我正在努力在桌面上的UWP应用程序和Hololens 1之间建立消息通信。
根据Microsoft文档Websocket Implementation的Websockets的实现,我可以使用socket.io Server将信令部分实现到Nodejs
var app = require('express')();
var http = require('http').Server(app);
var io = require('socket.io')(http);
app.get('/', function(req, res){
res.sendFile(__dirname + '/index.html');
});
var PORT = 3000;
var userId = 0;
http.listen(PORT, function () {
console.log('listening on *: ' + PORT);
});
io.on('connection', function(socket){
socket.userId = userId++;
console.log('a user connected, user id: ' + socket.userId);
socket.on('mess', function (msg) {
console.log('message from user#' + socket.userId + ": " + msg);
// Send message with emit"mess" to all client
io.emit('mess', msg);
});
socket.on('disconnect', function(){
console.log('user disconnected');
});
});
两个客户端(uwp app和hololens都可以建立到服务器。在计算机上我可以向服务器发送一些数据。我目前的问题是Hololens没有收到来自服务器的消息。
对于通信部分,我使用了一个包装类,它为2个客户端提供发送和接收功能。这个包装类已生成为dll,以便在2个不同的projekt中引用(uwp app和unity app for hololens)
// Declare "Using" part here...
namespace SocketWrapperNamespace
{
public delegate void OnReceiveMessengerCallback(string msg);
public delegate void OnDisconnectCallback(bool connect);
public class SocketWrapper
{
public event OnReceiveMessengerCallback OnReceiveMessenger;
public event OnDisconnectCallback onDisconnect;
#if !UNITY_EDITOR
private Uri _uri;
private MessageWebSocket messageWebSocket;
private DataWriter dataWriter;
#endif
// Client can call this function to connect
public void Connect(string uri)
{
#if !UNITY_EDITOR
try
{
Connector(uri);
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
}
#endif
}
private async void Connector(string uri)
{
#if !UNITY_EDITOR
// Code here look pretty much like in the example from microsoft documentation
#endif
}
// Function for client to send message to server
public void SendMessage(string emiter, string message)
{
#if !UNITY_EDITOR
try
{
Emit(emiter, message);
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
}
#endif
}
//Emitter
private async void Emit(string emiter, string message)
{
#if !UNITY_EDITOR
try
{
if (messageWebSocket == null)
{
return;
}
if (dataWriter == null)
{
return;
}
string form = string.Format("42[\"{0}\",\"{1}\"]", emiter, message);
dataWriter.WriteString(form);
await dataWriter.StoreAsync();
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
}
#endif
}
//Disconnect
public void Disconnect()
{
#if !UNITY_EDITOR
// Disconnecting server ...
#endif
}
//Message Arrived Handler
private void WebSocket_MessageArrived(MessageWebSocket sender, MessageWebSocketMessageReceivedEventArgs args)
{
#if !UNITY_EDITOR
try
{
if (OnReceiveMessenger == null)
{
return;
}
using (DataReader dataReader = args.GetDataReader())
{
if (dataReader != null)
{
dataReader.UnicodeEncoding = UnicodeEncoding.Utf8;
string message = dataReader.ReadString(dataReader.UnconsumedBufferLength);
OnReceiveMessenger?.Invoke(message);
}
}
}
catch (Exception ex)
{
Debug.WriteLine(ex.Message);
}
#endif
}
//Websocket Close Handler
private void WebSocket_Closed(IWebSocket sender, WebSocketClosedEventArgs args)
{
#if !UNITY_EDITOR
// Close work here ...
#endif
}
}
在Hololens上,我准备与服务器的连接并收听收到的消息事件。
// hololens client call this method to initialize the connection
public void OnStart()
{
socketWrapper = new SocketWrapper();
uri = String.Concat("ws://",server,":3000/socket.io/?EIO=3&transport=websocket");
#if !UNITY_EDITOR
socketWrapper.Connect(uri);
socketWrapper.OnReceiveMessenger += OnMessageArrived_Handler;
socketWrapper.onDisconnect += OnDisconnect_Handler;
#endif
}
//Message Arrived Handler
private void OnMessageArrived_Handler(string msg)
{
// Here I do not received any message from server
}
我犯了什么错误?我想知道即使我可以从hololens连接到服务器,但订阅部分似乎不起作用?考虑到2个项目位于不同的位置,同样发生在dll上。
我认为我必须将SocketWrapper类设置为Singleton,因为hololens部分实例化了一个新的Object,因此订阅可能无法在这里工作
用其他实现来解决这个问题的任何更好的建议都会有所帮助。
谢谢
我认为现在在C#和Unity环境中使用WebSocket的最佳解决方案是WebSocketSharp library。它有很好的实施,并保持最新的6年至今。它还有3个如何在不同场景中使用它的例子。