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unity3d进程通信利用WM_COPYDATE和HOOK

时间:2017-06-23 21:59:04      阅读:210      评论:0      收藏:0      [点我收藏+]

标签:next   类型   ons   efault   osi   windows   包头   system   process   

hello,近期用unity做了进程通信,应该是和c++的PC端实现通信,才開始一头雾水,后来实现了才知道好繁杂......先感谢对我提供帮助的百度,谷歌以及游戏圈的大大们。


在进程通信中非常多方法,可是wm_copydate绝对要比别的什么内存共享好了很多。

unity大部分用c#语言,c#本身Forms这个dll里面也提供了对windows消息的接收可是在unity中无法非常好地使用System.Windows.Forms,所以在以下我的代码我用unity发送进程消息的是 user32.dll 中的sendMessage。对于接收则是用的hook(钩子)。

以下代码是unity打包出来的exe的通信。就不和c++通信了。原理都一样。


整个过程要导入user32.dll ,所以在须要using System.Runtime.InteropServices;剩下须要引用什么加入什么,里面还有发送json数据以及很多细节的c#取地址读取地址,我也一并分享大家乐,技术分享以后也要帮我哦.


发送端(利用sendMessage),test1.cs挂载在unity场景中


using System;
using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
using System.Text;


public class test15 : MonoBehaviour
{
    #region
    public IntPtr m_hWnd;  
    /// <summary>
    /// 发送windows消息方便user32.dll中的SendMessage函数使用
    /// </summary>
    public struct COPYDATASTRUCT
    {
        public IntPtr dwData;
        public int cbData;
        public IntPtr lpData;
    }
    //user32.dll中的SendMessage
    [DllImport("user32.dll")]
    public static extern IntPtr SendMessage(IntPtr hWnd, uint Msg, int wParam, ref COPYDATASTRUCT lParam);
    //user32.dll中的获得窗口句柄
    [DllImport("user32.dll")]
    public static extern IntPtr FindWindow(string strClassName, string strWindowName);
    //宏定义 
    private const ushort IPC_VER = 1;
    private const int IDT_ASYNCHRONISM = 0x0201;
    private const uint WM_COPYDATA = 0x004A;
    private const ushort IPC_CMD_GF_SOCKET = 1;
    private const ushort IPC_SUB_GF_SOCKET_SEND = 1;
    private const int IPC_SUB_GF_CLIENT_READY = 1;
    private const int IPC_CMD_GF_CONTROL = 2;
    private const int IPC_BUFFER = 10240;//最大缓冲长度
    //查找的窗口
    private IntPtr hWndPalaz;
     //数据包头配合使用
    public unsafe struct IPC_Head
    {
        public ushort wVersion; 
        public ushort wPacketSize; 
        public ushort wMainCmdID; 
        public ushort wSubCmdID; 




    }
    public unsafe struct IPC_Buffer
    {
        public IPC_Head Head;  //IPC_Head结构
        public fixed byte cbBuffer[IPC_BUFFER]; //指针        存放json数据 利用byte[]接收存放 
    }
 #endregion
    /// <summary>
    /// 发送把json转换为指针传到SendData()方法
    /// </summary>
    private void sendJson() {
        IntPtr hWndPalaz = FindWindow(null, "你们要查找的窗口名字");//就是窗口的的标题
        Debug.Log(hWndPalaz);
        if (hWndPalaz != null)
        {
            //获得游戏本身句柄 
            m_hWnd = FindWindow("UnityWndClass", null);


           

            //发送用户准备好消息(这个是个json插件我就不提供了你们自己搞自己的json new一个实例这里不改会报错)
            JSONObject jsStart = new JSONObject();
            jsStart.AddField("六六", "是我");
            jsStart.AddField("sya", "学习游戏为了装逼小组");
            jsStart.AddField("doing", "this is your time");


            string uRstr = jsStart.ToString();
            byte[] bytes = Encoding.UTF8.GetBytes(uRstr);
            IntPtr pData = Marshal.AllocHGlobal(2 * bytes.Length);
            Marshal.Copy(bytes, 0, pData, bytes.Length);
            SendData(m_hWnd, IPC_CMD_GF_SOCKET, IPC_SUB_GF_SOCKET_SEND, pData, (ushort)bytes.Length);
            

        }
    
    }
    /// <summary>
    /// SendMessage发送
    /// </summary>
    /// <param name="hWndServer">指针</param>
    /// <param name="wMainCmdID">主命令</param>
    /// <param name="wSubCmdID">次命令</param>
    /// <param name="pData">json转换的指针</param>
    /// <param name="wDataSize">数据大小</param>
    /// <returns></returns>
    public unsafe bool SendData(IntPtr hWndServer, ushort wMainCmdID, ushort wSubCmdID, IntPtr pData, ushort wDataSize)
    {
        //给IPCBuffer结构赋值
        IPC_Buffer IPCBuffer;
        IPCBuffer.Head.wVersion = IPC_VER;
        IPCBuffer.Head.wSubCmdID = wSubCmdID;
        IPCBuffer.Head.wMainCmdID = wMainCmdID;
        IPCBuffer.Head.wPacketSize = (ushort)Marshal.SizeOf(typeof(IPC_Head));


        //内存操作
        if (pData != null)
        {
            //效验长度
            if (wDataSize > 1024) return false;
            //拷贝数据
            IPCBuffer.Head.wPacketSize += wDataSize;


            byte[] bytes = new byte[IPC_BUFFER];
            Marshal.Copy(pData, bytes, 0, wDataSize);


            for (int i = 0; i < IPC_BUFFER; i++)
            {
                IPCBuffer.cbBuffer[i] = bytes[i];
            }
        }


        //发送数据
        COPYDATASTRUCT CopyDataStruct;
        IPC_Buffer* pPCBuffer = &IPCBuffer;
        CopyDataStruct.lpData = (IntPtr)pPCBuffer;
        CopyDataStruct.dwData = (IntPtr)IDT_ASYNCHRONISM;
        CopyDataStruct.cbData = IPCBuffer.Head.wPacketSize;
        SendMessage(hWndServer, 0x004A, (int)m_hWnd, ref CopyDataStruct);


        return true;
    }
    void Update()
    {
        sendJson();//一直发送方便測试
    }
}


    

接收端 test2.cs 随便建场景保存将这个脚本挂载场景的物体上面 。然后用unity打包pc端的exe  接收利用windows的hook钩子(这里我就不做具体的凝视了,自己体会hook的妙用了,不懂能够给我留言)


using UnityEngine;
using System;
using System.Diagnostics;
using System.Runtime.InteropServices;
using Debug = UnityEngine.Debug;
public class test2: MonoBehaviour
{
//钩子接收消息的结构
public struct CWPSTRUCT
{
    public int lparam;
    public int wparam;
    public uint message;
    public IntPtr hwnd;
}
 //建立钩子
    [DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
    private static extern int SetWindowsHookEx(int idHook, HookProc lpfn, IntPtr hInstance, uint dwThreadId);


    //移除钩子
    [DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
    private static extern bool UnhookWindowsHookEx(int idHook);


    //把信息传递到下一个监听
    [DllImport("user32.dll", CharSet = CharSet.Auto, CallingConvention = CallingConvention.StdCall)]
    private static extern int CallNextHookEx(int idHook, int nCode, int wParam, int lParam);
//回调托付
    private delegate int HookProc(int nCode, int wParam, int lParam);
    //钩子
    int idHook = 0;
    //是否安装了钩子
    bool isHook = false;
    GCHandle gc;
    private const int WH_CALLWNDPROC = 4;  //钩子类型 全局钩子

//定义结构和发送的结构相应
public unsafe struct IPC_Head
    {
        public int wVersion;
        public int wPacketSize;
        public int wMainCmdID;
        public int wSubCmdID;
    }
    private const int IPC_BUFFER = 10240;//最大缓冲长度
    public unsafe struct IPC_Buffer
    {
        public IPC_Head Head;
        public fixed byte cbBuffer[IPC_BUFFER];  //json数据存的地方
    }
    public struct COPYDATASTRUCT
    {
        public int dwData;
        public int cbData;
        public IntPtr lpData;
    }
    void Start()
    {
//安装钩子
        HookLoad();
    }


    void OnDestroy()
    {
//关闭钩子
        HookClosing();
    }
     private void HookLoad()
    {
        Debug.Log("開始执行");
        //安装钩子
        {
            //钩子托付
            HookProc lpfn = new HookProc(Hook);
            //关联进程的主模块
            IntPtr hInstance = IntPtr.Zero;// GetModuleHandle(Process.GetCurrentProcess().MainModule.ModuleName);
            idHook = SetWindowsHookEx(WH_CALLWNDPROC, lpfn, hInstance, (uint)AppDomain.GetCurrentThreadId());
            if (idHook > 0)
            {
                Debug.Log("钩子[" + idHook + "]成功安装");
                isHook = true;
                //保持活动 避免 回调过程 被垃圾回收
                gc = GCHandle.Alloc(lpfn);
            }
            else
            {
                Debug.Log("钩子安装失败");
                isHook = false;
                UnhookWindowsHookEx(idHook);
            }
        }
    }


    //卸载钩子
    private void HookClosing()
    {
        if (isHook)
        {
            UnhookWindowsHookEx(idHook);
        }
    }


    private bool _bCallNext;
    public bool CallNextProc
    {
        get { return _bCallNext; }
        set { _bCallNext = value; }
    }




    
    //钩子回调


    private unsafe int Hook(int nCode, int wParam, int lParam)
    {


        try
        {
            IntPtr p = new IntPtr(lParam);
            CWPSTRUCT m = (CWPSTRUCT)Marshal.PtrToStructure(p, typeof(CWPSTRUCT));
           
            if (m.message == 74)
            {
                COPYDATASTRUCT entries = (COPYDATASTRUCT)Marshal.PtrToStructure((IntPtr)m.lparam, typeof(COPYDATASTRUCT));
                IPC_Buffer entries1 = (IPC_Buffer)Marshal.PtrToStructure((IntPtr)entries.lpData, typeof(IPC_Buffer));
                
                IntPtr intp = new IntPtr(entries1.cbBuffer);
                string str = new string((sbyte*)intp);
                Debug.Log("json数据:" + str);
            }
            if (CallNextProc)
            {
                return CallNextHookEx(idHook, nCode, wParam, lParam);
            }
            else
            {
                //return 1;
                return CallNextHookEx(idHook, nCode, wParam, lParam);
            }
        }
        catch (Exception ex)
        {
            Debug.Log(ex.Message);
            return 0;
        }
       
    }
}



OK,全部代码最终特么的完成了。把test2.cs的场景打包。把test1.cs的代码放在unity执行即可了。最终看test2.cs的exe中的这些代码花了我好长时间,非常值钱的我就这么分享给大家了,希望大家有好的东西也不要吝啬啊。嘿嘿,最后有不懂的能够加我的Q群479853988问我哦。里面非常多大神也能够问。转载注重原创哦。技术分享




unity3d进程通信利用WM_COPYDATE和HOOK

标签:next   类型   ons   efault   osi   windows   包头   system   process   

原文地址:http://www.cnblogs.com/cxchanpin/p/7071618.html

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