我有一个C#脚本,我试图将其放入Unity插件中。
该脚本本质上只是创建一个套接字连接,摄取数据并解析它。当它在Unity中用作“独立”脚本时,它可以很好地工作。
这是脚本的代码:
using UnityEngine;
using System.Collections;
using System;
using System.Net;
using System.Net.Sockets;
using System.Linq;
public class ClientSocket
{
private Socket _clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
private byte[] _recieveBuffer = new byte[8142];
void Start()
{
SetupServer();
}
void Update()
{
}
void OnApplicationQuit()
{
_clientSocket.Close();
}
private void SetupServer()
{
try
{
_clientSocket.Connect("127.0.0.1", 12345);
}
catch (SocketException ex)
{
Debug.Log(ex.Message);
}
_clientSocket.BeginReceive(_recieveBuffer, 0, _recieveBuffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), null);
}
private void ReceiveCallback(IAsyncResult AR)
{
//Check how much bytes are recieved and call EndRecieve to finalize handshake
int recieved = _clientSocket.EndReceive(AR);
if (recieved <= 0)
return;
//Copy the recieved data into new buffer, to avoid null bytes
byte[] recData = new byte[recieved];
Buffer.BlockCopy(_recieveBuffer, 0, recData, 0, recieved);
string incomingData = System.Text.Encoding.Default.GetString(_recieveBuffer);
Debug.Log(incomingData);
}
}
正如我所提到的,这就像脚本一样 - 连接被创建,我的ReceiveCallback
触发,并从套接字连接接收数据。
现在,当我尝试在Unity插件中使用基本相同的代码时,会创建连接;但回调永远不会发生......有点不知道为什么这可能会有所不同。任何想法或指针赞赏!
这是在插件中使用的略微修改的版本:
using UnityEngine;
using System.Collections;
using System;
using System.Net;
using System.Net.Sockets;
using System.Linq;
namespace InputsPlugin
{
public class ClientSocket
{
private Socket _clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
private byte[] _recieveBuffer = new byte[8142];
public void StartConnection()
{
SetupServer();
}
private void SetupServer()
{
try
{
_clientSocket.Connect("127.0.0.1", 12345);
Debug.Log("Connected!!!!");
}
catch (SocketException ex)
{
Debug.Log(ex.Message);
}
Debug.Log("Callback?");
_clientSocket.BeginReceive(_recieveBuffer, 0, _recieveBuffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), null);
Debug.Log("Callback?");
}
private void ReceiveCallback(IAsyncResult AR)
{
Debug.Log("Callback!!!!");
//Check how much bytes are recieved and call EndRecieve to finalize handshake
int recieved = _clientSocket.EndReceive(AR);
Debug.Log(recieved);
if (recieved <= 0)
return;
//Copy the recieved data into new buffer, to avoid null bytes
byte[] recData = new byte[recieved];
Buffer.BlockCopy(_recieveBuffer, 0, recData, 0, recieved);
string incomingData = System.Text.Encoding.Default.GetString(_recieveBuffer);
Debug.Log(incomingData);
//Start receiving again
_clientSocket.BeginReceive(_recieveBuffer, 0, _recieveBuffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), null);
}
private void SendData(byte[] data)
{
SocketAsyncEventArgs socketAsyncData = new SocketAsyncEventArgs();
socketAsyncData.SetBuffer(data, 0, data.Length);
_clientSocket.SendAsync(socketAsyncData);
}
}
}
您的Start方法很可能会转换为构造函数,因为引擎不再调用它。作为私人方法,它不能从外部调用。
因此,您的SetupServer可能永远不会被调用。
您还可以删除Update和OnApplicationQuit应该是析构函数或一些清理方法。