过去几周,我一直在使用tcp协议来使用以下代码将数据包从arduino发送到一致性:
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class TCPConnection : MonoBehaviour
{
public string IP_Seat = "192.168.137.161";
public int port = 34197;
#region private members
private TcpClient socketConnection;
private Thread clientReceiveThread;
public float a, b, c, vel;
public float test = 0.0f;
#endregion
// Use this for initialization
void Awake()
{
ConnectToTcpServer();
}
/// <summary>
/// Setup socket connection.
/// </summary>
private void ConnectToTcpServer()
{
try
{
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
catch (Exception e)
{
Debug.Log("On client connect exception " + e);
}
}
/// <summary>
/// Runs in background clientReceiveThread; Listens for incoming data.
/// </summary>
private void ListenForData()
{
var aold = 0.0f;
var bold = 0.0f;
var cold = 0.0f;
var velold = 0.0f;
try
{
socketConnection = new TcpClient(IP_Seat, port);
//cketConnection.ConnectAsync(IP_Seat, port); // non si connette
//socketConnection.Client.Blocking = false;
//socketConnection.Client.ConnectAsync(IP_Seat,port);
Byte[] bytes = new Byte[16];
while (socketConnection.Connected)
{
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
{
int length;
// Read incoming stream into byte arrary.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
//Debug.Log("I'm receiving Data");
if (length == 16)
{
//Debug.Log("I'm receiving len 16 and I like it");
var incomingData = new byte[length];
var A = new Byte[4];
var B = new Byte[4];
var C = new Byte[4];
var VEL = new Byte[4];
Array.Copy(bytes, 0, incomingData, 0, length);
// Convert byte array to string message.
string serverMessage = Encoding.ASCII.GetString(incomingData);
Array.Copy(bytes, 0, A, 0, 4);
Array.Copy(bytes, 4, B, 0, 4);
Array.Copy(bytes, 8, C, 0, 4);
Array.Copy(bytes, 12, VEL, 0, 4);
a = BitConverter.ToSingle(A, 0) < 0 ? BitConverter.ToSingle(A, 0) : aold;
b = BitConverter.ToSingle(B, 0) < 0 ? BitConverter.ToSingle(B, 0) : bold;
c = BitConverter.ToSingle(C, 0) < 0 ? BitConverter.ToSingle(C, 0) : cold;
vel = BitConverter.ToSingle(VEL, 0); //< 0 ? BitConverter.ToSingle(C, 0) : 0;
//Debug.Log("server message received as: " + serverMessage +a +" "+b + " " + c + " " + vel);
aold = a;
bold = b;
cold = c;
velold = vel;
}
else {
//evitare che bilancia aspetti ack di tcp
}
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
}现在,我遇到了阻塞问题:我想对TCP使用异步方法,但是对tcpClient.ConnectAsync使用异步方法,但是它返回一个SocketEXception,我不知道为什么。
arduino以16字节分组发送4块浮点数,其中98-99%到达正确,但丢失的1-2%会导致系统阻塞和不良行为(因为我正在编写设备,所以不需要延迟等待ack或数据包)。
我如何使这个sokcet异步?
编辑:使用Net4.X:如何在这个脚本中使用connectASync(ip,端口)方法?
发布于 2022-01-31 19:32:35
如前所述,TCP只是一个未定义的数据流,您需要实现一个根据协议来知道消息何时结束(完全接收)和何时启动。
现在,在您的例子中,您似乎已经知道您有确切的16字节。
然而,NetworkStream.Read不一定要等到实际接收到的16字节。如果由于某种原因(网络中的延迟),此时调用它时,流中的字节较少,那么它将只接收可用的数量。
现在假设您的发送方发送3个包( 16字节)(所以是48字节)。
可能发生的情况是,您第一次只读取8个字节。从现在开始,每一次读取调用都接收16个字节。=> 结果:您得到两个完整的缓冲区,即,但是有无效数据的,因为您总是在消息的中间开始读取。
注意Read的第二个参数
int offset -> The location in buffer to begin storing the data to.您想要做的是等到缓冲区实际上已经满了,例如
var receivedBytes = 0;
while (receivedBytes < bytes.Length)
{
receivedBytes += stream.Read(bytes, receivedBytes, bytes.Length - receivedBytes);
}
// Use bytes现在,在继续之前,这将完全填充一个16字节缓冲区,因为在增加偏移量的同时,我们也减少了要读取的最大字节数。
另一个注意事项:您有大量的冗余数组创建、复制和BitConverter正在进行!
我宁愿用
var bytes = new byte[16];
var floats = new float[4];之后,在接收到字节后,执行
Buffer.BlockCopy(bytes, 0, floats, 0, 16);这将字节复制到浮动中,直接在下位字节层中。
然后你就可以简单地
a = floats[0] < 0 ? floats[0] : aold;
b = floats[1] < 0 ? floats[1] : bold;
c = floats[2] < 0 ? floats[2] : cold;
v = floats[3];注:打电话,但我希望这个想法能弄清楚
https://stackoverflow.com/questions/70930840
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