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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…
一、什么是webSocket?
顾名思义,它就是web版的socket?那什么是socket呢?…
二、Unity中webSocket相关的包有哪些?
endel/NativeWebSocket
项目链接
三、Unity客户端的实现
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联网演示
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绑定脚本
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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 updateasync 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 stringvar message = System.Text.Encoding.UTF8.GetString(bytes);textLog.text = $"消息内容:{message} {Time.realtimeSinceStartup} \n {textLog.text}";//Debug.Log("OnMessage! " + message);};// Keep sending messages at every 0.3sInvokeRepeating("SendWebSocketMessage", 0.0f, 0.3f);// waiting for messagesawait websocket.Connect();}void Update(){
#if !UNITY_WEBGL || UNITY_EDITORwebsocket.DispatchMessageQueue();
#endif}async void SendWebSocketMessage(){if (websocket.State == WebSocketState.Open){// Sending bytesawait websocket.Send(new byte[] { 10, 20, 30 });// Sending plain textawait websocket.SendText("plain text message");}}private async void OnApplicationQuit(){await websocket.Close();}}
四、服务端的实现(C# WinForm)
1、服务器端用到的包
github链接
2、主要代码
代码来自官网Demo,略有修改
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Fleck;namespace WinFormsApp1
{public partial class Form1 : Form{public Form1(){InitializeComponent();}private void button1_Click(object sender, EventArgs e){var server = new WebSocketServer("ws://192.168.0.146:8081"); //ws://localhost:8081 ws://127.0.0.0:8181server.Start(socket =>{socket.OnOpen = () =>{Debug.WriteLine($"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!");}}
}
五、客户端的WebGL和Win 桌面测试
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。