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
-
联网演示
-
绑定脚本
-
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 update
async 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 string
var message = System.Text.Encoding.UTF8.GetString(bytes);
textLog.text = $"消息内容:{message} {Time.realtimeSinceStartup} \n {textLog.text}";
//Debug.Log("OnMessage! " + message);
};
// Keep sending messages at every 0.3s
InvokeRepeating("SendWebSocketMessage", 0.0f, 0.3f);
// waiting for messages
await websocket.Connect();
}
void Update()
{
#if !UNITY_WEBGL || UNITY_EDITOR
websocket.DispatchMessageQueue();
#endif
}
async void SendWebSocketMessage()
{
if (websocket.State == WebSocketState.Open)
{
// Sending bytes
await websocket.Send(new byte[] { 10, 20, 30 });
// Sending plain text
await websocket.SendText("plain text message");
}
}
private async void OnApplicationQuit()
{
await websocket.Close();
}
}
四、服务端的实现(C# WinForm)
1、服务器端用到的包
github链接
2、主要代码
代码来自官网Demo,略有修改
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using Fleck;
namespace WinFormsApp1
{
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
private void button1_Click(object sender, EventArgs e)
{
var server = new WebSocketServer("ws://192.168.0.146:8081"); //ws://localhost:8081 ws://127.0.0.0:8181
server.Start(socket =>
{
socket.OnOpen = () =>
{
Debug.WriteLine($"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。