c# - esp8266与Unity之间的udp连接问题

标签 c# unity3d arduino udp esp8266

我正在尝试将 Wemos D1 mini ESP8266 板连接到 unity,以便将按钮状态发送到 unity。

首先,我为 Wemos D1 mini 开发了代码,并使用 UDP 终端进行了检查,结果运行良好,我从终端向 Wemos 板发送了一条消息,并在串行监视器上显示了该消息。

我正在发回一 strip 有按钮状态的消息,它显示在 UDP 终端上。

然后我在 Unity 上编写了这段代码并将其附加到主摄像头,我在 Wemos D1 mini 上收到了 unity 发送的消息,但我无法读取 Wemos 发送的消息。我注意到 Socket.Available 始终为 0。

除了我没有阅读返回消息这一事实之外,有时 Unity 也会崩溃(有时在我运行时实际上并不经常崩溃)。这是来自 Arduino IDE 的代码:

#include <ESP8266WiFi.h>
#include <WiFiUdp.h>

//SSID of your network
char ssid[] = "TUI"; //SSID of your Wi-Fi router
char pass[] = "password"; //Password of your Wi-Fi router
int keyIndex = 0;

unsigned int localPort = 4000; 
char packetBuffer[255]; //buffer to hold incoming packet
char  ReplyBuffer[] = "";       // a string to send back

WiFiUDP Udp;

//input
const int buttonPin = 4;
const int ledpin = 5;
int buttonState = LOW;

void setup()
{
  pinMode(buttonPin, INPUT);
  pinMode(ledpin, OUTPUT);
  IPAddress ip(192, 175, 0, 20); 
  IPAddress gateway(192, 175, 0, 1); 
  IPAddress subnet(255, 255, 255, 0); 
  IPAddress DNS(192, 175, 0, 1); 
  Serial.begin(115200);
  WiFi.config(ip, gateway, subnet, DNS);  
  delay(100); 
  //WiFi.mode(WIFI_STA); 
  WiFi.begin(ssid, pass); 
  Serial.print("Connecting"); 
  while (WiFi.status() != WL_CONNECTED) { 
    Serial.print("."); 
    delay(200);  
  }   
  while (WiFi.waitForConnectResult() != WL_CONNECTED) { 
    Serial.println(); 
    Serial.println("Fail connecting"); 
    delay(5000); 
    ESP.restart(); 
  }   
  Serial.print("   OK  "); 
  Serial.print("Module IP: "); 
  Serial.println(WiFi.localIP());
  printWifiStatus(); 
  // if you get a connection, report back via serial:
  Udp.begin(localPort);
} 

void loop () {// if there's data available, read a packet
  int packetSize = Udp.parsePacket();

  if (packetSize) {
    Serial.print("Received packet of size ");
    Serial.println(packetSize);
    Serial.print("From ");
    IPAddress remoteIp = Udp.remoteIP();
    Serial.print(remoteIp);
    Serial.print(", port ");
    Serial.println(Udp.remotePort());

    // read the packet into packetBufffer
    int len = Udp.read(packetBuffer, 255);
    if (len > 0) {
      packetBuffer[len] = 0;
    }
    Serial.println("Contents:");
    Serial.println(packetBuffer);

    String str(packetBuffer);

    if(str == "hello from unity"){
      digitalWrite(ledpin, HIGH); 
    }

     buttonState = digitalRead(buttonPin);
     if(buttonState == HIGH){
      String str1 = "Button1 pressed"; 
      str1.toCharArray(ReplyBuffer, 50); 
     }
     else{
      String str1 = "Button1 off"; 
      str1.toCharArray(ReplyBuffer, 50);
     }

     Serial.println(ReplyBuffer);
     Serial.println(Udp.remoteIP());
     Serial.println(Udp.remotePort());

    // send a reply, to the IP address and port that sent the packet
    Udp.beginPacket(Udp.remoteIP(), Udp.remotePort());
    Udp.write(ReplyBuffer);
    Udp.endPacket();
  }
  else{
      digitalWrite(ledpin, LOW);   
    }
    delay(10);
  }

这是 Unity 上的脚本:

using UnityEngine;
using System.Net.Sockets;
using System.Text;
using System.Net;
using System;

public class ArduinoConnectUDP : MonoBehaviour
{
    private void Update()
    {
        udpSend();
    }

    //Port and IP Data for Socket Client
    void udpSend()
    {
        var IP = IPAddress.Parse("192.175.0.20"); 

        int port = 4000; 

        var udpClient1 = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        var sendEndPoint = new IPEndPoint(IP, port);
        var receiveEndPoint = new IPEndPoint(IPAddress.Any, port);

        var clientReturn = new UdpClient(4000);

        try
        {
            //Sends a message to the host to which you have connected.
            byte[] sendBytes = Encoding.ASCII.GetBytes("hello from unity");

            udpClient1.SendTo(sendBytes, sendEndPoint);

            Debug.Log(udpClient1.Available);

            if (udpClient1.Available > 0)
            {
                // Blocks until a message returns on this socket from a remote host.
               byte[] receiveBytes = clientReturn.Receive(ref receiveEndPoint);

                string returnData = Encoding.ASCII.GetString(receiveBytes);

                Debug.Log("Message Received: " +
                                    returnData.ToString());

                if (receiveBytes == null || receiveBytes.Length == 0)
                {
                    Debug.Log("No Answer from Wemos");
                }
            }
            udpClient1.Close();
            clientReturn.Close();
        }
        catch (Exception e)
        {
            Debug.Log(e.ToString());
        }
    }
}

最佳答案

解决了!必须更改 c# 中的接收代码并更新 arduino 代码才能发送到端口 4001(静态端口,因为我在接收随机端口上发送)。

统一代码:

using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;

public class esp8266Connection : MonoBehaviour {

    Thread m_Thread;
    UdpClient m_Client;


    void Start()
    {
        m_Thread = new Thread(new ThreadStart(ReceiveData));
        m_Thread.IsBackground = true;
        m_Thread.Start();
    }

    private void Update()
    {
        udpSend();
    }

    void ReceiveData()
    {

        try
        {

            m_Client = new UdpClient(4001);
            m_Client.EnableBroadcast = true;
            while (true)
            {

                IPEndPoint hostIP = new IPEndPoint(IPAddress.Any, 0);
                byte[] data = m_Client.Receive(ref hostIP);
                string returnData = Encoding.ASCII.GetString(data);

                Debug.Log(returnData);
            }
        }
        catch (Exception e)
        {
            Debug.Log(e);

            OnApplicationQuit();
        }
    }

    private void OnApplicationQuit()
    {
        if (m_Thread != null)
        {
            m_Thread.Abort();
        }

        if (m_Client != null)
        {
            m_Client.Close();
        }
    }
    void udpSend()
    {
        var IP = IPAddress.Parse("192.175.0.20");

        int port = 4000;


        var udpClient1 = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        var sendEndPoint = new IPEndPoint(IP, port);


        try
        {

            //Sends a message to the host to which you have connected.
            byte[] sendBytes = Encoding.ASCII.GetBytes("hello from unity");

            udpClient1.SendTo(sendBytes, sendEndPoint);



        }
        catch (Exception e)
        {
            Debug.Log(e.ToString());
        }

    }
}

arduino 代码:

#include <ESP8266WiFi.h>
#include <WiFiUdp.h>

//SSID of your network
char ssid[] = "TUI"; //SSID of your Wi-Fi router
char pass[] = "password"; //Password of your Wi-Fi router
int keyIndex = 0;

unsigned int localPort = 4000; 
char packetBuffer[255]; //buffer to hold incoming packet
char  ReplyBuffer[] = "";       // a string to send back

WiFiUDP Udp;

//input
const int buttonPin = 4;
const int ledpin = D1;
int buttonState = LOW;


void setup()
{
  pinMode(buttonPin, INPUT);
  pinMode(ledpin, OUTPUT);
  IPAddress ip(192, 175, 0, 20); 
  IPAddress gateway(192, 175, 0, 1); 
  IPAddress subnet(255, 255, 255, 0); 
  IPAddress DNS(192, 175, 0, 1); 
  Serial.begin(115200);
  WiFi.config(ip, gateway, subnet, DNS);  
  delay(100); 
  //WiFi.mode(WIFI_STA); 
  WiFi.begin(ssid, pass); 
  Serial.print("Connecting"); 
  while (WiFi.status() != WL_CONNECTED) { 
    Serial.print("."); 
    delay(200);  
  }   
  while (WiFi.waitForConnectResult() != WL_CONNECTED) { 
    Serial.println(); 
    Serial.println("Fail connecting"); 
    delay(5000); 
    ESP.restart(); 
  }   
  Serial.print("   OK  "); 
  Serial.print("Module IP: "); 
  Serial.println(WiFi.localIP());
  printWifiStatus(); 
  // if you get a connection, report back via serial:
  Udp.begin(localPort);
} 

void loop () {// if there's data available, read a packet
  int packetSize = Udp.parsePacket();

  if (packetSize) {
    Serial.print("Received packet of size ");
    Serial.println(packetSize);
    Serial.print("From ");
    IPAddress remoteIp = Udp.remoteIP();
    Serial.print(remoteIp);
    Serial.print(", port ");
    Serial.println(Udp.remotePort());

    // read the packet into packetBufffer
    int len = Udp.read(packetBuffer, 255);
    if (len > 0) {
      packetBuffer[len] = 0;
    }
    Serial.println("Contents:");
    Serial.println(packetBuffer);

    String str(packetBuffer);

    if(str == "hello from unity"){
      digitalWrite(ledpin, HIGH); 
    }


     buttonState = digitalRead(buttonPin);
     if(buttonState == HIGH){
      String str1 = "Button1 pressed"; 
      str1.toCharArray(ReplyBuffer, 50); 
     }
     else{
      String str1 = "Button1 off"; 
      str1.toCharArray(ReplyBuffer, 50);
     }

     Serial.println(ReplyBuffer);
      Serial.println(Udp.remoteIP());
      Serial.println(Udp.remotePort());


    // send a reply, to the IP address and port that sent the packet
    Udp.beginPacket(Udp.remoteIP(), 4001);
    Udp.write(ReplyBuffer);
    Udp.endPacket();
  }

  else{
      digitalWrite(ledpin, LOW);   
    }
    delay(10);
  }

void printWifiStatus() {
  // print the SSID of the network you're attached to:
  Serial.print("SSID: ");
  Serial.println(WiFi.SSID());

  // print your WiFi shield's IP address:
  IPAddress ip = WiFi.localIP();
  Serial.print("IP Address: ");
  Serial.println(ip);

  // print the received signal strength:
  long rssi = WiFi.RSSI();
  Serial.print("signal strength (RSSI):");
  Serial.print(rssi);
  Serial.println(" dBm");
}

关于c# - esp8266与Unity之间的udp连接问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/53801152/

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