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tcpSocket.cs
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83 lines (64 loc) · 2.08 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
public class tcpSocket : MonoBehaviour
{
private const int bufferSize = 1024;
private const string serverIP = "192.168.1.12";
private const int port = 12345;
int i = 0;
// Create tcp/ip socket
Socket clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
// Start is called before the first frame update
void Start()
{
try
{
// connect to server
clientSocket.Connect(IPAddress.Parse(serverIP), port);
Debug.Log("Connected to server.");
// send confirmation msg to server
string msg = "Hello, server.";
byte[] msgBytes = Encoding.ASCII.GetBytes(msg);
clientSocket.Send(msgBytes);
Debug.Log("Sent msg");
}
catch (Exception ex)
{
Debug.Log("Error: " + ex.Message);
}
}
// Update is called once per frame
void Update()
{
try
{
string msg = "Sending message number " + i;
byte[] msgBytes = Encoding.ASCII.GetBytes(msg);
clientSocket.Send(msgBytes);
Debug.Log("Sent msg");
// receive data from server
byte[] buffer = new byte[bufferSize];
int bytesRead = clientSocket.Receive(buffer);
string receivedMessage = Encoding.ASCII.GetString(buffer, 0, bytesRead);
Debug.Log("Received msg: " + receivedMessage);
}
catch (Exception ex)
{
Debug.Log("Error: " + ex.Message);
}
i++;
}
private void OnApplicationQuit()
{
Debug.Log("Closing connection.");
// close socket
clientSocket.Shutdown(SocketShutdown.Both);
clientSocket.Close();
Debug.Log("Connection closed.");
}
}