15:17 2019/5/10
//第一种
using UnityEngine;
using System.Collections;
//引入库
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.UI; public class UdpClient : MonoBehaviour
{
string editString = "hello wolrd"; //编辑框文字 //以下默认都是私有的成员
Socket socket; //目标socket
EndPoint serverEnd; //服务端
IPEndPoint ipEnd; //服务端端口
string recvStr; //接收的字符串
string sendStr; //发送的字符串
byte[] recvData = new byte[1024]; //接收的数据,必须为字节
byte[] sendData = new byte[1024]; //发送的数据,必须为字节
int recvLen; //接收的数据长度
Thread connectThread; //连接线程 //初始化
void InitSocket()
{
//定义连接的服务器ip和端口,可以是本机ip,局域网,互联网
ipEnd = new IPEndPoint(IPAddress.Parse("192.168.1.133"), 7000);
//定义套接字类型,在主线程中定义
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
//定义服务端
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
serverEnd = (EndPoint)sender;
print("waiting for sending UDP dgram"); //建立初始连接,这句非常重要,第一次连接初始化了serverEnd后面才能收到消息
//SocketSend("hello"); //开启一个线程连接,必须的,否则主线程卡死
connectThread = new Thread(new ThreadStart(SocketReceive));
connectThread.Start();
} public void OnBtnClick(string command)
{
Debug.Log("send command: " + command);
this.SocketSend(command);
} void SocketSend(string sendStr)
{
//清空发送缓存
sendData = new byte[1024];
//数据类型转换
sendData = Encoding.ASCII.GetBytes(sendStr);
//发送给指定服务端
socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
} //服务器接收
void SocketReceive()
{
//进入接收循环
while (true)
{
//对data清零
recvData = new byte[1024];
//获取客户端,获取服务端端数据,用引用给服务端赋值,实际上服务端已经定义好并不需要赋值
recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
print("message from: " + serverEnd.ToString()); //打印服务端信息
//输出接收到的数据
recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
print(recvStr);
}
} //连接关闭
void SocketQuit()
{
//关闭线程
if (connectThread != null)
{
connectThread.Interrupt();
connectThread.Abort();
}
//最后关闭socket
if (socket != null)
socket.Close();
} // Use this for initialization
void Start()
{
InitSocket(); //在这里初始化
} void OnGUI()
{
//editString = GUI.TextField(new Rect(10, 10, 100, 20), editString);
//if (GUI.Button(new Rect(10, 30, 60, 20), "send"))
// SocketSend(editString);
} // Update is called once per frame
void Update()
{ } void OnApplicationQuit()
{
SocketQuit();
}
} //第二种
#region UDP客户端类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
public class UDPClient : MonoBehaviour {

public void OnBtnClick(string command)
{
Debug.Log("send command: " + command);
this.SocketSend(command);
}
public string recvStr;
public string UDPClientIP = "168.178.2.11";
string str = "客户端01发送消息";
Socket socket;
EndPoint serverEnd;
IPEndPoint ipEnd;
byte[] recvData = new byte[1024];
byte[] sendData = new byte[1024];
int recvLen = 0;
Thread connectThread;

void Start()
{
//UDPClientIP = "168.178.2.11";//服务端的IP.自己更改
UDPClientIP = UDPClientIP.Trim();
InitSocket();
}

void InitSocket()
{
ipEnd = new IPEndPoint(IPAddress.Parse(UDPClientIP), 7000);
socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
serverEnd = (EndPoint)sender;
print("等待连接");
SocketSend(str);
print("连接");
//开启一个线程连接
connectThread = new Thread(new ThreadStart(SocketReceive));
connectThread.Start();
}
void SocketSend(string sendStr)
{
try
{
//清空
sendData = new byte[1024];
//数据转换
sendData = Encoding.UTF8.GetBytes(sendStr);
//发送给指定服务端
socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
}
catch (Exception e)
{

}

}

//接收服务器信息
void SocketReceive()
{
while (true)
{

recvData = new byte[1024];
try
{
recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
}
catch (Exception e)
{
}

print("信息来自: " + serverEnd.ToString());
if (recvLen > 0)
{
recvStr = Encoding.UTF8.GetString(recvData, 0, recvLen);
}
print(recvStr);

}
}

//连接关闭
void SocketQuit()
{
//关闭线程
if (connectThread != null)
{
connectThread.Interrupt();
connectThread.Abort();
}
//最后关闭socket
if (socket != null)
socket.Close();
}
void OnApplicationQuit()
{
SocketQuit();
}

void Update()
{

}

}

  

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