Utf8;
                        string message = dataReader.ReadString(dataReader.UnconsumedBufferLength);
                        OnReceiveMessenger?.Invoke(message);
                    }
                }
            }
            catch (Exception ex)
            {
                Debug.WriteLine(ex.Message);
            }
#endif
        }

        //Websocket Close Handler
        private void WebSocket_Closed(IWebSocket sender, WebSocketClosedEventArgs args)
        {
#if !UNITY_EDITOR
            // Close work here ...
#endif
    }
}

在Hololens上,我准备与服务器的连接并收听收到的消息事件。

// hololens client call this method to initialize the connection
public void OnStart()
    {
        socketWrapper = new SocketWrapper();
        uri = String.Concat("ws://",server,":3000/socket.io/?EIO=3&transport=websocket");
#if !UNITY_EDITOR
        socketWrapper.Connect(uri);
        socketWrapper.OnReceiveMessenger += OnMessageArrived_Handler;
        socketWrapper.onDisconnect += OnDisconnect_Handler;
#endif
    }

//Message Arrived Handler
    private void OnMessageArrived_Handler(string msg)
    {
// Here I do not received any message from server
}

我让她犯了什么错误?我想知道,即使我可以从hololens连接到服务器,但订阅部分似乎无法正常工作? 考虑这2个项目在不同的位置,并且dll发生相同的情况。

我认为我必须将SocketWrapper类设置为Singleton,因为hololens部件为此实例化了一个新的Object,因此在这里订阅可能不起作用

使用其他实现解决此问题的更好建议会有所帮助。

谢谢

1 个答案:

答案 0 :(得分:1)

我认为现在在C#和Unity环境中使用WebSocket的最佳解决方案是WebSocketSharp library。 它具有出色的实现功能,并且至今已更新了6年。此外,它还有3个在不同情况下如何使用它的示例。