[英]AsyncTCP C# - arduino/unity communication
过去几周我一直在使用 tcp 协议使用以下代码将数据包从 arduino 发送到统一:
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class TCPConnection : MonoBehaviour
{
public string IP_Seat = "192.168.137.161";
public int port = 34197;
#region private members
private TcpClient socketConnection;
private Thread clientReceiveThread;
public float a, b, c, vel;
public float test = 0.0f;
#endregion
// Use this for initialization
void Awake()
{
ConnectToTcpServer();
}
/// <summary>
/// Setup socket connection.
/// </summary>
private void ConnectToTcpServer()
{
try
{
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
catch (Exception e)
{
Debug.Log("On client connect exception " + e);
}
}
/// <summary>
/// Runs in background clientReceiveThread; Listens for incomming data.
/// </summary>
private void ListenForData()
{
var aold = 0.0f;
var bold = 0.0f;
var cold = 0.0f;
var velold = 0.0f;
try
{
socketConnection = new TcpClient(IP_Seat, port);
//cketConnection.ConnectAsync(IP_Seat, port); // non si connette
//socketConnection.Client.Blocking = false;
//socketConnection.Client.ConnectAsync(IP_Seat,port);
Byte[] bytes = new Byte[16];
while (socketConnection.Connected)
{
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
{
int length;
// Read incomming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
//Debug.Log("I'm receiving Data");
if (length == 16)
{
//Debug.Log("I'm receiving len 16 and I like it");
var incommingData = new byte[length];
var A = new Byte[4];
var B = new Byte[4];
var C = new Byte[4];
var VEL = new Byte[4];
Array.Copy(bytes, 0, incommingData, 0, length);
// Convert byte array to string message.
string serverMessage = Encoding.ASCII.GetString(incommingData);
Array.Copy(bytes, 0, A, 0, 4);
Array.Copy(bytes, 4, B, 0, 4);
Array.Copy(bytes, 8, C, 0, 4);
Array.Copy(bytes, 12, VEL, 0, 4);
a = BitConverter.ToSingle(A, 0) < 0 ? BitConverter.ToSingle(A, 0) : aold;
b = BitConverter.ToSingle(B, 0) < 0 ? BitConverter.ToSingle(B, 0) : bold;
c = BitConverter.ToSingle(C, 0) < 0 ? BitConverter.ToSingle(C, 0) : cold;
vel = BitConverter.ToSingle(VEL, 0); //< 0 ? BitConverter.ToSingle(C, 0) : 0;
//Debug.Log("server message received as: " + serverMessage +a +" "+b + " " + c + " " + vel);
aold = a;
bold = b;
cold = c;
velold = vel;
}
else {
//evitare che bilancia aspetti ack di tcp
}
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
}
现在我遇到了阻塞问题:我想对 TCP 使用异步方法,但tcpClient.ConnectAsync
但它返回一个 SocketEXception,我不知道为什么。
arduino 在 16 字节数据包中发送 4 个浮点数,其中 98-99% 正确到达,但缺少 1-2% 会导致系统阻塞和不良行为(因为我正在对设备进行编程,所以我不需要延迟等待确认或数据包)
我怎样才能使这个sokcet异步?
正如@jdweng 已经说过的:TCP 只是一个未定义的 stream 数据,您需要实施相应的协议来了解消息何时结束(完全接收)以及何时开始新消息。
现在,在您的情况下,您似乎已经知道您正好有16
个字节。
不是NetworkStream.Read
的另一个参数,它是
int offset -> The location in buffer to begin storing the data to.
你想要做的是等到缓冲区实际上是满的
var receivedBytes = 0;
while (receivedBytes < bytes.Length)
{
receivedBytes += stream.Read(bytes, receivedBytes, bytes.Length - receivedBytes);
}
// Use bytes
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