20

我需要使用所有标准 RESTful 方法发送 HTTP 请求并访问请求的主体,以便使用它发送/接收 JSON。我调查过,

WebRequest.HttpWebRequest

这几乎可以完美运行,但是在某些情况下,例如,如果服务器关闭,GetResponse 函数可能需要几秒钟才能返回——因为它是一个同步方法——在这段时间内冻结应用程序。此方法的异步版本 BeginGetResponse 似乎不能异步工作(无论如何在 Unity 中),因为它仍然会在该期间冻结应用程序。

UnityEngine.WWW#

出于某种原因,仅支持 POST 和 GET 请求——但我还需要 PUT 和 DELETE(标准 RESTful 方法),所以我没有再费心去研究它。

系统线程

为了在不冻结应用程序的情况下运行 WebRequest.HttpWebRequest.GetResponse,我研究过使用线程。线程似乎在编辑器中工作(但似乎非常不稳定 - 如果您在应用程序退出时不停止线程,即使您停止它,它也会永远在编辑器中运行),并且当构建到 iOS 设备时,它会尽快崩溃当我尝试启动一个线程时(我忘记写下错误并且我现在无权访问它)。

在原生 iOS 应用程序中运行线程并连接到 Unity 应用程序

可笑,甚至不会尝试这个。

统一网

这个。我想知道他们是如何管理的。

这是我正在尝试的 WebRequest.BeginGetResponse 方法的示例,

// The RequestState class passes data across async calls.
public class RequestState
{
   const int BufferSize = 1024;
   public StringBuilder RequestData;
   public byte[] BufferRead;
   public WebRequest Request;
   public Stream ResponseStream;
   // Create Decoder for appropriate enconding type.
   public Decoder StreamDecode = Encoding.UTF8.GetDecoder();

   public RequestState()
   {
      BufferRead = new byte[BufferSize];
      RequestData = new StringBuilder(String.Empty);
      Request = null;
      ResponseStream = null;
   }     
}

public class WebRequester
{
    private void ExecuteRequest()
    {
        RequestState requestState = new RequestState();
        WebRequest request = WebRequest.Create("mysite");
        request.BeginGetResponse(new AsyncCallback(Callback), requestState);
    }

    private void Callback(IAsyncResult ar)
    {
      // Get the RequestState object from the async result.
      RequestState rs = (RequestState) ar.AsyncState;

      // Get the WebRequest from RequestState.
      WebRequest req = rs.Request;

      // Call EndGetResponse, which produces the WebResponse object
      //  that came from the request issued above.
      WebResponse resp = req.EndGetResponse(ar);
    }
}

...基于此: http: //msdn.microsoft.com/en-us/library/86wf6409 (v=vs.71).aspx

4

4 回答 4

10

好的,我终于设法编写了自己的解决方案。我们基本上需要一个RequestState、一个Callback Method和一个TimeOut Thread。在这里,我将复制在 UnifyCommunity(现在称为 unity3d wiki)所做的事情。这是过时的代码,但比那里的要小,所以在这里显示一些东西更方便。现在我已经删除(在 unit3d wiki 中)System.Action并且static为了性能和简单性:

用法

static public ThisClass Instance;
void Awake () {
    Instance = GetComponent<ThisClass>();
}
static private IEnumerator CheckAvailabilityNow () {
    bool foundURL;
    string checkThisURL = "http://www.example.com/index.html";
    yield return Instance.StartCoroutine(
        WebAsync.CheckForMissingURL(checkThisURL, value => foundURL = !value)
        );
    Debug.Log("Does "+ checkThisURL +" exist? "+ foundURL);
}

WebAsync.cs

using System;
using System.IO;
using System.Net;
using System.Threading;
using System.Collections;
using UnityEngine;

/// <summary>
///  The RequestState class passes data across async calls.
/// </summary>
public class RequestState
{
    public WebRequest webRequest;
    public string errorMessage;

    public RequestState ()
    {
        webRequest = null;
        errorMessage = null;
    }
}

public class WebAsync {
    const int TIMEOUT = 10; // seconds

    /// <summary>
    /// If the URLs returns 404 or connection is broken, it's missing. Else, we suppose it's fine.
    /// </summary>
    /// <param name='url'>
    /// A fully formated URL.
    /// </param>
    /// <param name='result'>
    /// This will bring 'true' if 404 or connection broken and 'false' for everything else.
    /// Use it as this, where "value" is a System sintaxe:
    /// value => your-bool-var = value
    /// </param>
    static public IEnumerator CheckForMissingURL (string url, System.Action<bool> result) {
        result(false);

        Uri httpSite = new Uri(url);
        WebRequest webRequest = WebRequest.Create(httpSite);

        // We need no more than HTTP's head
        webRequest.Method = "HEAD";
        RequestState requestState = new RequestState();

        // Put the request into the state object so it can be passed around
        requestState.webRequest = webRequest;

        // Do the actual async call here
        IAsyncResult asyncResult = (IAsyncResult) webRequest.BeginGetResponse(
            new AsyncCallback(RespCallback), requestState);

        // WebRequest timeout won't work in async calls, so we need this instead
        ThreadPool.RegisterWaitForSingleObject(
            asyncResult.AsyncWaitHandle,
            new WaitOrTimerCallback(ScanTimeoutCallback),
            requestState,
            (TIMEOUT *1000), // obviously because this is in miliseconds
            true
            );

        // Wait until the the call is completed
        while (!asyncResult.IsCompleted) { yield return null; }

        // Deal up with the results
        if (requestState.errorMessage != null) {
            if ( requestState.errorMessage.Contains("404") || requestState.errorMessage.Contains("NameResolutionFailure") ) {
                result(true);
            } else {
                Debug.LogWarning("[WebAsync] Error trying to verify if URL '"+ url +"' exists: "+ requestState.errorMessage);
            }
        }
    }

    static private void RespCallback (IAsyncResult asyncResult) {

        RequestState requestState = (RequestState) asyncResult.AsyncState;
        WebRequest webRequest = requestState.webRequest;

        try {
            webRequest.EndGetResponse(asyncResult);
        } catch (WebException webException) {
            requestState.errorMessage = webException.Message;
        }
    }

    static private void ScanTimeoutCallback (object state, bool timedOut)  { 
        if (timedOut)  {
            RequestState requestState = (RequestState)state;
            if (requestState != null) 
                requestState.webRequest.Abort();
        } else {
            RegisteredWaitHandle registeredWaitHandle = (RegisteredWaitHandle)state;
            if (registeredWaitHandle != null)
                registeredWaitHandle.Unregister(null);
        }
    }
}
于 2012-09-26T17:11:11.427 回答
1

我让线程在 iOS 上工作 - 我相信它是由于鬼线程或其他原因而崩溃的。重新启动设备似乎已经修复了崩溃问题,所以我将只使用带有线程的 WebRequest.HttpWebRequest。

于 2012-09-04T17:18:13.687 回答
-1

There is a way of doing this asynchronously, without using IEnumerator and yield return stuff. Check out the eDriven framework.

HttpConnector class: https://github.com/dkozar/eDriven/blob/master/eDriven.Networking/Rpc/Core/HttpConnector.cs

I've been using JsonFX with HttpConnector all the time, for instance in this WebPlayer demo: http://edrivenunity.com/load-images

Not having PUT and DELETE is not a big issue, since all of it could be done using GET and POST. For instance I'm successfully communicating with Drupal CMS using its REST service.

于 2013-02-02T20:33:56.330 回答
-1
// javascript in the web player not ios, android or desktop you could just run the following code:

var jscall:String;
    jscall="var reqScript = document.createElement('script');";
    jscall+="reqScript.src = 'synchmanager_secure2.jsp?userid="+uid+"&token="+access_token+"&rnd='+Math.random()*777;";
    jscall+="document.body.appendChild(reqScript);";
Application.ExternalEval(jscall);
// cs
string jscall;
    jscall="var reqScript = document.createElement('script');";
    jscall+="reqScript.src = 'synchmanager_secure2.jsp?userid="+uid+"&token="+access_token+"&rnd='+Math.random()*777;";
    jscall+="document.body.appendChild(reqScript);";
    Application.ExternalEval(jscall);

// then update your object using the your return in a function like this
// json return object always asynch
function sendMyReturn(args){
     var unity=getUnity();
     unity.SendMessage("object", "function", args );
}
sendMyReturn(args);

或者您可以出于安全目的通过 AJAX 函数预先编写的自定义标头发送它,您需要签名的标头和从服务器返回的签名请求我更喜欢 md5 签名相对它们不是那么大

于 2012-11-30T22:25:06.340 回答