diff --git a/SimpleUnityTCP/.gitattributes b/SimpleUnityTCP/.gitattributes new file mode 100644 index 0000000000000000000000000000000000000000..dfe0770424b2a19faf507a501ebfc23be8f54e7b --- /dev/null +++ b/SimpleUnityTCP/.gitattributes @@ -0,0 +1,2 @@ +# Auto detect text files and perform LF normalization +* text=auto diff --git a/SimpleUnityTCP/.gitignore b/SimpleUnityTCP/.gitignore new file mode 100644 index 0000000000000000000000000000000000000000..833e6d4291c8ad67a7308578816f2d2db64dee01 --- /dev/null +++ b/SimpleUnityTCP/.gitignore @@ -0,0 +1,37 @@ +[Ll]ibrary/ +[Tt]emp/ +[Oo]bj/ +[Bb]uild/ +[Bb]uilds/ +Assets/AssetStoreTools* + +# Visual Studio cache directory +.vs/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta + +# Unity3D Generated File On Crash Reports +sysinfo.txt + +# Builds +*.apk +*.unitypackage diff --git a/SimpleUnityTCP/Assets/Client.cs b/SimpleUnityTCP/Assets/Client.cs new file mode 100644 index 0000000000000000000000000000000000000000..b9e3b911fa5f5d133ccbd37deffff587ae8a04ed --- /dev/null +++ b/SimpleUnityTCP/Assets/Client.cs @@ -0,0 +1,139 @@ +using System; +using System.Net.Sockets; +using System.Text; +using UnityEngine; +using UnityEngine.UI; + +public class Client : MonoBehaviour +{ + #region Public Variables + [Header("Network")] + public string ipAddress = "127.0.0.1"; + public int port = 54010; + [Header("UI References")] + public Button sendCloseButton; + public Text ClientLogger = null; + #endregion + + #region Network m_Variables + private TcpClient m_client; + private NetworkStream m_netStream = null; + private byte[] m_buffer = new byte[49152]; + private int m_bytesReceived = 0; + private string m_receivedMessage = ""; + #endregion + + //Set UI interactable properties + private void Start() + { + sendCloseButton.interactable = false; + } + + //Start client and stablish connection with server + public void StartClient() + { + //Early out + if(m_client != null) + { + ClientLog("There is already a runing client", Color.red); + return; + } + + try + { + //Create new client + m_client = new TcpClient(); + //Set and enable client + m_client.Connect(ipAddress, port); + ClientLog("Client Started", Color.green); + sendCloseButton.interactable = true; + } + catch (SocketException) + { + ClientLog("Socket Error: Start Server first", Color.red); + CloseClient(); + } + } + + //Check if the client has been recived something + private void Update() + { + //If there is something received + if (!string.IsNullOrEmpty(m_receivedMessage)) + { + ClientLog("Msg recived on Client: " + "<b>"+m_receivedMessage+"</b>", Color.green); + m_receivedMessage = ""; + //Set UI interactable properties + sendCloseButton.interactable = false; + + //Close message has to be there, as UI calls can't be called on no-main threads + ClientLog("Close Connection with Server", Color.red); + } + } + + //Send "Close" message to the server, and waits the "Close" message response from server + public void SendCloseToServer() + { + if (!m_client.Connected) return; //early out if there is nothing connected + + //Set UI interactable properties + sendCloseButton.interactable = false; + + //Stablish Client NetworkStream information + m_netStream = m_client.GetStream(); + //Start Async Reading + m_netStream.BeginRead(m_buffer, 0, m_buffer.Length, MessageReceived, null); + + //Build message to server + string sendMsg = "Close"; + byte[] msg = Encoding.ASCII.GetBytes(sendMsg); + //Start Sync Writing + m_netStream.Write(msg, 0, msg.Length); + ClientLog("Msg sended to Server: "+"<b>Close</b>", Color.blue); + } + + //Callback called when "BeginRead" is ended + private void MessageReceived(IAsyncResult result) + { + if (result.IsCompleted && m_client.Connected) + { + //build message received from server + m_bytesReceived = m_netStream.EndRead(result); + m_receivedMessage = Encoding.ASCII.GetString(m_buffer, 0, m_bytesReceived); + + //If message recived from server is "Close", close that client + if (m_receivedMessage == "Close") + { + CloseClient(); + } + } + } + + //Close client connection + private void CloseClient() + { + if (m_client.Connected) + { + //Reset everything to defaults + m_client.Close(); + m_client = null; + //Set UI interactable properties + sendCloseButton.interactable = false; + } + } + + //Custom Server Log + #region ClientLog + private void ClientLog(string msg, Color color) + { + ClientLogger.text += '\n' + "<color=#" + ColorUtility.ToHtmlStringRGBA(color) + ">- " + msg + "</color>"; + Debug.Log("Client: " + msg); + } + private void ClientLog(string msg) + { + ClientLogger.text += '\n' + "- " + msg; + Debug.Log("Client: " + msg); + } + #endregion + +} diff --git a/SimpleUnityTCP/Assets/Main.unity b/SimpleUnityTCP/Assets/Main.unity new file mode 100644 index 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+++ b/SimpleUnityTCP/Assets/Server.cs @@ -0,0 +1,179 @@ +using System; +using System.Collections; +using System.Net; +using System.Net.Sockets; +using System.Text; +using UnityEngine; +using UnityEngine.UI; + +public class Server : MonoBehaviour +{ + #region Public Variables + [Header("Network")] + public string ipAdress = "127.0.0.1"; + public int port = 54010; + public float waitingMessagesFrequency = 5; + public string responseMessage = "Close"; + [Header("UI References")] + public Button startServerButton; + public Button closeServerButton; + public Text ServerLogger = null; + #endregion + + #region Network m_Variables + private TcpListener m_server = null; + private TcpClient m_client = null; + private NetworkStream m_netStream = null; + private byte[] m_buffer = new byte[49152]; + private int m_bytesReceived = 0; + private string m_receivedMessage = ""; + private IEnumerator m_ClientComCoroutine = null; + #endregion + + //Set UI interactable properties + private void Start() + { + startServerButton.interactable = true; //Enable button to let users start the server + closeServerButton.interactable = false; //Disable button until the server is started + } + + //Start server and wait for clients + public void StartServer() + { + //Set and enable Server + IPAddress ip = IPAddress.Parse(ipAdress); + m_server = new TcpListener(ip, port); + m_server.Start(); + ServerLog("Server Started", Color.green); + //Wait for async client connection + m_server.BeginAcceptTcpClient(ClientConnected, null); + //Set UI interactable properties + startServerButton.interactable = false; //Disable button to avoid initilize more than one server + } + + //Check if any client trys to connect + private void Update() + { + //If some client stablish connection + if (m_client != null && m_ClientComCoroutine == null) + { + //Start the ClientCommunication coroutine + m_ClientComCoroutine = ClientCommunication(); + StartCoroutine(m_ClientComCoroutine); + } + } + + //Coroutine that manage client communication while client is connected to the server + private IEnumerator ClientCommunication() + { + //Restart values in case there are more than one client connections + m_bytesReceived = 0; + m_buffer = new byte[49152]; + + //Stablish Client NetworkStream information + m_netStream = m_client.GetStream(); + //While there is a connection with the client, await for messages + do + { + ServerLog("Server is listening client msg...", Color.yellow); + //Start Async Reading + m_netStream.BeginRead(m_buffer, 0, m_buffer.Length, MessageReceived, m_netStream); + + //If there is any msg + if (m_bytesReceived > 0) + { + ServerLog("Msg recived on Server: " + "<b>" + m_receivedMessage + "</b>", Color.green); + //If message received from client is "Close", send another "Close" to the client + if (m_receivedMessage == "Close") + { + //Build message to client + string sendMsg = responseMessage; //In this case we send "Close" to end the client connection + byte[] msgOut = Encoding.ASCII.GetBytes(sendMsg); //Encode message as bytes + //Start Sync Writing + m_netStream.Write(msgOut, 0, msgOut.Length); + ServerLog("Msg sended to Client: " + "<b>" + sendMsg + "</b>", Color.blue); + //Close connection with the client + CloseConnection(); + } + } + yield return new WaitForSeconds(waitingMessagesFrequency); + + } while (m_bytesReceived >= 0 && m_netStream != null); + //The communication is over + CloseConnection(); + } + + //Callback called when "BeginRead" is ended + private void MessageReceived(IAsyncResult result) + { + if (result.IsCompleted && m_client.Connected) + { + //build message received from client + m_bytesReceived = m_netStream.EndRead(result); //End async reading + m_receivedMessage = Encoding.ASCII.GetString(m_buffer, 0, m_bytesReceived); //De-encode message as string + } + } + + //Callback called when "BeginAcceptTcpClient" detects new client connection + private void ClientConnected(IAsyncResult res) + { + //set the client reference + m_client = m_server.EndAcceptTcpClient(res); + } + + //Close connection with the client + private void CloseConnection() + { + ServerLog("Close Connection with Client", Color.red); + //Reset everything to defaults + StopCoroutine(m_ClientComCoroutine); + m_ClientComCoroutine = null; + m_client.Close(); + m_client = null; + + //Set UI interactable properties + closeServerButton.interactable = true; //Enable button to let users close the server + + //Waiting to Accept a new Client + m_server.BeginAcceptTcpClient(ClientConnected, null); + } + + //Close client connection and disables the server + public void CloseServer() + { + ServerLog("Server Closed", Color.red); + //Close client connection + if (m_client != null) + { + m_netStream.Close(); + m_netStream = null; + m_client.Close(); + m_client = null; + } + //Close server connection + if(m_server != null) + { + m_server.Stop(); + m_server = null; + startServerButton.interactable = true; + closeServerButton.interactable = false; + } + } + + //Custom Server Log + #region ServerLog + //With Text Color + private void ServerLog(string msg, Color color) + { + ServerLogger.text += '\n' + "<color=#"+ColorUtility.ToHtmlStringRGBA(color)+">- " + msg + "</color>"; + Debug.Log("Server: " + msg); + } + //Without Text Color + private void ServerLog(string msg) + { + ServerLogger.text += '\n' + "- " + msg; + Debug.Log("Server: " + msg); + } + #endregion + +} \ No newline at end of file diff --git a/SimpleUnityTCP/LICENSE b/SimpleUnityTCP/LICENSE new file mode 100644 index 0000000000000000000000000000000000000000..5d63bfb829cd98f5aa4c562f85249596eaa4518c --- /dev/null +++ b/SimpleUnityTCP/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2018 Eric + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/SimpleUnityTCP/ProjectSettings/AudioManager.asset b/SimpleUnityTCP/ProjectSettings/AudioManager.asset new file mode 100644 index 0000000000000000000000000000000000000000..da6112576a5ca4290108f6d4c731bd4c391e91d4 --- /dev/null +++ b/SimpleUnityTCP/ProjectSettings/AudioManager.asset @@ -0,0 +1,17 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!11 &1 +AudioManager: + m_ObjectHideFlags: 0 + m_Volume: 1 + Rolloff Scale: 1 + Doppler Factor: 1 + Default Speaker Mode: 2 + m_SampleRate: 0 + m_DSPBufferSize: 0 + m_VirtualVoiceCount: 512 + m_RealVoiceCount: 32 + m_SpatializerPlugin: + m_AmbisonicDecoderPlugin: + m_DisableAudio: 0 + m_VirtualizeEffects: 1 diff --git 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0.016666668 + m_MaxDeltaTime: 0.05 diff --git a/SimpleUnityTCP/README.md b/SimpleUnityTCP/README.md new file mode 100644 index 0000000000000000000000000000000000000000..2e0b1a8ee22bd5914491b11b547c86c392438d75 --- /dev/null +++ b/SimpleUnityTCP/README.md @@ -0,0 +1,36 @@ +# SimpleUnityTCP 🖧 + +A simple **demo-project** to show how **TCP** communication works on **Unity** environment, builded with **C#** and using [System.Net.Sockets](https://docs.microsoft.com/es-es/dotnet/api/system.net.sockets?view=netframework-4.7.2). + +The main porpouse of this repo is to show the TCP communication on runtime, but also to provide a pretty commented and clear code so everyone else that wants to implement that kind of communication will be able without wasting a lot of time. + +## Video-Example 📲 + +<p> + <img src="example_app.gif" alt="example_app gif"/> +</p> + +## How to Use 💻 +If you only want to see the app working, just run the ``SimpleTCP.exe`` which is located on the ``build`` directory. + +If you want to open the project, you will need to have **Unity** installed with the **version 2017 or higher**. + +If you only want to scratch the code, either inside the unity project or simply dragging the **.cs** classes on your editor, you have to watch on to this classes, which are located on ``Assets``: + +* ``Server.cs`` +* ``Client.cs`` + +## More Explanations 📡 +**Note:** Unity do not allow the *save-use* of **Multi-Threading**, so the application is using **Co-routines** instead. + +The stablished communication and workflow stablished right now follows the next order: + +* **Start the Server** and let him waiting for client connections. +* **Start the Client** and connect him to the server. +* **Server waits** for client messages... +* **Client send** the message *Close* to the server. +* **Server recives** that *Close* message. +* **Server send a response** to the client, sending the same message, *Close*. +* **Client recives** the message, **close the connection** with the server and shuts down. +* **Server close the connection** with the client. +* **Server shuts down** \ No newline at end of file diff --git a/SimpleUnityTCP/example_app.gif b/SimpleUnityTCP/example_app.gif new file mode 100644 index 0000000000000000000000000000000000000000..53c796e6dac02b26f96c1b10f48f0bc8ed7176e2 Binary files /dev/null and b/SimpleUnityTCP/example_app.gif differ diff --git a/test_vr_unity/Assets/Materials/Player.mat b/test_vr_unity/Assets/Materials/Player.mat new file mode 100644 index 0000000000000000000000000000000000000000..1a3477bdf2d8553ec76898195eaad768b05f620a --- /dev/null +++ b/test_vr_unity/Assets/Materials/Player.mat @@ -0,0 +1,77 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Player + m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} + m_ShaderKeywords: + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - _BumpMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailAlbedoMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailMask: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _DetailNormalMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _EmissionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 0, y: 0} + m_Offset: {x: 0, y: 0} + - _MainTex: + m_Texture: {fileID: 0} + m_Scale: {x: 0, y: 0} + m_Offset: {x: 0, y: 0} + - _MetallicGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OcclusionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ParallaxMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _BumpScale: 1 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DstBlend: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.892 + - _GlossyReflections: 1 + - _Metallic: 0 + - _Mode: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _UVSec: 0 + - _ZWrite: 1 + m_Colors: + - _Color: {r: 1, g: 0, b: 0, a: 1} + - _EmissionColor: {r: 0.16981131, g: 0.09371662, b: 0.09371662, a: 1} diff --git a/test_vr_unity/Assets/Scenes/SampleScene.unity b/test_vr_unity/Assets/Scenes/SampleScene.unity index 34b1dac6b04bd91b100fc84e6deca6cb1bae4b8c..b82174f7b9785a6393b01148a12319d0527d56d0 100644 --- a/test_vr_unity/Assets/Scenes/SampleScene.unity +++ b/test_vr_unity/Assets/Scenes/SampleScene.unity @@ -440,7 +440,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!81 &534669903 AudioListener: m_ObjectHideFlags: 0 @@ -654,7 +654,7 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 10303, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 2100000, guid: fbc99dbc501bd984aa53dd51057e0b31, type: 2} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/test_vr_unity/Assets/Scripts/CameraController.cs b/test_vr_unity/Assets/Scripts/CameraController.cs index d90d5bcd2c14418a88dd72b5f207bc54f2e0a0ae..72dcb4fc4277d81043b9099573ba4b8c2078cbce 100644 --- a/test_vr_unity/Assets/Scripts/CameraController.cs +++ b/test_vr_unity/Assets/Scripts/CameraController.cs @@ -5,16 +5,34 @@ using UnityEngine; public class CameraController : MonoBehaviour { public GameObject player; + private UdpConnection connection; private Vector3 offset; void Start() { offset = transform.position - player.transform.position; + string sendIp = "127.0.0.1"; + int sendPort = 8881; + int receivePort = 11000; + connection = new UdpConnection(); + connection.StartConnection(sendIp, sendPort, receivePort); + } + + private void Update() + { + foreach (var message in connection.getMessages()) Debug.Log(message); + + connection.Send(Time.deltaTime.ToString()); } void LateUpdate() { transform.position = player.transform.position + offset; } + + void OnDestroy() + { + connection.Stop(); + } } diff --git a/test_vr_unity/Assets/Scripts/UdpConnection.cs b/test_vr_unity/Assets/Scripts/UdpConnection.cs new file mode 100644 index 0000000000000000000000000000000000000000..ef8ccea49914144d9f475816db9bfb6e2f5818aa --- /dev/null +++ b/test_vr_unity/Assets/Scripts/UdpConnection.cs @@ -0,0 +1,104 @@ +using System; +using System.Collections.Generic; +using System.Net; +using System.Net.Sockets; +using System.Text; +using System.Threading; +using UnityEngine; + +public class UdpConnection +{ + private UdpClient udpClient; + + private readonly Queue<string> incomingQueue = new Queue<string>(); + Thread receiveThread; + private bool threadRunning = false; + private string senderIp; + private int senderPort; + + public void StartConnection(string sendIp, int sendPort, int receivePort) + { + try { udpClient = new UdpClient(receivePort); } + catch (Exception e) + { + Debug.Log("Failed to listen for UDP at port " + receivePort + ": " + e.Message); + return; + } + Debug.Log("Created receiving client at ip and port " + receivePort); + this.senderIp = sendIp; + this.senderPort = sendPort; + + Debug.Log("Set sendee at ip " + sendIp + " and port " + sendPort); + + StartReceiveThread(); + } + + private void StartReceiveThread() + { + receiveThread = new Thread(() => ListenForMessages(udpClient)); + receiveThread.IsBackground = true; + threadRunning = true; + receiveThread.Start(); + } + + private void ListenForMessages(UdpClient client) + { + IPEndPoint remoteIpEndPoint = new IPEndPoint(IPAddress.Any, 0); + + while (threadRunning) + { + try + { + Byte[] receiveBytes = client.Receive(ref remoteIpEndPoint); // Blocks until a message returns on this socket from a remote host. + string returnData = Encoding.UTF8.GetString(receiveBytes); + + lock (incomingQueue) + { + incomingQueue.Enqueue(returnData); + } + } + catch (SocketException e) + { + // 10004 thrown when socket is closed + if (e.ErrorCode != 10004) Debug.Log("Socket exception while receiving data from udp client: " + e.Message); + } + catch (Exception e) + { + Debug.Log("Error receiving data from udp client: " + e.Message); + } + Thread.Sleep(1); + } + } + + public string[] getMessages() + { + string[] pendingMessages = new string[0]; + lock (incomingQueue) + { + pendingMessages = new string[incomingQueue.Count]; + int i = 0; + while (incomingQueue.Count != 0) + { + pendingMessages[i] = incomingQueue.Dequeue(); + i++; + } + } + + return pendingMessages; + } + + public void Send(string message) + { + Debug.Log(String.Format("Send msg to ip:{0} port:{1} msg:{2}", senderIp, senderPort, message)); + IPEndPoint serverEndpoint = new IPEndPoint(IPAddress.Parse(senderIp), senderPort); + Byte[] sendBytes = Encoding.UTF8.GetBytes(message); + udpClient.Send(sendBytes, sendBytes.Length, serverEndpoint); + } + + public void Stop() + { + threadRunning = false; + receiveThread.Abort(); + udpClient.Close(); + } +} \ No newline at end of file