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1 | using UnityEngine; | |
2 | using System; | |
3 | using System.Collections; | |
4 | using System.Net; | |
5 | using System.Net.Sockets; | |
6 | using System.Collections.Generic; | |
7 | ||
8 | public class TestUDP : MonoBehaviour { | |
9 | ||
10 | ||
11 | public delegate void RequestReceivedEventHandler(string message); | |
12 | public event RequestReceivedEventHandler OnRequestReceived; | |
13 | ||
14 | // Use this to trigger the event | |
15 | protected virtual void ThisRequestReceived(string message) | |
16 | { | |
17 | RequestReceivedEventHandler handler = OnRequestReceived; | |
18 | if(handler != null) | |
19 | { | |
20 | handler(message); | |
21 | } | |
22 | } | |
23 | ||
24 | // We use this to keep tasks needed to run in the main thread | |
25 | private static readonly Queue<Action> tasks = new Queue<Action>(); | |
26 | ||
27 | public int requestPort = 55795; | |
28 | ||
29 | UdpClient udpRequestSender; | |
30 | UdpClient udpRequestReceiver; | |
31 | ||
32 | ||
33 | // Use this for initialization | |
34 | void Start () { | |
35 | ||
36 | // Set up the sender for requests | |
37 | this.udpRequestSender = new UdpClient(); | |
38 | IPEndPoint requestGroupEP = new IPEndPoint(IPAddress.Broadcast, this.requestPort); | |
39 | this.udpRequestSender.Connect(requestGroupEP); | |
40 | ||
41 | ||
42 | // Set up the receiver for the requests | |
43 | // Listen for anyone looking for us | |
44 | - | this.udpRequestReceiver = new UdpClient(this.requestPort); |
44 | + | this.udpRequestReceiver = new UdpClient(); |
45 | this.udpRequestReceiver.Client.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true); | |
46 | IPEndPoint requestGroupEP = new IPEndPoint(IPAddress.Any, this.requestPort); | |
47 | this.udpRequestReceiver.Client.Bind(requestGroupEP); | |
48 | this.udpRequestReceiver.BeginReceive(new AsyncCallback(AsyncRequestReceiveData), null); | |
49 | ||
50 | // Listen for the request | |
51 | this.OnRequestReceived += (message) => { | |
52 | Debug.Log("Request Received: " + message); | |
53 | // Do some more stuff when we get a request | |
54 | // Use `Network.maxConnections` for example | |
55 | }; | |
56 | ||
57 | // Send out the request | |
58 | this.SendRequest(); | |
59 | ||
60 | } | |
61 | ||
62 | void Update () { | |
63 | this.HandleTasks(); | |
64 | } | |
65 | ||
66 | void HandleTasks() { | |
67 | while (tasks.Count > 0) | |
68 | { | |
69 | Action task = null; | |
70 | ||
71 | lock (tasks) | |
72 | { | |
73 | if (tasks.Count > 0) | |
74 | { | |
75 | task = tasks.Dequeue(); | |
76 | } | |
77 | } | |
78 | ||
79 | task(); | |
80 | } | |
81 | } | |
82 | ||
83 | public void QueueOnMainThread(Action task) | |
84 | { | |
85 | lock (tasks) | |
86 | { | |
87 | tasks.Enqueue(task); | |
88 | } | |
89 | } | |
90 | ||
91 | void SendRequest() | |
92 | { | |
93 | try | |
94 | { | |
95 | string message = "requestingServers"; | |
96 | ||
97 | if (message != "") | |
98 | { | |
99 | Debug.Log("Sendering Request: " + message); | |
100 | this.udpRequestSender.Send(System.Text.Encoding.ASCII.GetBytes(message), message.Length); | |
101 | } | |
102 | } | |
103 | catch (ObjectDisposedException e) | |
104 | { | |
105 | Debug.LogWarning("Trying to send data on already disposed UdpCleint: " + e); | |
106 | return; | |
107 | } | |
108 | } | |
109 | ||
110 | ||
111 | void AsyncRequestReceiveData(IAsyncResult result) | |
112 | { | |
113 | IPEndPoint receiveIPGroup = new IPEndPoint(IPAddress.Any, this.requestPort); | |
114 | byte[] received; | |
115 | if (this.udpRequestReceiver != null) { | |
116 | received = this.udpRequestReceiver.EndReceive(result, ref receiveIPGroup); | |
117 | } else { | |
118 | return; | |
119 | } | |
120 | this.udpRequestReceiver.BeginReceive (new AsyncCallback(AsyncRequestReceiveData), null); | |
121 | string receivedString = System.Text.Encoding.ASCII.GetString(received); | |
122 | ||
123 | ||
124 | this.QueueOnMainThread(() => { | |
125 | // Fire the event | |
126 | this.ThisRequestReceived(receivedString); | |
127 | }); | |
128 | ||
129 | } | |
130 | ||
131 | ||
132 | } |