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你想在unity WebGL里面使用TCP通信吗,那么你可以用一用webSocket。当然,桌面端也可以使用webSocket,这样Unity多平台发布的时候,业务层的通信代码可以使用一套,而不是桌面用socket,网页用http…
顾名思义,它就是web版的socket?那什么是socket呢?…
endel/NativeWebSocket
项目链接
联网演示
绑定脚本
代码清单
代码来自NativeWebSocket官网demo,略作修改
using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using NativeWebSocket; public class Connection : MonoBehaviour { WebSocket websocket; public Text textLog; // Start is called before the first frame update async void Start() { websocket = new WebSocket("ws://192.168.0.146:8081"); websocket.OnOpen += () => { Debug.Log("Connection open!"); textLog.text = $"Connection open! {Time.realtimeSinceStartup} \n {textLog.text}"; }; websocket.OnError += (e) => { Debug.Log("Error! " + e); textLog.text = $"Error:{e} {Time.realtimeSinceStartup} \n {textLog.text}"; }; websocket.OnClose += (e) => { Debug.Log("Connection closed!"); textLog.text = $"Connection closed! {Time.realtimeSinceStartup} \n {textLog.text}"; }; websocket.OnMessage += (bytes) => { Debug.Log("OnMessage!"); textLog.text = $"OnMessage! {Time.realtimeSinceStartup} \n {textLog.text}"; Debug.Log(bytes); // getting the message as a string var message = System.Text.Encoding.UTF8.GetString(bytes); textLog.text = $"消息内容:{message} {Time.realtimeSinceStartup} \n {textLog.text}"; //Debug.Log("OnMessage! " + message); }; // Keep sending messages at every 0.3s InvokeRepeating("SendWebSocketMessage", 0.0f, 0.3f); // waiting for messages await websocket.Connect(); } void Update() { #if !UNITY_WEBGL || UNITY_EDITOR websocket.DispatchMessageQueue(); #endif } async void SendWebSocketMessage() { if (websocket.State == WebSocketState.Open) { // Sending bytes await websocket.Send(new byte[] { 10, 20, 30 }); // Sending plain text await websocket.SendText("plain text message"); } } private async void OnApplicationQuit() { await websocket.Close(); } }
代码来自官网Demo,略有修改
using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Diagnostics; using System.Drawing; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Forms; using Fleck; namespace WinFormsApp1 { public partial class Form1 : Form { public Form1() { InitializeComponent(); } private void button1_Click(object sender, EventArgs e) { var server = new WebSocketServer("ws://192.168.0.146:8081"); //ws://localhost:8081 ws://127.0.0.0:8181 server.Start(socket => { socket.OnOpen = () => { Debug.WriteLine($"有新用户连入:{socket.ConnectionInfo.ClientIpAddress}"); }; socket.OnClose = () => { Debug.WriteLine($"用户断开连接:{socket.ConnectionInfo.ClientIpAddress}"); }; socket.OnMessage = message => { socket.Send($"服务器收到消息 : {DateTime.Now.ToString()}"); Debug.WriteLine($"收到一条消息,来自:{socket.ConnectionInfo.ClientIpAddress}"); }; }); Debug.WriteLine("服务器已经启动!"); } } }
桌面和webGL都没问题、这样,可以一套代码打天下。
以前用socket在桌面(包括一体头盔),在web端只能用http,现在可以统一了。
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