Retrieving data from REST Api in Unity without lag

2019-07-07 05:28发布

Every 5 secs I am calling the REST using C# script. But the problem is the application lags every 10 secs(InvokeRepeating) and waits for server response and then gives out the result after the lag.

How to overcome this problem ?? I need to access a specific row in realtime so that changes is retrieved without any lag.

The Following code-snippet is used to read REST Api

using UnityEngine;
using System.Collections;
using System.Net;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System;
using Newtonsoft.Json;
using Newtonsoft.Json.Linq;


public class Rows {

public string description ;
public float Efficiency;
public bool IsConnected;
public string Lastconnection;
public float MTBF;
public float MTTR;
public string Name;
public float Speed;
public float TemperatureSetPoint;

}

public class GetData : MonoBehaviour 
{

string url="http:LocalHost/Data/Properties/";
string username="Administrator";
string password="admin";
string rt;


void Start () {
    JToken tok = CallWeb();
}


public JToken CallWeb()
{
     {
        var httpRequest = (HttpWebRequest)WebRequest.Create (url);
        httpRequest.ContentType = "application/json";

        string encoded = System.Convert.ToBase64String (System.Text.Encoding.GetEncoding("ISO-8859-1").GetBytes(username+":"+password));
        httpRequest.Headers.Add ("Authorization","Basic "+encoded);
        httpRequest.Accept = "application/json";

        using (HttpWebResponse response = (HttpWebResponse)httpRequest.GetResponse())
        using (Stream stream = response.GetResponseStream())
        using (StreamReader reader = new StreamReader(stream))
        {
            rt = reader.ReadToEnd();
            JObject data = JObject.Parse(rt);
            JToken token = (data["rows"][0]);
            return token;
            }   
        }
    }
}

From the below code I access the required row and use it in unity.

    using UnityEngine;
    using System.Collections;
    using Newtonsoft.Json.Linq;
    using UnityEngine.UI;

    public class GetPropertyValues : MonoBehaviour
    {

        GetData thing = new GetData ();

        public GameObject CountText;
        public GameObject TempText;
        static string CountValue1;
        static string CountValue2;
        static string TempValue1;
        static string TempValue2;


        void Start()
        {
            JToken token = thing.CallWeb ();
            foreach (JProperty prop in token) 
            {           
                if (prop.Name == "ScrapCount") 
                { 
                    CountValue1 = prop.Value.ToString ();
                    CountText.GetComponent<TextMesh> ().text = "Count= "+CountValue1.ToString() ;
                    Debug.Log ("This is the Count value" + prop.Value);
                    InvokeRepeating ("countDisplay", 5, 10);
                }
                if (prop.Name == "OvenTemperature") 
                {
                    TempValue1 = prop.Value.ToString ();
                    TempText.GetComponent<TextMesh> ().text = TempValue1.ToString () + "'C";
                    Debug.Log ("This is the Temp value" + prop.Value);
                    InvokeRepeating ("tempDisplay", 5, 10);

                }
            }
        }

        void countDisplay()
        {
            JToken token = thing.CallThingWorx ();
            foreach (JProperty prop in token) {
                if (prop.Name == "ScrapCount") {
                    CountValue2 = prop.Value.ToString ();
                    if (CountValue1 == CountValue2) {
                        Debug.Log ("count value is still " + CountValue1);
                    }
                    else if (CountValue1 != CountValue2) {
                        CountText.GetComponent<TextMesh> ().text = "Count= " + CountValue2.ToString();
                        Debug.Log ("count value Changed" + CountValue2);
                    }
                }
            }
        }

        void tempDisplay()
        {
            JToken token = thing.CallWeb ();
            foreach (JProperty prop in token) 
            {
                if (prop.Name == "OvenTemperature") 
                {
                    TempValue2 = prop.Value.ToString ();
                    if (TempValue1 == TempValue2) 
                    {
                        Debug.Log ("Temp value is still " + TempValue1);
                    }
                    else if (TempValue1 != TempValue2) 
                    {
                        TempText.GetComponent<TextMesh> ().text = TempValue2.ToString() +"'C";
                        Debug.Log ("Temp value Changed" + TempValue2);
                    }
                }
            }
        }
    }

1条回答
Lonely孤独者°
2楼-- · 2019-07-07 05:57

you seem to be doing a synchronous request. Try to use what Unity provides

https://docs.unity3d.com/Manual/UnityWebRequest.html

class MyBehaviour: public MonoBehaviour {
    void Start() {
        StartCoroutine(GetText());
    }

    IEnumerator GetText() {
        UnityWebRequest www = UnityWebRequest.Get("http://www.my-server.com");
        yield return www.Send();

        if(www.isError) {
            Debug.Log(www.error);
        }
        else {
            // Show results as text
            Debug.Log(www.downloadHandler.text);

            // Or retrieve results as binary data
            byte[] results = www.downloadHandler.data;
        }
    }
    // Edit here
    StartCoroutine(GetText());
}

This will keep your app running while fetching the data. The else statement is where your action will be once the download is done.

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