NodeMCU 统一连接,使用 UDP
NodeMCU Unity Connection, using UDP
我正在为我的大学项目尝试将 NodeMCU 与 unity 连接起来。
我的 nodemcu 接收数据(使用 UDP 测试工具应用程序测试)。我会在下面留下代码。
但是 Unity 我有问题。我试图找到一个简单的例子或类似的东西。
我最近找到的代码很简单,但它让Unity卡住了。我找到它 here 并稍微编辑了它。
Arduino 中的 NodeMCU 代码IDE
#include <ESP8266WiFi.h>
#include <WiFiUdp.h>
const char* ssid = "Epic SSID";
const char* password = "EpicPassword";
WiFiUDP Udp;
unsigned int port = 25666;
char packet[255];
IPAddress ip(192, 168, 43, 20);
IPAddress gateway(192, 168, 1, 1);
IPAddress subnet(255, 255, 255, 0);
void setup()
{
Serial.begin(115200);
Serial.println();
WiFi.hostname("YVRB-01");
WiFi.config(ip, gateway, subnet);
Serial.printf("Connecting to %s ", ssid);
WiFi.begin(ssid, password);
while (WiFi.status() != WL_CONNECTED)
{
delay(500);
Serial.print(".");
}
Serial.println("Connection Successful");
Udp.begin(port);
Serial.printf("Listener started at IP %s, at port %d", WiFi.localIP().toString().c_str(), port);
}
void loop()
{
int packetSize = Udp.parsePacket();
if (packetSize)
{
Serial.printf("Received %d bytes from %s, port %d", packetSize, Udp.remoteIP().toString().c_str(), Udp.remotePort());
int len = Udp.read(packet, 255);
if (len > 0)
{
packet[len] = 0;
}
Serial.printf("UDP packet contents: %s", packet);
Serial.println();
}
Udp.beginPacket (Udp.remoteIP(), Udp.remotePort());
Udp.write("Epic message");
Udp.endPacket();
delay(300);
}
当它起作用时,我脱下了衬衫,运行 也脱下了厨房。
我在 Unity 中的代码
/*
C# Network Programming
by Richard Blum
Publisher: Sybex
ISBN: 0782141765
*/
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using UnityEngine;
public class udpsend : MonoBehaviour
{
Socket server;
IPEndPoint ipep;
void Start()
{
byte[] data = new byte[1024];
ipep = new IPEndPoint(
IPAddress.Parse("192.162.43.209"), 25666);
server = new Socket(AddressFamily.InterNetwork,
SocketType.Dgram, ProtocolType.Udp);
string welcome = "I am connected";
data = Encoding.ASCII.GetBytes(welcome);
server.SendTo(data, data.Length, SocketFlags.None, ipep);
}
void Update()
{
string input, stringData;
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
EndPoint Remote = (EndPoint)sender;
byte[] data = new byte[1024];
int recv = server.ReceiveFrom(data, ref Remote);
Console.WriteLine("Message received from {0}:", Remote.ToString());
Console.WriteLine(Encoding.ASCII.GetString(data, 0, recv));
//while (true)
//{
// input = Console.ReadLine();
// if (input == "exit")
// break;
// server.SendTo(Encoding.ASCII.GetBytes(input), Remote);
// data = new byte[1024];
// recv = server.ReceiveFrom(data, ref Remote);
// stringData = Encoding.ASCII.GetString(data, 0, recv);
// Console.WriteLine(stringData);
//}
Console.WriteLine("Stopping client");
server.Close();
}
public void SendData(string message)
{
byte[] data = new byte[1024];
data = Encoding.ASCII.GetBytes(message);
server.SendTo(data, data.Length, SocketFlags.None, ipep);
}
}
我只是说我没有完全理解,但我稍微编辑了一下。
任何修复或代码示例将不胜感激。我只想要一个可以调用的方法,例如 SendData("Never gonna give you up!").
我现在可以将信息从 Unity 应用程序传输到 NodeMCU 以及从 NodeMCU 到 Unity!
全部代码如下
我使用了代码并稍微编辑了一下。
为了接收数据,我在这里使用了 this code。
为了发送信息,我使用了 this code 并将这段代码“混搭”在一起,创建了一个可以发送和接收的程序。
我这样做的原因是存在冲突,因为有一个客户端和多个代码试图访问它。
对于 Node MCU,我使用了 this code,这与我在上面的问题中所写的几乎相同。
我还制作了管理器代码,我可以使用它发送消息和做其他事情。
关闭所有端口也很重要,否则Unity会死机(很烦人的事情)。
Arduino 中的 Nodemcu 代码 IDE:
#include <ESP8266WiFi.h>
#include <WiFiUdp.h>
const char* ssid = "YVRB";
const char* password = "YGreater";
WiFiUDP Udp;
unsigned int port = 25666;
char packet[255];
IPAddress ip(192, 168, 43, 20);
IPAddress gateway(192, 168, 1, 1);
IPAddress subnet(255, 255, 255, 0);
void setup()
{
Serial.begin(115200);
Serial.println();
WiFi.hostname("YVRB-01");
WiFi.config(ip, gateway, subnet);
Serial.printf("Connecting to %s ", ssid);
WiFi.begin(ssid, password);
while (WiFi.status() != WL_CONNECTED)
{
delay(500);
Serial.print(".");
}
Serial.println("Connection Successful");
Udp.begin(port);
Serial.printf("Listener started at IP %s, at port %d", WiFi.localIP().toString().c_str(), port);
Serial.println();
}
void loop()
{
int packetSize = Udp.parsePacket();
if (packetSize)
{
Serial.printf("Received %d bytes from %s, port %d", packetSize, Udp.remoteIP().toString().c_str(), Udp.remotePort());
int len = Udp.read(packet, 255);
if (len > 0)
{
packet[len] = 0;
}
Serial.printf("UDP packet contents: %s", packet);
Serial.println();
}
Udp.beginPacket (Udp.remoteIP(), Udp.remotePort());
Udp.write("Important data");
Udp.endPacket();
delay(300);
}
文件UDPSend.cs同时接收的代码:
// Inspired by this thread: https://forum.unity.com/threads/simple-udp-implementation-send-read-via-mono-c.15900/
// Thanks OP la1n
// Thanks MattijsKneppers for letting me know that I also need to lock my queue while enqueuing
// Adapted during projects according to my needs
using UnityEngine;
using System;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
public class UDPSend
{
public string IP { get; private set; }
public int sourcePort { get; private set; } // Sometimes we need to define the source port, since some devices only accept messages coming from a predefined sourceport.
public int remotePort { get; private set; }
IPEndPoint remoteEndPoint;
Thread receiveThread;
// udpclient object
UdpClient client;
// public
// public string IP = "127.0.0.1"; default local
public int port = 25666; // define > init
// Information
public string lastReceivedUDPPacket = "";
public string allReceivedUDPPackets = ""; // Clean up this from time to time!
public bool newdatahereboys = false;
public void init(string IPAdress, int RemotePort, int SourcePort = -1) // If sourceport is not set, its being chosen randomly by the system
{
IP = IPAdress;
sourcePort = SourcePort;
remotePort = RemotePort;
remoteEndPoint = new IPEndPoint(IPAddress.Parse(IP), remotePort);
if (sourcePort <= -1)
{
client = new UdpClient();
Debug.Log("Sending to " + IP + ": " + remotePort);
}
else
{
client = new UdpClient(sourcePort);
Debug.Log("Sending to " + IP + ": " + remotePort + " from Source Port: " + sourcePort);
}
receiveThread = new Thread(
new ThreadStart(ReceiveData));
receiveThread.IsBackground = true;
receiveThread.Start();
}
private void ReceiveData()
{
//client = sender.client;
while (true)
{
try
{
// Bytes empfangen.
IPEndPoint anyIP = new IPEndPoint(IPAddress.Any, 0);
byte[] data = client.Receive(ref anyIP);
// Bytes mit der UTF8-Kodierung in das Textformat kodieren.
string text = Encoding.UTF8.GetString(data);
// Den abgerufenen Text anzeigen.
Debug.Log(text);
newdatahereboys = true;
//PlayerPrefs.SetString("ReceivedData", text);
// Latest UDPpacket
lastReceivedUDPPacket = text;
// ....
allReceivedUDPPackets = allReceivedUDPPackets + text;
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
}
// sendData in different ways. Can be extended accordingly
public void sendString(string message)
{
try
{
byte[] data = Encoding.UTF8.GetBytes(message);
client.Send(data, data.Length, remoteEndPoint);
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
public void sendInt32(Int32 myInt)
{
try
{
byte[] data = BitConverter.GetBytes(myInt);
client.Send(data, data.Length, remoteEndPoint);
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
public void sendInt32Array(Int32[] myInts)
{
try
{
byte[] data = new byte[myInts.Length * sizeof(Int32)];
Buffer.BlockCopy(myInts, 0, data, 0, data.Length);
client.Send(data, data.Length, remoteEndPoint);
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
public void sendInt16Array(Int16[] myInts)
{
try
{
byte[] data = new byte[myInts.Length * sizeof(Int16)];
Buffer.BlockCopy(myInts, 0, data, 0, data.Length);
client.Send(data, data.Length, remoteEndPoint);
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
public string getLatestUDPPacket()
{
allReceivedUDPPackets = "";
return lastReceivedUDPPacket;
}
public void ClosePorts()
{
Debug.Log("closing receiving UDP on port: " + port);
if (receiveThread != null)
receiveThread.Abort();
client.Close();
}
}
文件manager.cs:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class manager : MonoBehaviour {
public int Remoteport = 25666;
public UDPSend sender = new UDPSend();
public string datafromnode;
void Start()
{
sender.init("192.168.43.209", Remoteport, 25666);
sender.sendString("Hello from Start. " + Time.realtimeSinceStartup);
Application.targetFrameRate = 60;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyUp(KeyCode.Return))
sender.sendString("This should be delivered");
if (sender.newdatahereboys)
{
datafromnode = sender.getLatestUDPPacket();
}
}
public void OnDisable()
{
sender.ClosePorts();
}
public void OnApplicationQuit()
{
sender.ClosePorts();
}
}
成功!参见 justlookatem。
我正在为我的大学项目尝试将 NodeMCU 与 unity 连接起来。
我的 nodemcu 接收数据(使用 UDP 测试工具应用程序测试)。我会在下面留下代码。
但是 Unity 我有问题。我试图找到一个简单的例子或类似的东西。
我最近找到的代码很简单,但它让Unity卡住了。我找到它 here 并稍微编辑了它。
Arduino 中的 NodeMCU 代码IDE
#include <ESP8266WiFi.h>
#include <WiFiUdp.h>
const char* ssid = "Epic SSID";
const char* password = "EpicPassword";
WiFiUDP Udp;
unsigned int port = 25666;
char packet[255];
IPAddress ip(192, 168, 43, 20);
IPAddress gateway(192, 168, 1, 1);
IPAddress subnet(255, 255, 255, 0);
void setup()
{
Serial.begin(115200);
Serial.println();
WiFi.hostname("YVRB-01");
WiFi.config(ip, gateway, subnet);
Serial.printf("Connecting to %s ", ssid);
WiFi.begin(ssid, password);
while (WiFi.status() != WL_CONNECTED)
{
delay(500);
Serial.print(".");
}
Serial.println("Connection Successful");
Udp.begin(port);
Serial.printf("Listener started at IP %s, at port %d", WiFi.localIP().toString().c_str(), port);
}
void loop()
{
int packetSize = Udp.parsePacket();
if (packetSize)
{
Serial.printf("Received %d bytes from %s, port %d", packetSize, Udp.remoteIP().toString().c_str(), Udp.remotePort());
int len = Udp.read(packet, 255);
if (len > 0)
{
packet[len] = 0;
}
Serial.printf("UDP packet contents: %s", packet);
Serial.println();
}
Udp.beginPacket (Udp.remoteIP(), Udp.remotePort());
Udp.write("Epic message");
Udp.endPacket();
delay(300);
}
当它起作用时,我脱下了衬衫,运行 也脱下了厨房。
我在 Unity 中的代码
/*
C# Network Programming
by Richard Blum
Publisher: Sybex
ISBN: 0782141765
*/
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using UnityEngine;
public class udpsend : MonoBehaviour
{
Socket server;
IPEndPoint ipep;
void Start()
{
byte[] data = new byte[1024];
ipep = new IPEndPoint(
IPAddress.Parse("192.162.43.209"), 25666);
server = new Socket(AddressFamily.InterNetwork,
SocketType.Dgram, ProtocolType.Udp);
string welcome = "I am connected";
data = Encoding.ASCII.GetBytes(welcome);
server.SendTo(data, data.Length, SocketFlags.None, ipep);
}
void Update()
{
string input, stringData;
IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
EndPoint Remote = (EndPoint)sender;
byte[] data = new byte[1024];
int recv = server.ReceiveFrom(data, ref Remote);
Console.WriteLine("Message received from {0}:", Remote.ToString());
Console.WriteLine(Encoding.ASCII.GetString(data, 0, recv));
//while (true)
//{
// input = Console.ReadLine();
// if (input == "exit")
// break;
// server.SendTo(Encoding.ASCII.GetBytes(input), Remote);
// data = new byte[1024];
// recv = server.ReceiveFrom(data, ref Remote);
// stringData = Encoding.ASCII.GetString(data, 0, recv);
// Console.WriteLine(stringData);
//}
Console.WriteLine("Stopping client");
server.Close();
}
public void SendData(string message)
{
byte[] data = new byte[1024];
data = Encoding.ASCII.GetBytes(message);
server.SendTo(data, data.Length, SocketFlags.None, ipep);
}
}
我只是说我没有完全理解,但我稍微编辑了一下。
任何修复或代码示例将不胜感激。我只想要一个可以调用的方法,例如 SendData("Never gonna give you up!").
我现在可以将信息从 Unity 应用程序传输到 NodeMCU 以及从 NodeMCU 到 Unity!
全部代码如下
我使用了代码并稍微编辑了一下。
为了接收数据,我在这里使用了 this code。
为了发送信息,我使用了 this code 并将这段代码“混搭”在一起,创建了一个可以发送和接收的程序。
我这样做的原因是存在冲突,因为有一个客户端和多个代码试图访问它。
对于 Node MCU,我使用了 this code,这与我在上面的问题中所写的几乎相同。
我还制作了管理器代码,我可以使用它发送消息和做其他事情。
关闭所有端口也很重要,否则Unity会死机(很烦人的事情)。
Arduino 中的 Nodemcu 代码 IDE:
#include <ESP8266WiFi.h>
#include <WiFiUdp.h>
const char* ssid = "YVRB";
const char* password = "YGreater";
WiFiUDP Udp;
unsigned int port = 25666;
char packet[255];
IPAddress ip(192, 168, 43, 20);
IPAddress gateway(192, 168, 1, 1);
IPAddress subnet(255, 255, 255, 0);
void setup()
{
Serial.begin(115200);
Serial.println();
WiFi.hostname("YVRB-01");
WiFi.config(ip, gateway, subnet);
Serial.printf("Connecting to %s ", ssid);
WiFi.begin(ssid, password);
while (WiFi.status() != WL_CONNECTED)
{
delay(500);
Serial.print(".");
}
Serial.println("Connection Successful");
Udp.begin(port);
Serial.printf("Listener started at IP %s, at port %d", WiFi.localIP().toString().c_str(), port);
Serial.println();
}
void loop()
{
int packetSize = Udp.parsePacket();
if (packetSize)
{
Serial.printf("Received %d bytes from %s, port %d", packetSize, Udp.remoteIP().toString().c_str(), Udp.remotePort());
int len = Udp.read(packet, 255);
if (len > 0)
{
packet[len] = 0;
}
Serial.printf("UDP packet contents: %s", packet);
Serial.println();
}
Udp.beginPacket (Udp.remoteIP(), Udp.remotePort());
Udp.write("Important data");
Udp.endPacket();
delay(300);
}
文件UDPSend.cs同时接收的代码:
// Inspired by this thread: https://forum.unity.com/threads/simple-udp-implementation-send-read-via-mono-c.15900/
// Thanks OP la1n
// Thanks MattijsKneppers for letting me know that I also need to lock my queue while enqueuing
// Adapted during projects according to my needs
using UnityEngine;
using System;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.Threading;
public class UDPSend
{
public string IP { get; private set; }
public int sourcePort { get; private set; } // Sometimes we need to define the source port, since some devices only accept messages coming from a predefined sourceport.
public int remotePort { get; private set; }
IPEndPoint remoteEndPoint;
Thread receiveThread;
// udpclient object
UdpClient client;
// public
// public string IP = "127.0.0.1"; default local
public int port = 25666; // define > init
// Information
public string lastReceivedUDPPacket = "";
public string allReceivedUDPPackets = ""; // Clean up this from time to time!
public bool newdatahereboys = false;
public void init(string IPAdress, int RemotePort, int SourcePort = -1) // If sourceport is not set, its being chosen randomly by the system
{
IP = IPAdress;
sourcePort = SourcePort;
remotePort = RemotePort;
remoteEndPoint = new IPEndPoint(IPAddress.Parse(IP), remotePort);
if (sourcePort <= -1)
{
client = new UdpClient();
Debug.Log("Sending to " + IP + ": " + remotePort);
}
else
{
client = new UdpClient(sourcePort);
Debug.Log("Sending to " + IP + ": " + remotePort + " from Source Port: " + sourcePort);
}
receiveThread = new Thread(
new ThreadStart(ReceiveData));
receiveThread.IsBackground = true;
receiveThread.Start();
}
private void ReceiveData()
{
//client = sender.client;
while (true)
{
try
{
// Bytes empfangen.
IPEndPoint anyIP = new IPEndPoint(IPAddress.Any, 0);
byte[] data = client.Receive(ref anyIP);
// Bytes mit der UTF8-Kodierung in das Textformat kodieren.
string text = Encoding.UTF8.GetString(data);
// Den abgerufenen Text anzeigen.
Debug.Log(text);
newdatahereboys = true;
//PlayerPrefs.SetString("ReceivedData", text);
// Latest UDPpacket
lastReceivedUDPPacket = text;
// ....
allReceivedUDPPackets = allReceivedUDPPackets + text;
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
}
// sendData in different ways. Can be extended accordingly
public void sendString(string message)
{
try
{
byte[] data = Encoding.UTF8.GetBytes(message);
client.Send(data, data.Length, remoteEndPoint);
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
public void sendInt32(Int32 myInt)
{
try
{
byte[] data = BitConverter.GetBytes(myInt);
client.Send(data, data.Length, remoteEndPoint);
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
public void sendInt32Array(Int32[] myInts)
{
try
{
byte[] data = new byte[myInts.Length * sizeof(Int32)];
Buffer.BlockCopy(myInts, 0, data, 0, data.Length);
client.Send(data, data.Length, remoteEndPoint);
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
public void sendInt16Array(Int16[] myInts)
{
try
{
byte[] data = new byte[myInts.Length * sizeof(Int16)];
Buffer.BlockCopy(myInts, 0, data, 0, data.Length);
client.Send(data, data.Length, remoteEndPoint);
}
catch (Exception err)
{
Debug.Log(err.ToString());
}
}
public string getLatestUDPPacket()
{
allReceivedUDPPackets = "";
return lastReceivedUDPPacket;
}
public void ClosePorts()
{
Debug.Log("closing receiving UDP on port: " + port);
if (receiveThread != null)
receiveThread.Abort();
client.Close();
}
}
文件manager.cs:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class manager : MonoBehaviour {
public int Remoteport = 25666;
public UDPSend sender = new UDPSend();
public string datafromnode;
void Start()
{
sender.init("192.168.43.209", Remoteport, 25666);
sender.sendString("Hello from Start. " + Time.realtimeSinceStartup);
Application.targetFrameRate = 60;
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyUp(KeyCode.Return))
sender.sendString("This should be delivered");
if (sender.newdatahereboys)
{
datafromnode = sender.getLatestUDPPacket();
}
}
public void OnDisable()
{
sender.ClosePorts();
}
public void OnApplicationQuit()
{
sender.ClosePorts();
}
}
成功!参见 justlookatem。