同步画面有问题,传图片吧
using System.Text;
using System.Net.Sockets;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using System.Net;
using System;
using System.Threading.Tasks;
using System.Threading;public class UdpNet : MonoBehaviour
{public static UdpNet Instance { get; private set; }/// <summary>/// 默认发送数据最大长度,UDP一次性最大发送长度为65536,也就是64kb/// </summary>const int DEFAULT_SIZE = 60000;public UdpClient udpClient;/// <summary>/// 是否可以发送数据/// </summary>public bool isSend;/// <summary>/// 要发送的数据缓存队列/// </summary>private Queue<NetData> datasBuffer;/// <summary>/// 当前发送的数据/// </summary>private NetData curSendData;/// <summary>/// 数据接收注册方法/// </summary>public UnityAction<byte[]> ReceiveDataAction;/// <summary>/// UDP是否开启/// </summary>public bool IsConnect { get; private set; }/// <summary>/// 数据接收缓存队列/// </summary>public Queue<NetData> receiveBufferQueue;/// <summary>/// 当前接收的缓存数据/// </summary>private NetData curReceiveData;/// <summary>/// 当前发送的数据长度/// </summary> <summary>private int byteLen;/// <summary>/// 当前接收的数据长度/// </summary> <summary>private int receiveLen;public int Port;/// <summary>/// 开启UDP/// </summary>/// <param name="port"></param>public void Init(int port){if (udpClient != null){//Debug.LogWarning("已开启UDP控制端");return;}Port = port;udpClient = new UdpClient(port);datasBuffer = new Queue<NetData>();receiveBufferQueue = new Queue<NetData>();isSend = true;IsConnect = true;ReceiveFile();}/// <summary>/// 关闭UDP/// </summary>void Close(){if (udpClient != null){udpClient.Close();udpClient.Dispose();udpClient = null;IsConnect = false;isSend = false;datasBuffer.Clear();curSendData = null;curReceiveData = null;receiveBufferQueue.Clear();//Debug.Log("UdpNet 已关闭");}}#region Mono方法void Awake(){Instance = this;// Init(Port);}private void Update(){if (!IsConnect){return;}if (isSend && datasBuffer.Count > 0 && curSendData == null){isSend = false;curSendData = datasBuffer.Dequeue();byteLen = 0;int len = curSendData.byteArray.length;if (curSendData.byteArray.length > DEFAULT_SIZE){len = DEFAULT_SIZE;}byteLen += len;byte[] bytes = curSendData.byteArray.Read(len);udpClient.BeginSend(bytes, len, curSendData.iPEndPoint, SendFileAysncCallBack, curSendData);}if (receiveBufferQueue.Count > 0){ReceiveDataAction?.Invoke(receiveBufferQueue.Dequeue().byteArray.bytes);}}void OnDestroy(){Close();}#endregion#region 发送消息public void SendMsg(string msg, string ip, int port){byte[] data = Encoding.UTF8.GetBytes(msg);SendBytes(data, ip, port);}public void SendMsg(string msg, IPEndPoint iPEndPoint){byte[] data = Encoding.UTF8.GetBytes(msg);SendBytes(data, iPEndPoint);}public void SendBytes(byte[] data, string ip, int port){IPEndPoint iPEndPoint = new IPEndPoint(IPAddress.Parse(ip), port);SendBytes(data, iPEndPoint);}public void SendBytes(byte[] data, IPEndPoint iPEndPoint){byte[] bytes = Encode(data);//Debug.Log(bytes.Length);ByteArray byteArray = new ByteArray(bytes);datasBuffer.Enqueue(new NetData(byteArray, iPEndPoint));}private void SendFileAysncCallBack(IAsyncResult ar){try{int count = udpClient.EndSend(ar);if (ar.IsCompleted){curSendData.byteArray.readIdx += count;}else{Debug.Log("发送未成功,重新发送");}if (curSendData.byteArray.length == 0){isSend = true;//Debug.Log("发送完毕,共发送数据: " + byteLen);curSendData = null;return;}int len = curSendData.byteArray.length;if (curSendData.byteArray.length > DEFAULT_SIZE){len = DEFAULT_SIZE;}byte[] bytes;lock (curSendData){bytes = curSendData.byteArray.Read(len);}byteLen += len;//Debug.Log(len);RunThread(bytes, len);}catch (System.Exception e){Debug.LogError(e.Message);Close();return;}}//延迟1毫秒发送已缓解udp无法接收完全的问题async void RunThread(byte[] bytes, int len){await Task.Run(() =>{Thread.Sleep(1);udpClient.BeginSend(bytes, len, curSendData.iPEndPoint, SendFileAysncCallBack, curSendData);});}#endregion#region 接收消息private void ReceiveFile(){udpClient.BeginReceive(ReceiveFileAsyncBackCall, null);}private void ReceiveFileAsyncBackCall(IAsyncResult ar){IPEndPoint remoteIp = null;byte[] data = udpClient.EndReceive(ar, ref remoteIp);receiveLen += data.Length;if (curReceiveData == null){int len = Decode(data, out byte[] conData);curReceiveData = new NetData(new ByteArray(len), remoteIp);// curReceiveData.byteArray.Write(data, 4, data.Length - 4);curReceiveData.byteArray.Write(conData, 0, conData.Length);//Debug.Log($"当前接收数据长度: {receiveLen},总接收数据长度: {receiveLen}, 当前剩余容量: {curReceiveData.byteArray.remain}");}else{int dataLen = data.Length;if (data.Length > curReceiveData.byteArray.remain){dataLen = curReceiveData.byteArray.remain;}curReceiveData.byteArray.Write(data, 0, dataLen);//Debug.Log($"当前接收数据长度: {data.Length},总接收数据长度: {receiveLen}, 当前剩余容量: {curReceiveData.byteArray.remain}");}if (curReceiveData.byteArray.remain == 0){receiveBufferQueue.Enqueue(curReceiveData);//Debug.Log("接收完毕: " + curReceiveData.byteArray.writeIdx);curReceiveData = null;}ReceiveFile();}#endregionprivate static byte[] Encode(byte[] data){byte[] bytes = new byte[data.Length + 4];byte[] byteLen = BitConverter.GetBytes(data.Length);Array.Copy(byteLen, 0, bytes, 0, 4);Array.Copy(data, 0, bytes, 4, data.Length);//Debug.Log(bytes.Length);return bytes;}private static int Decode(byte[] data, out byte[] bytes){byte[] byteLen = new byte[4];Array.Copy(data, 0, byteLen, 0, 4);int len = BitConverter.ToInt32(byteLen);bytes = new byte[data.Length - 4];//Debug.Log("总数据长度: " + (len + 4));//Debug.Log("数据内容长度: " + len);Array.Copy(data, 4, bytes, 0, bytes.Length);return len;}public class NetData{public NetData(ByteArray byteArray, IPEndPoint iPEndPoint){this.byteArray = byteArray;this.iPEndPoint = iPEndPoint;}public ByteArray byteArray;public IPEndPoint iPEndPoint;}
}
using UnityEngine.UI;
using System;[Serializable]
public class ByteArray
{//默认大小const int DEFAULT_SIZE = 4096;//初始大小int initSize = 0;//缓冲区public byte[] bytes;//读写位置public int readIdx = 0;public int writeIdx = 0;//容量private int capacity = 0;//剩余空间public int remain { get { return capacity - writeIdx; } }//数据长度public int length { get { return writeIdx - readIdx; } }//构造函数public ByteArray(int size = DEFAULT_SIZE){bytes = new byte[size];capacity = size;initSize = size;readIdx = 0;writeIdx = 0;}//构造函数public ByteArray(byte[] defaultBytes){bytes = defaultBytes;capacity = defaultBytes.Length;initSize = defaultBytes.Length;readIdx = 0;writeIdx = defaultBytes.Length;}//重设尺寸public void ReSize(int size){if (size < length) return;if (size < initSize) return;int n = 1;while (n < size) n *= 2;capacity = n;byte[] newBytes = new byte[capacity];Array.Copy(bytes, readIdx, newBytes, 0, writeIdx - readIdx);bytes = newBytes;writeIdx = length;readIdx = 0;}//写入数据public int Write(byte[] bs, int offset, int count){// UnityEngine.Debug.Log($"remain: {remain} - bs.Length: {bs.Length} - offset: {offset} - count{count} - bytes.Length: {bytes.Length} - writeIdx: {writeIdx}");if (remain < count){ReSize(length + count);}Array.Copy(bs, offset, bytes, writeIdx, count);writeIdx += count;return count;}//读取数据public int Read(byte[] bs, int offset, int count){count = Math.Min(count, length);Array.Copy(bytes, 0, bs, offset, count);readIdx += count;CheckAndMoveBytes();return count;}//读取数据public byte[] Read(int count){// UnityEngine.Debug.Log($"当前数据长度为 {length},从 {readIdx} 开始读取长度为 {count} 的数据, 剩余数据长度为 {writeIdx - readIdx - count}");byte[] bs = new byte[count];Array.Copy(bytes, readIdx, bs, 0, count);// readIdx += count;return bs;}//检查并移动数据public void CheckAndMoveBytes(){if (length < 8){MoveBytes();}}//移动数据public void MoveBytes(){Array.Copy(bytes, readIdx, bytes, 0, length);writeIdx = length;readIdx = 0;}//读取Int16public Int16 ReadInt16(){if (length < 2) return 0;Int16 ret = BitConverter.ToInt16(bytes, readIdx);readIdx += 2;CheckAndMoveBytes();return ret;}//读取Int32public Int32 ReadInt32(){if (length < 4) return 0;Int32 ret = BitConverter.ToInt32(bytes, readIdx);readIdx += 4;CheckAndMoveBytes();return ret;}//打印缓冲区public override string ToString(){return BitConverter.ToString(bytes, readIdx, length);}//打印调试信息public string Debug(){return string.Format("readIdx({0}) writeIdx({1}) bytes({2})",readIdx,writeIdx,BitConverter.ToString(bytes, 0, capacity));}
}
using System;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
//接收视频画面
public class : MonoBehaviour
{public RawImage rawImage;public int port = 8889;// Start is called before the first frame updatevoid Start(){UdpNet.Instance.Init(port);UdpNet.Instance.ReceiveDataAction += ReceiveDataAction;}private void ReceiveDataAction(byte[] arg0){if (arg0.Length < 1000){Debug.Log(Encoding.UTF8.GetString(arg0));return;}Texture2D texture2D = new Texture2D(10, 10);texture2D.LoadImage(arg0);texture2D.Apply();rawImage.texture = texture2D;Resources.UnloadUnusedAssets();}// Update is called once per framevoid Update(){}
}
using System.Collections;
using System.Collections.Generic;
using System.Net;
using UnityEngine;
using UnityEngine.UI;
//发送视频画面
public class SendWebCameraVideo: MonoBehaviour
{public string deviceName;public WebCamTexture webCam;public RawImage rawImage;public int frames = 30;public string ToIP = "127.0.0.1";public int ToPort = 8889;public int Port = 7777;private IPEndPoint iPEndPoint;public float maxTime;public float timer;public bool send;// Start is called before the first frame updatevoid Start(){UdpNet.Instance.Init(Port);WebCamDevice[] devices = WebCamTexture.devices;deviceName = devices[0].name;RectTransform rawRect = rawImage.GetComponent<RectTransform>();webCam = new WebCamTexture(deviceName, (int)rawRect.sizeDelta.x, (int)rawRect.sizeDelta.y, frames);//设置宽、高和帧率 rawImage.texture = webCam;//渲染脚本所在有RawImage组件的物体maxTime = 1f / frames;iPEndPoint = new IPEndPoint(IPAddress.Parse(ToIP), ToPort);UdpNet.Instance.SendMsg("gogogo", iPEndPoint);}// Update is called once per framevoid Update(){timer += Time.deltaTime;if (timer >= maxTime && send){// send = false;timer = 0;byte[] data = TextureToTexture2D(rawImage.texture).EncodeToJPG();UdpNet.Instance.SendBytes(data, iPEndPoint);// Resources.UnloadUnusedAssets();}}public void Play(){webCam.Play();send = true;}public void Pause(){send = false;webCam.Pause();}/// 运行模式下Texture转换成Texture2Dprivate Texture2D TextureToTexture2D(Texture texture){Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);RenderTexture currentRT = RenderTexture.active;RenderTexture renderTexture = RenderTexture.GetTemporary(texture.width, texture.height, 32);Graphics.Blit(texture, renderTexture);RenderTexture.active = renderTexture;texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);texture2D.Apply();RenderTexture.active = currentRT;RenderTexture.ReleaseTemporary(renderTexture);return texture2D;}}
建两个工程,一个发送一个接收,UdpNet和ByteArray是通用的,每个工程都必须要有
1.发送工程界面
2.接收界面工程