Unity Best Http插件的基本使用
创始人
2024-11-13 08:38:47
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文章目录

    • 2.1 Http请求
    • 2.2 Websocket连接

BestHTTP/2是一个HTTP/1.1和HTTP/2实现,支持几乎所有的Unity 移动和独立平台。(官网)

2.1 Http请求

  1. 如何发送HTTP请求

Http请求类:HTTPRequest

构造函数共有 8 个:

public HTTPRequest(Uri uri); public HTTPRequest(Uri uri, OnRequestFinishedDelegate callback); public HTTPRequest(Uri uri, HTTPMethods methodType); public HTTPRequest(Uri uri, bool isKeepAlive, OnRequestFinishedDelegate callback); public HTTPRequest(Uri uri, HTTPMethods methodType, OnRequestFinishedDelegate callback); public HTTPRequest(Uri uri, HTTPMethods methodType, bool isKeepAlive, OnRequestFinishedDelegate callback); public HTTPRequest(Uri uri, bool isKeepAlive, bool disableCache, OnRequestFinishedDelegate callback); public HTTPRequest(Uri uri, HTTPMethods methodType, bool isKeepAlive, bool disableCache, OnRequestFinishedDelegate callback); 

HTTPRequest参数说明:

  • uri:请求的目标 URL 或 URI。
  • methodType:指定 HTTP 请求的方法类型,例如 GET、POST、PUT 等。
  • isKeepAlive:指示是否保持与服务器的连接活动状态。如果设置为 true,则在请求完成后保持连接打开;如果设置为 false,则在每个请求完成后关闭连接。
  • disableCache:指示是否禁用缓存。如果设置为 true,则禁用缓存,确保每次请求都会从服务器获取最新的数据。
  • callback:请求完成时的回调函数,可以在其中处理响应数据。

示例:

//创建一个 get 请求,禁用缓存并在请求完成后关闭连接,接收到返回数据时将返回数据打印到控制台 HTTPRequest request = new HTTPRequest(new Uri("http://127.0.0.1/info"), HTTPMethods.Get, false, true, (request, response) =>          {                  Debug.Log(response.Data);         });  
  1. 如何携带参数

路径参数:

路径参数直接拼接到Uri即可;

示例:

int infoId = 1; string myUri = $"http://127.0.0.1/info/{infoId}"; HTTPRequest request = new HTTPRequest(new Uri(myUri), HTTPMethods.Get);  

请求参数:

使用AddField进行添加,AddField有两个参数,参数一是fieldName,参数二是value;

示例:

HTTPRequest request = new HTTPRequest(new Uri("http://127.0.0.1/login"), HTTPMethods.Post, OnRequestFinished); request.AddField("username", "admin"); request.AddField("password", "123456"); 

请求头参数:

使用AddHeader进行添加请求头,和AddField类似AddHeader也是两个参数,参数一是name,参数二是value;

示例:

var request = new HTTPRequest(new Uri("http://127.0.0.1/login"), HTTPMethods.Get, OnRequestFinished); request.AddHeader("Authorization", "mytoken"); 

请求体参数:

HTTPRequest的实例的RawData属用于存放请求体请求体

// 将JSON数据序列化为字符串 var jsonData = "{\"username\":\"admin\",\"password\":\"123456\""}"; // 将字符串编码为UTF-8字节数组 var bytes = System.Text.Encoding.UTF8.GetBytes(jsonData); // 创建请求并将字节数组作为请求体发送 var request = new HTTPRequest(new Uri("http://127.0.0.1/login"), HTTPMethods.Post, OnRequestFinished); request.RawData = bytes; request.AddHeader("Content-Type", "application/json"); request.Send(); 

2.2 Websocket连接

  1. 创建
WebSocket webSocket = new WebSocket(new Uri("ws://127.0.0.1/webSocket"));  
  1. 生命周期事件

OnOpen事件:在建立与服务器的连接时调用。

  • 当连接建立成功后,会触发该事件,并将WebSocket对象传递给OnWebSocketOpen方法。。

OnMessage事件:从服务器收到文本消息时调用。

  • 当从服务器接收到文本消息时,会触发该事件,并将WebSocket对象和消息内容传递给OnMessageReceived方法。

OnBinary事件:从服务器收到二进制blob消息时调用。

  • 当从服务器接收到二进制消息时,会触发该事件,并将WebSocket对象和消息字节数组传递给OnBinaryMessageReceived方法。

OnClosed事件:在客户端或服务器关闭连接时调用,或发生内部错误。

  • 当连接关闭时,会触发该事件,并将WebSocket对象、关闭代码和关闭消息传递给OnWebSocketClosed方法。

OnError事件:当无法连接到服务器、发生内部错误或连接丢失时调用。

  • 当发生错误时,会触发该事件,并将WebSocket对象和异常对象传递给OnError方法。
  1. 通信方法

Open:建立连接;

Send:发送消息到服务器;

Close:断开连接;

示例:

///  /// websocket客户端 ///  public class WebSocketClient : SingletonManager {     private static readonly object padlock = new object();          ///  	/// websocket客户端实例 	///      protected static WebSocketClient instance;      ///  	/// 获取单例 	///      public static WebSocketClient getInst()     {      	if (instance == null)         {         	lock (padlock)             {              	if (instance == null)                  {                  	instance = new WebSocketClient();                  }             }         }             return instance;     }          private WebSocket webSocket;     ///      /// 连接初始化     ///      public void init(long pid)     {         string url = GlobalConstant.WEBSOCKET_PATH + pid;         webSocket = new WebSocket(new Uri(url));         webSocket.OnOpen += OnWebSocketOpen;         webSocket.OnMessage += OnMessageReceived;         webSocket.OnBinary += OnBinaryMessageReceived;         webSocket.OnClosed += OnWebSocketClosed;         webSocket.OnError += OnError;         webSocket.Open();     }     ///      /// 服务器字符串消息     ///      ///      ///      protected void OnMessageReceived(WebSocket webSocket, string message)     {         //Debug.Log("Text Message received from server: " + message);     }     ///      /// 连接回调     ///      ///      protected void OnWebSocketOpen(WebSocket webSocket)     {         Debug.Log("WebSocket Open!");     }     ///      /// 服务器二进制消息     ///      ///      ///      protected void OnBinaryMessageReceived(WebSocket webSocket, byte[] bytes)     {         WsResult result = ProtoBufUtil.Deserialize(bytes);         if (result.status.code != 200)         {             Debug.Log(result.status.code);             Debug.Log(result.status.msg);             return;         }         if (result.status.code == 200)         {             AnalysisUtils.getProxy()[result.sendType](bytes);         }     }     ///      /// 关闭连接回调     ///      ///      ///      ///      protected void OnWebSocketClosed(WebSocket webSocket, UInt16 code, string message)     {         Debug.Log("WebSocket Closed!");     }     ///      /// 错误通知     ///      ///      ///      protected void OnError(WebSocket ws, string ex)     {         string errorMsg = string.Empty;         if (ws.InternalRequest.Response != null)         {             errorMsg = string.Format("Status Code from Server: {0} and Message: {1}", ws.InternalRequest.Response.StatusCode, ws.InternalRequest.Response.Message);         }         Debug.Log("An error occured: " + (ex != null ? ex : "Unknown: " + errorMsg));     }     ///      /// 发送字符串:      ///      ///      public void OnSend(string msg)     {         webSocket.Send(msg);     }     ///      /// 发送二进制流:      ///      ///      public void OnSend(byte[] buffer)     {         webSocket.Send(buffer);     }     ///      /// 断开连接     ///      public void OnClose()     {         webSocket.Close();     } } 

上一章 【Unity DOTween插件常用方法(二)】

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