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c# – Unity中的简单套接字服务器

我想在Unity项目中使用C#插件.该插件应该充当服务器,它将从客户端获取值,以便我能够使用这些值进行进一步处理.
问题是服务器有无限循环.无限循环导致Unity挂起.怎么办呢?

编辑:我附加了服务器程序的代码片段.在我看来,有两点可能导致问题.无限循环和程序暂停的点,如代码所示:

void networkCode()
{
    // Data buffer for incoming data.
    byte[] bytes = new Byte[1024];

    // Establish the local endpoint for the socket.
    // Dns.GetHostName returns the name of the 
    // host running the application.
    IPHostEntry ipHostInfo = Dns.Resolve(Dns.GetHostName());
    IPAddress ipAddress = ipHostInfo.AddressList[0];
    IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 1755);

    // Create a TCP/IP socket.
    listener = new Socket(ipAddress.AddressFamily,
        SocketType.Stream, ProtocolType.Tcp);

    // Bind the socket to the local endpoint and 
    // listen for incoming connections.
    try
    {
        listener.Bind(localEndPoint);
        listener.Listen(10);

        // Start listening for connections.
        while (true)
        {
            // Program is suspended while waiting for an incoming connection.
            Debug.Log("HELLO");     //It works
            handler = listener.Accept();
            Debug.Log("HELLO");     //It doesn't work
            data = null;

            // An incoming connection needs to be processed.
            while (true)
            {
                bytes = new byte[1024];
                int bytesRec = handler.Receive(bytes);
                data += Encoding.ASCII.GetString(bytes, 0, bytesRec);
                if (data.IndexOf("<EOF>") > -1)
                {
                    break;
                }

                System.Threading.Thread.Sleep(1);
            }   

            System.Threading.Thread.Sleep(1);
        }
    }
    catch (Exception e)
    {
        Debug.Log(e.ToString());
    }
}

编辑:在@Programmer的帮助下,C#插件完成.但Unity并没有阅读正确的价值观.我附加了Unity端代码

using UnityEngine;
using System;

using SyncServerDLL;    //That's our library

public class receiver : MonoBehavIoUr {

    SynchronousSocketListener obj;   //That's object to call server methods

    // Use this for initialization
    void Start() {
        obj = new SynchronousSocketListener ();
        obj.startServer ();
    }

    // Update is called once per frame
    void Update() {
        Debug.Log (obj.data);
    }
}

我在Visual Studio中彻底测试了SynchronousSocketListener类.它在那里给出了很好的结果.

最佳答案:

使用Thread来执行服务器侦听和读写操作.
您可以将socket和其他网络流对象声明为public,然后在线程函数中初始化它们.

Unity在Threads中的while循环不能很好地工作,有时可能会冻结,但你可以通过添加System.Threading.Thread.Sleep(1)来解决这个问题.在您正在读取或等待数据从套接字到达的while循环中.

确保在Ondisable()函数中停止Thread.不要从新的Thread函数访问Unity API.只做那里的套接字并将数据返回给公共变量.

System.Threading.Thread SocketThread;
volatile bool keepReading = false;

// Use this for initialization
void Start()
{
    Application.runInBackground = true;
    startServer();
}

void startServer()
{
    SocketThread = new System.Threading.Thread(networkCode);
    SocketThread.IsBackground = true;
    SocketThread.Start();
}



private string getIPAddress()
{
    IPHostEntry host;
    string localIP = "";
    host = Dns.GetHostEntry(Dns.GetHostName());
    foreach (IPAddress ip in host.AddressList)
    {
        if (ip.AddressFamily == AddressFamily.InterNetwork)
        {
            localIP = ip.ToString();
        }

    }
    return localIP;
}


Socket listener;
Socket handler;

void networkCode()
{
    string data;

    // Data buffer for incoming data.
    byte[] bytes = new Byte[1024];

    // host running the application.
    Debug.Log("Ip " + getIPAddress().ToString());
    IPAddress[] ipArray = Dns.GetHostAddresses(getIPAddress());
    IPEndPoint localEndPoint = new IPEndPoint(ipArray[0], 1755);

    // Create a TCP/IP socket.
    listener = new Socket(ipArray[0].AddressFamily,
        SocketType.Stream, ProtocolType.Tcp);

    // Bind the socket to the local endpoint and 
    // listen for incoming connections.

    try
    {
        listener.Bind(localEndPoint);
        listener.Listen(10);

        // Start listening for connections.
        while (true)
        {
            keepReading = true;

            // Program is suspended while waiting for an incoming connection.
            Debug.Log("Waiting for Connection");     //It works

            handler = listener.Accept();
            Debug.Log("Client Connected");     //It doesn't work
            data = null;

            // An incoming connection needs to be processed.
            while (keepReading)
            {
                bytes = new byte[1024];
                int bytesRec = handler.Receive(bytes);
                Debug.Log("Received from Server");

                if (bytesRec <= 0)
                {
                    keepReading = false;
                    handler.disconnect(true);
                    break;
                }

                data += Encoding.ASCII.GetString(bytes, 0, bytesRec);
                if (data.IndexOf("<EOF>") > -1)
                {
                    break;
                }

                System.Threading.Thread.Sleep(1);
            }

            System.Threading.Thread.Sleep(1);
        }
    }
    catch (Exception e)
    {
        Debug.Log(e.ToString());
    }
}

void stopServer()
{
    keepReading = false;

    //stop thread
    if (SocketThread != null)
    {
        SocketThread.Abort();
    }

    if (handler != null && handler.Connected)
    {
        handler.disconnect(false);
        Debug.Log("disconnected!");
    }
}

void Ondisable()
{
    stopServer();
}

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