I have a C# script that I'm attempting to put into a Unity plugin.
The script essentially is just creating a socket connection, ingesting data, and parsing it. It works perfectly when just used as a "standalone" script in Unity.
This is the code for the script:
using UnityEngine;
using System.Collections;
using System;
using System.Net;
using System.Net.Sockets;
using System.Linq;
public class ClientSocket
{
private Socket _clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
private byte[] _recieveBuffer = new byte[8142];
void Start()
{
SetupServer();
}
void Update()
{
}
void OnApplicationQuit()
{
_clientSocket.Close();
}
private void SetupServer()
{
try
{
_clientSocket.Connect("127.0.0.1", 12345);
}
catch (SocketException ex)
{
Debug.Log(ex.Message);
}
_clientSocket.BeginReceive(_recieveBuffer, 0, _recieveBuffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), null);
}
private void ReceiveCallback(IAsyncResult AR)
{
//Check how much bytes are recieved and call EndRecieve to finalize handshake
int recieved = _clientSocket.EndReceive(AR);
if (recieved <= 0)
return;
//Copy the recieved data into new buffer, to avoid null bytes
byte[] recData = new byte[recieved];
Buffer.BlockCopy(_recieveBuffer, 0, recData, 0, recieved);
string incomingData = System.Text.Encoding.Default.GetString(_recieveBuffer);
Debug.Log(incomingData);
}
}
As I mentioned, this works great when just as a script --- a connection gets created, and my ReceiveCallback
fires, and receives data from the socket connection.
Now, when I try to use essentially the same code in a Unity Plugin, the connection gets created; but the callback never fires...kind of at a loss as to why this may be different. Any ideas or pointers appreciated!
This is the slightly modified version for use in the plugin:
using UnityEngine;
using System.Collections;
using System;
using System.Net;
using System.Net.Sockets;
using System.Linq;
namespace InputsPlugin
{
public class ClientSocket
{
private Socket _clientSocket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
private byte[] _recieveBuffer = new byte[8142];
public void StartConnection()
{
SetupServer();
}
private void SetupServer()
{
try
{
_clientSocket.Connect("127.0.0.1", 12345);
Debug.Log("Connected!!!!");
}
catch (SocketException ex)
{
Debug.Log(ex.Message);
}
Debug.Log("Callback?");
_clientSocket.BeginReceive(_recieveBuffer, 0, _recieveBuffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), null);
Debug.Log("Callback?");
}
private void ReceiveCallback(IAsyncResult AR)
{
Debug.Log("Callback!!!!");
//Check how much bytes are recieved and call EndRecieve to finalize handshake
int recieved = _clientSocket.EndReceive(AR);
Debug.Log(recieved);
if (recieved <= 0)
return;
//Copy the recieved data into new buffer, to avoid null bytes
byte[] recData = new byte[recieved];
Buffer.BlockCopy(_recieveBuffer, 0, recData, 0, recieved);
string incomingData = System.Text.Encoding.Default.GetString(_recieveBuffer);
Debug.Log(incomingData);
//Start receiving again
_clientSocket.BeginReceive(_recieveBuffer, 0, _recieveBuffer.Length, SocketFlags.None, new AsyncCallback(ReceiveCallback), null);
}
private void SendData(byte[] data)
{
SocketAsyncEventArgs socketAsyncData = new SocketAsyncEventArgs();
socketAsyncData.SetBuffer(data, 0, data.Length);
_clientSocket.SendAsync(socketAsyncData);
}
}
}