【发布时间】:2022-01-11 01:44:28
【问题描述】:
我正在玩多人游戏,我的 Unity 控制台显示此错误“无法访问已处置的对象。 对象名称:'System.Net.Sockets.UdpClient'。”当我关闭服务器时。我不知道如何处理它......谁能告诉我如何解决这个问题?
这是我的 Server.cs 文件:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using UnityEngine;
public class Server
{
public static int MaxPlayers { get; private set; }
public static int Port { get; private set; }
public static Dictionary<int, Client> clients = new Dictionary<int, Client>();
public delegate void PacketHandler(int _fromClient, Packet _packet);
public static Dictionary<int, PacketHandler> packetHandlers;
private static TcpListener tcpListener;
private static UdpClient udpListener;
/// <summary>Starts the server.</summary>
/// <param name="_maxPlayers">The maximum players that can be connected simultaneously.</param>
/// <param name="_port">The port to start the server on.</param>
public static void Start(int _maxPlayers, int _port)
{
MaxPlayers = _maxPlayers;
Port = _port;
Debug.Log("Starting server...");
InitializeServerData();
tcpListener = new TcpListener(IPAddress.Any, Port);
tcpListener.Start();
tcpListener.BeginAcceptTcpClient(TCPConnectCallback, null);
udpListener = new UdpClient(Port);
udpListener.BeginReceive(UDPReceiveCallback, null);
Debug.Log($"Server started on port {Port}.");
}
/// <summary>Handles new TCP connections.</summary>
private static void TCPConnectCallback(IAsyncResult _result)
{
TcpClient _client = tcpListener.EndAcceptTcpClient(_result);
tcpListener.BeginAcceptTcpClient(TCPConnectCallback, null);
Debug.Log($"Incoming connection from {_client.Client.RemoteEndPoint}...");
for (int i = 1; i <= MaxPlayers; i++)
{
if (clients[i].tcp.socket == null)
{
clients[i].tcp.Connect(_client);
return;
}
}
Debug.Log($"{_client.Client.RemoteEndPoint} failed to connect: Server full!");
}
/// <summary>Receives incoming UDP data.</summary>
private static void UDPReceiveCallback(IAsyncResult _result)
{
try
{
IPEndPoint _clientEndPoint = new IPEndPoint(IPAddress.Any, 0);
byte[] _data = udpListener.EndReceive(_result, ref _clientEndPoint);
udpListener.BeginReceive(UDPReceiveCallback, null);
if (_data.Length < 4)
{
return;
}
using (Packet _packet = new Packet(_data))
{
int _clientId = _packet.ReadInt();
if (_clientId == 0)
{
return;
}
if (clients[_clientId].udp.endPoint == null)
{
// If this is a new connection
clients[_clientId].udp.Connect(_clientEndPoint);
return;
}
if (clients[_clientId].udp.endPoint.ToString() == _clientEndPoint.ToString())
{
// Ensures that the client is not being impersonated by another by sending a false clientID
clients[_clientId].udp.HandleData(_packet);
}
}
}
catch (Exception _ex)
{
Debug.Log($"Error receiving UDP data: {_ex}");
}
}
/// <summary>Sends a packet to the specified endpoint via UDP.</summary>
/// <param name="_clientEndPoint">The endpoint to send the packet to.</param>
/// <param name="_packet">The packet to send.</param>
public static void SendUDPData(IPEndPoint _clientEndPoint, Packet _packet)
{
try
{
if (_clientEndPoint != null)
{
udpListener.BeginSend(_packet.ToArray(), _packet.Length(), _clientEndPoint, null, null);
}
}
catch (Exception _ex)
{
Debug.Log($"Error sending data to {_clientEndPoint} via UDP: {_ex}");
}
}
/// <summary>Initializes all necessary server data.</summary>
private static void InitializeServerData()
{
for (int i = 1; i <= MaxPlayers; i++)
{
clients.Add(i, new Client(i));
}
packetHandlers = new Dictionary<int, PacketHandler>()
{
{ (int)ClientPackets.welcomeReceived, ServerHandle.WelcomeReceived },
{ (int)ClientPackets.playerMovement, ServerHandle.PlayerMovement },
{ (int)ClientPackets.playerShoot, ServerHandle.PlayerShoot },
{ (int)ClientPackets.playerThrowItem, ServerHandle.PlayerThrowItem }
};
Debug.Log("Initialized packets.");
}
public static void Stop()
{
tcpListener.Stop();
udpListener.Close();
}
}
我制作多人游戏的教程:
https://www.youtube.com/playlist?list=PLXkn83W0QkfnqsK8I0RAz5AbUxfg3bOQ5
【问题讨论】:
标签: c# unity3d networking server udp