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Unity UDP传输图片

unity udp传输图片

Server:


using System.Net.Sockets;
using System.Net;
using System.Threading;
using System.Text;
using System;

public class UDPServer
{
    private Socket server;
    /// <summary>
    /// 接收缓冲区数据
    /// </summary>
    private byte[] data;
    public Action<byte[]> OnMesageCallback;
    public UDPServer(string ip, int port)
    {
        data = new byte[1024 * 1024*10];
        server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        server.Bind(new IPEndPoint(IPAddress.Parse(ip), port));
        ThreadPool.QueueUserWorkItem(ReceiveMessage);
    }
    public void DisConnect()
        {
        server?.Shutdown(SocketShutdown.Both);
        server?.Dispose();
        }
    private void ReceiveMessage(object obj)
    {
        while (true)
        {
            int len = server.Receive(data);
            if(len>0)
            {
                byte[] rec = new byte[len];
                Buffer.BlockCopy(data,0, rec, 0, len);
                OnMesageCallback?.Invoke(rec);
            }
        }
    }
    public void SendMessage(string content, IPEndPoint endPoint)
    {
        byte[] sed = Encoding.UTF8.GetBytes(content);
        server.SendTo(sed, endPoint);
    }
}
 

ServerManager:

using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;

public class ServerManager : MonoBehaviour
{
    public GameObject singnature;
    public Transform itemParent;
    private UDPServer server;
    public string ip = "10.19.201.92";
    private byte[] recData;
    private bool isReceived;
    // Start is called before the first frame update
    void Start()
    {
        server = new UDPServer(ip, 7777);
        server.OnMesageCallback += OnMessageCallBack;
    }
    void OnDestroy()
    {
        server?.DisConnect();
    }
    private void OnMessageCallBack(byte[] rec)
    {
        recData = rec;
        isReceived = true;
    }
    private void Update()
    {
        if(isReceived)
        {
            isReceived = false;
            Texture2D tex = new Texture2D(500, 500);
            tex.LoadImage(recData);
            GameObject item = GameObject.Instantiate(singnature, itemParent);
            item.GetComponent<RawImage>().texture = tex;
        }
    }
}
 

Client:


using System.Net.Sockets;
using System.Net;
using System.Threading;
using System.Text;
using System;

public class UDPClient
{
    private Socket server;
    /// <summary>
    /// 接收缓冲区数据
    /// </summary>
    private byte[] data;
    public Action<byte[]> OnMesageCallback;
    public UDPClient()
    {
        data = new byte[1024 * 1024*10];
        server = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        ThreadPool.QueueUserWorkItem(ReceiveMessage);
    }
    public void SendMessage(byte[] sed, IPEndPoint endPoint)
    {
        server.SendTo(sed, endPoint);
    }
    private void ReceiveMessage(object obj)
    {
        while (true)
        {
            int len = server.Receive(data);
            if (len > 0)
            {
                byte[] rec = new byte[len];
                Buffer.BlockCopy(data, 0, rec, 0, len);
                OnMesageCallback?.Invoke(rec);
            }
        }
    }
    public void SendMessage(string content, IPEndPoint endPoint)
    {
        byte[] sed = Encoding.UTF8.GetBytes(content);
        server.SendTo(sed, endPoint);
    }
}

UDPManager

using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;

public class UDPManager : MonoBehaviour
{
    public static UDPManager instance;
    private UDPClient client;
    private void Awake()
    {
        instance = this;
    }
    // Start is called before the first frame update
    void Start()
    {
        client = new UDPClient();
        client.OnMesageCallback += OnMessageCallback;
    }
    private void OnMessageCallback(byte[] rec)
    {
        string result = Encoding.UTF8.GetString(rec);
        Debug.Log(result);
    }
    public void Send(string content)
    {
        client.SendMessage(content, new System.Net.IPEndPoint(System.Net.IPAddress.Parse("10.19.201.92"), 7777));
    }
    public void Send(byte[] content)
    {
        client.SendMessage(content, new System.Net.IPEndPoint(System.Net.IPAddress.Parse("10.19.201.92"), 7777));
    }
}
 

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