最近好久没有写博客了,因为最近出差比较多,下面就是HoloLens眼睛端Socket通信的代码,眼镜端比较特殊,系统用的是UWP的系统,好多一些Socket语法在眼镜端都没办法兼容,我在网上找了比较久才找到教程。
废话不多说,下面就是代码
using System;
using UnityEngine;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using System.Collections;
#if !NETFX_CORE
using System.Net;
using System.Net.Sockets;
#else
using Windows.Networking.Sockets;
using Windows.Networking.Connectivity;
using Windows.Networking;
#endif
public class SocketClient
{
private int m_Port;
private string m_Ip;
private Socket m_Socket;
private SocketAsyncEventArgs m_ReceiveSaea;
private SocketAsyncEventArgs m_RendSaea;
private SocketAsyncEventArgs m_ConnetedSaea;
private const int m_ReceiveMaxLength = 1024;
byte[] recv_buf = new byte[m_ReceiveMaxLength];
public void Init(string ip, int port)
{
this.m_Port = port;
this.m_Ip = ip;
Connect();
}
public void Connect()
{
try
{
m_Socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
m_ConnetedSaea = new SocketAsyncEventArgs();
m_ConnetedSaea.Completed += new EventHandler<SocketAsyncEventArgs>(ConnetedCall);//设置回调方法
m_ConnetedSaea.RemoteEndPoint = new IPEndPoint(IPAddress.Parse(m_Ip), m_Port); //设置远端连接点,一般用于接消息
m_RendSaea = new SocketAsyncEventArgs();
//连接到服务器
m_Socket.ConnectAsync(m_ConnetedSaea);
}
catch (Exception e)
{
Debug.Log(e);
}
}
private void ConnetedCall(object sender, SocketAsyncEventArgs e)
{
if (e.SocketError == SocketError.Success)
{
m_ReceiveSaea = new SocketAsyncEventArgs();
m_ReceiveSaea.SetBuffer(recv_buf, 0, recv_buf.Length);
m_ReceiveSaea.Completed += new EventHandler<SocketAsyncEventArgs>(ReceiveCall);
m_Socket.ReceiveAsync(m_ReceiveSaea);
}
else
{
Debug.Log(e.SocketError);
}
}
#region 接收数据
private int m_FragmentLen;
private byte[] m_Fragment;
/// <summary>
/// 回调读取网络数据、检查是否断线。
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void ReceiveCall(object sender, SocketAsyncEventArgs e)
{
ProcessReceive(e);
}
private void ProcessReceive(SocketAsyncEventArgs e)
{
if (e.SocketError == SocketError.Success)
{
// 检查远程主机是否关闭连接
if (e.BytesTransferred > 0)
{
//TODO 处理数据
byte[] data = new byte[e.BytesTransferred];
Array.Copy(e.Buffer, e.Offset, data, 0, data.Length);//从e.Buffer块中复制数据出来,保证它重用
//解析消息
if (!m_Socket.ReceiveAsync(e))//为接收下一段数据,投递接收请求,这个函数有可能同步完成,这时返回false,并且不会引发SocketAsyncEventArgs.Completed事件
{
//同步接收时处理接收完成事件
ProcessReceive(e);
}
}
}
}
#endregion
#region 发送消息
/// <summary>
/// 将消息入队发送
/// </summary>
/// <param name="data"></param>
private void Send(byte[] data)
{
m_MsgbyteQueue.Enqueue(data);
}
private Queue m_MsgbyteQueue = new Queue();
/// <summary>
/// 在Update中调用此方法,消息会一条一条发送
/// </summary>
public void SendMsg()
{
if(m_MsgbyteQueue.Count>0&&!m_Sending)
{
m_Sending = true;
byte[] data= (byte[])m_MsgbyteQueue.Dequeue();
Debug.Log("Start sending, the number of bytes sent this time is" + data.Length);
m_RendSaea.SetBuffer(data, 0, data.Length);
m_RendSaea.Completed += SendCallBack;
m_Socket.SendAsync(m_RendSaea);
}
}
private bool m_Sending;
private void SendCallBack(object sender, SocketAsyncEventArgs e)
{
Debug.Log("Send Succeed");
m_RendSaea.Completed -= SendCallBack;
m_Sending = false;
}
#endregion
public void Dispose()
{
//base.Dispose();
//最后关闭服务器
if (m_Socket != null && m_Socket.Connected)
{
m_Socket.Shutdown(SocketShutdown.Receive);
m_Socket.Shutdown(SocketShutdown.Send);
m_ReceiveSaea.Dispose();
}
if (m_RendSaea != null) m_ConnetedSaea = null;
if (m_RendSaea != null) m_RendSaea.Dispose();
m_RendSaea = null;
}
}