【发布时间】:2020-10-25 14:22:10
【问题描述】:
我想让 2 台计算机在没有第三方插件的情况下使用 Unity 通过 LAN 进行通信。 我找到了一些适用于 localhost 的代码,但是当我在一台 PC 上执行服务器并在另一台 PC 上执行客户端时,我无法让它工作。
这是我目前使用的代码:
服务器:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class Server: MonoBehaviour
{
private TcpListener tcpListener;
private Thread tcpListenerThread;
private TcpClient connectedTcpClient;
void Start()
{
tcpListenerThread = new Thread(new ThreadStart(ListenForIncomingRequests));
tcpListenerThread.IsBackground = true;
tcpListenerThread.Start();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
SendMessage();
}
}
private void ListenForIncomingRequests()
{
try
{
tcpListener = new TcpListener(IPAddress.Any, 8052);
tcpListener.Start();
Debug.Log("Server is listening");
Byte[] bytes = new Byte[1024];
while (true)
{
using (connectedTcpClient = tcpListener.AcceptTcpClient())
{
using (NetworkStream stream = connectedTcpClient.GetStream())
{
int length;
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incomingData = new byte[length];
Array.Copy(bytes, 0, incomingData, 0, length);
string clientMessage = Encoding.ASCII.GetString(incomingData);
Debug.Log("client message received as: " + clientMessage);
}
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("SocketException " + socketException.ToString());
}
Debug.Log("Exiting...");
}
private void SendMessage()
{
if (connectedTcpClient == null)
{
return;
}
try
{
NetworkStream stream = connectedTcpClient.GetStream();
if (stream.CanWrite)
{
string serverMessage = "This is a message from your server.";
byte[] serverMessageAsByteArray = Encoding.ASCII.GetBytes(serverMessage);
stream.Write(serverMessageAsByteArray, 0, serverMessageAsByteArray.Length);
Debug.Log("Server sent his message - should be received by client");
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
}
客户:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class Client : MonoBehaviour
{
#region private members
private TcpClient socketConnection;
private Thread clientReceiveThread;
#endregion
// Use this for initialization
void Start()
{
ConnectToTcpServer();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
SendMessage();
}
}
/// <summary>
/// Setup socket connection.
/// </summary>
private void ConnectToTcpServer()
{
try
{
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
catch (Exception e)
{
Debug.Log("On client connect exception " + e);
}
}
/// <summary>
/// Runs in background clientReceiveThread; Listens for incoming data.
/// </summary>
private void ListenForData()
{
try
{
socketConnection = new TcpClient("192.168.1.8", 8052);
Byte[] bytes = new Byte[1024];
while (true)
{
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
{
int length;
// Read incoming stream into byte array.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incomingData = new byte[length];
Array.Copy(bytes, 0, incomingData, 0, length);
// Convert byte array to string message.
string serverMessage = Encoding.ASCII.GetString(incomingData);
Debug.Log("server message received as: " + serverMessage);
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
Debug.Log("Exiting...");
}
/// <summary>
/// Send message to server using socket connection.
/// </summary>
private void SendMessage()
{
if (socketConnection == null)
{
return;
}
try
{
// Get a stream object for writing.
NetworkStream stream = socketConnection.GetStream();
if (stream.CanWrite)
{
string clientMessage = "This is a message from one of your clients.";
// Convert string message to byte array.
byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage);
// Write byte array to socketConnection stream.
stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.Length);
Debug.Log("Client sent his message - should be received by server");
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
}
当我运行客户端时,我收到此错误: 连接尝试失败,因为连接方在一段时间后没有正确响应或连接的主机没有响应
我也尝试在两台计算机上允许防火墙上的端口,但也没有用。
我错过了什么?
谢谢你, 尼克
【问题讨论】:
-
用于监听器:tcpListener = new TcpListener(IPAddress.IPAny, 8052);然后首先启动侦听器并在侦听器的客户端使用IP地址。如果监听器和客户端在不同的机器上,它们不能是相同的 IP 地址。
-
我用于监听:tcpListener = new TcpListener(IPAddress.Any, 8052);对于客户端,我使用了 ipconfig 中的服务器 IP 地址,但得到了相同的结果。
-
问题可能是几件事 1) 客户端和服务器之间不是路由器。从 cmd.exe 使用 ping 来确定是否有路由 2) 可能有另一个连接使用相同的端口。从 cmd.exe >Netstat -a 并检查客户端和服务器上端口号的状态。 3) 端口被病毒检查阻塞。还有其他原因,但这是开始的地方。您还可以使用像 wireshark 或 fiddler 这样的嗅探器来帮助确定问题。嗅探器将判断是否正在发送消息以及是否正在返回响应。
-
您好,1)从客户端ping 发现服务器没有问题。 2) netstat 不显示使用同一端口的任何其他连接。 3)我从两台计算机上都禁用了防病毒软件,但没有工作。关于wireshark,我不知道如何使用它,但我发现当我尝试从客户端连接到服务器时,我收到一条消息“4180 155.542827 192.168.1.7 192.168.1.8 TCP 66 [TCP Retransmission] 50559 → 8052 [SYN] Seq=0 Win=64240 Len=0 MSS=1460 WS=256 SACK_PERM=1"。 (192.168.1.7 是客户端,192.168.1.8 是服务器)
-
在服务器上使用 Netstat 你看到监听了吗?看起来客户端尝试连接到服务器并且连接失败,因此发生了重试。服务器需要在客户端尝试连接之前启动一个监听器。我不喜欢你的服务器。首先,服务器在 while 循环中不断运行,使用大量 CPU 资源。我更喜欢使用 Async 而不是 Syn 方法。其次,您可以使用 TCP 接收一条零字节的消息,如果您看到嗅探器结果 Len=0,我认为这正在发生。
标签: c# sockets unity3d networking lan