So I want to send and receive from/to Unity and Python in the same run. I have the following components for the communication.
- TCPSendPipe - Sends data from Unity to Python
- TCPListePipe - Receives data from Python
- Python Script - Send (uses socket.connect) and Receive (uses socket.bind)
At the moment I can only use one at a time either, TCPSendPipe with Python receive or, TCPListenPipe with Python send
Following are the scripts:
- TCPSendPipe.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net.Sockets;
using UnityEngine;
public class TCPSendPipe : MonoBehaviour
{
public String Host = "localhost";
public Int32 Port = 55000;
TcpClient mySocket = null;
NetworkStream theStream = null;
StreamWriter theWriter = null;
public GameObject robot;
public Vector3 robPos;
// Start is called before the first frame update
void Start()
{
robot = GameObject.Find("robot");
mySocket = new TcpClient();
if (SetupSocket())
{
Debug.Log("socket is set up");
}
}
// Update is called once per frame
void Update()
{
robPos = robot.transform.position;
Debug.Log(robPos);
if (!mySocket.Connected)
{
SetupSocket();
}
sendMsg();
}
public void sendMsg()
{
theStream = mySocket.GetStream();
theWriter = new StreamWriter(theStream);
//Byte[] sendBytes = System.Text.Encoding.UTF8.GetBytes("yah!! it works");
Byte[] sendBytes = procData();
mySocket.GetStream().Write(sendBytes, 0, sendBytes.Length);
}
public bool SetupSocket()
{
try
{
mySocket.Connect(Host, Port);
Debug.Log("socket is sent");
return true;
}
catch (Exception e)
{
Debug.Log("Socket error: " + e);
return false;
}
}
public Byte[] procData()
{
Byte[] bytes = new Byte[12]; // 4 bytes per float
Buffer.BlockCopy( BitConverter.GetBytes( robPos.x ), 0, bytes, 0, 4 );
Buffer.BlockCopy( BitConverter.GetBytes( robPos.y ), 0, bytes, 4, 4 );
Buffer.BlockCopy( BitConverter.GetBytes( robPos.z ), 0, bytes, 8, 4 );
return bytes;
}
private void OnApplicationQuit()
{
if (mySocket != null && mySocket.Connected)
mySocket.Close();
}
}
- TCPListenPipe.cs
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Text;
using System.Globalization;
using System.Net.Sockets;
using UnityEngine;
public class TCPListenPipe : MonoBehaviour
{
public String Host = "localhost";
public Int32 Port = 55000;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
private TcpListener listener = null;
private TcpClient client = null;
private NetworkStream ns = null;
string msg;
// Start is called before the first frame update
void Awake()
{
listener = new TcpListener(localAddr, Port);
listener.Start();
Debug.Log("is listening");
if (listener.Pending())
{
client = listener.AcceptTcpClient();
Debug.Log("Connected");
}
}
// Update is called once per frame
void Update()
{
if (client == null)
{
if (listener.Pending())
{
client = listener.AcceptTcpClient();
Debug.Log("Connected");
}
else
{
return;
}
}
ns = client.GetStream();
if ((ns != null) && (ns.DataAvailable))
{
StreamReader reader = new StreamReader(ns);
msg = reader.ReadToEnd();
float data = float.Parse(msg, CultureInfo.InvariantCulture);
Debug.Log(data);
}
}
private void OnApplicationQuit()
{
if (listener != null)
listener.Stop();
}
}
- Python Script
import socket
import struct
import numpy as np
class comm(object):
TCP_IP = '127.0.0.1'
TCP_PORT = 55000
BUFFER_SIZE = 12 # Normally 1024, but we want fast response
conn = []
addr = []
s = []
def connect(self):
self.s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.s.bind((self.TCP_IP, self.TCP_PORT))
self.s.listen(1)
self.conn, self.addr = self.s.accept()
print ('Connection address:', self.addr)
def receive(self):
byte_data = self.conn.recv(self.BUFFER_SIZE)
pos_data = np.array(np.frombuffer(byte_data, dtype=np.float32));
#print("bytes data:", byte_data)
print ("received data:", pos_data)
#conn.close()
return(pos_data)
def send(self):
cable_length = 25.123
MESSAGE = str(cable_length)
#MESSAGE = cable_length.tobytes()
s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
s.connect((self.TCP_IP, self.TCP_PORT))
#s.send(MESSAGE)
s.send(MESSAGE.encode())
s.close()
return(MESSAGE)
So in order to send data from Unity to Python, I attach the TCPSendPipe.cs to the scene and within python script I just call receive after connecting.
comm_cl = comm()
comm_cl.connect()
while True:
data = comm_cl.receive()
Whereas to send data from Python to Unity, I have to detach TCPSendPipe.cs and attach TCPListenPipe.cs to the scene and within python script I just call send (without connect since connect has socket.bind).
send_data = aa.send()
My purpose is to have a 2 way communication between Unity and Python. Can I use 2 different sockets to send and receive?, Is it even possible to create and connect to 2 different sockets at the same time? Any suggestions or ideas on achieveing this is greatly appreciated.
Thank You.
Can I use 2 different sockets to send and receive?, Is it even possible to create and connect to 2 different sockets at the same time?