小编典典

Unity中的简单套接字服务器

c#

我想在Unity项目中使用C#插件。该插件应充当服务器,它将从客户端获取值,以便我可以将这些值用于进一步处理。问题是服务器具有无限循环。无限循环会导致Unity挂起。如何处理呢?

编辑:我附上服务器程序的代码段。我认为有2点可能会引起问题。如代码中所述,无限循环和暂停程序的地方:

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:@Programmer的帮助后,C#插件已完成。但是Unity没有读取正确的值。我附加了Unity边码:

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);
    }
}

我已经在Visual Studio中彻底测试了SynchronousSocketListener类。在那里效果很好。


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2020-05-19

共1个答案

小编典典

使用线程来做您的服务器侦听和读写操作。您可以将套接字和其他networkstream对象声明为公共对象,然后在线程函数中对其进行初始化。

Unity无法很好地与Threads中的while循环配合使用,有时可能会 冻结 ,但您可以通过在要读取或等待数据从套接字到达的地方添加循环来
解决 此问题。System.Threading.Thread.Sleep(1);``while

确保停止Thread in OnDisable()功能。请 不要 在新的线程函数访问统一API。只需在此执行套接字操作,然后将数据返回到
公共 变量即可。

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();
}
2020-05-19