以下是我的C#服务器的代码:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
namespace ConsoleApplication1
{
class Program
{
static void Main(string[] args)
{
TcpListener serverSocket = new TcpListener(8888);
TcpClient clientSocket = default(TcpClient);
serverSocket.Start();
Console.WriteLine(" >> Server Started");
clientSocket = serverSocket.AcceptTcpClient();
Console.WriteLine(" >> Accept connection from client");
// Console.ReadLine();
while (true) {
String textinput;
textinput = Console.ReadLine ();
NetworkStream serverStream = clientSocket.GetStream ();
byte[] outStream = System.Text.Encoding.ASCII.GetBytes (textinput + "$");
serverStream.Write (outStream, 0, outStream.Length);
serverStream.Flush ();
}
clientSocket.Close();
serverSocket.Stop();
Console.WriteLine(" >> exit");
Console.ReadLine();
}
}
}
然后这是c#client的代码:
using System;
using System.Net.Sockets;
using System.Text;
namespace WindowsApplication1
{
class Form1
{
static void Main(string[] args)
{
System.Net.Sockets.TcpClient clientSocket = new System.Net.Sockets.TcpClient();
clientSocket.Connect("10.132.198.29", 8888);
Console.WriteLine ("Running the client");
while ((true))
{
try
{
NetworkStream networkStream = clientSocket.GetStream();
byte[] bytesFrom = new byte[10025];
networkStream.Read(bytesFrom, 0, (int)bytesFrom.Length);
string dataFromClient = System.Text.Encoding.ASCII.GetString(bytesFrom);
dataFromClient = dataFromClient.Substring(0, dataFromClient.IndexOf("$"));
Console.WriteLine(" >> Data from Server - " + dataFromClient);
string serverResponse = "Last Message from Server" + dataFromClient;
Byte[] sendBytes = Encoding.ASCII.GetBytes(serverResponse);
networkStream.Write(sendBytes, 0, sendBytes.Length);
networkStream.Flush();
Console.WriteLine(" >> " + serverResponse);
}
catch (Exception ex)
{
Console.WriteLine(ex.ToString());
}
}
// byte[] inStream = new byte[10025];
// serverStream.Read(inStream, 0, (int)clientSocket.ReceiveBufferSize);
}
}
}
这些在终端中工作正常,但我想将客户端转换为统一项目。 所以我在Unity项目中创建了一个空对象,并将以下代码添加到脚本中(对原始c#客户端代码进行了一些更改)。
using UnityEngine;
using System.Collections;
using System;
using System.Net.Sockets;
using System.Text;
public class Client : MonoBehaviour {
System.Net.Sockets.TcpClient clientSocket = new System.Net.Sockets.TcpClient();
// Use this for initialization
void Start () {
System.Net.Sockets.TcpClient clientSocket = new System.Net.Sockets.TcpClient();
clientSocket.Connect("10.132.198.29", 8888);
Debug.Log ("Running the client");
}
// Update is called once per frame
void Update () {
try
{
NetworkStream networkStream = clientSocket.GetStream();
byte[] bytesFrom = new byte[10025];
networkStream.Read(bytesFrom, 0, (int)bytesFrom.Length);
string dataFromClient = System.Text.Encoding.ASCII.GetString(bytesFrom);
dataFromClient = dataFromClient.Substring(0, dataFromClient.IndexOf("$"));
Debug.Log(" >> Data from Server - " + dataFromClient);
string serverResponse = "Last Message from Server" + dataFromClient;
Byte[] sendBytes = Encoding.ASCII.GetBytes(serverResponse);
networkStream.Write(sendBytes, 0, sendBytes.Length);
networkStream.Flush();
Debug.Log(" >> " + serverResponse);
}
catch (Exception ex)
{
Debug.Log("Exception error:"+ex.ToString());
}
}
}
实际上,当我运行我的团结项目时。我可以看到服务器打印"接受来自客户端的连接"。当我更改我的IP时,统一项目将卡住..所以我认为我的团结项目已成功连接到服务器。但在统一项目中,控制台打印
Exception error:System.IO.IOException: Not connected
at System.Net.Sockets.NetworkStream..ctor (System.Net.Sockets.Socket socket, FileAccess access, Boolean owns_socket) [0x00000] in <filename unknown>:0
at System.Net.Sockets.NetworkStream..ctor (System.Net.Sockets.Socket socket, Boolean owns_socket) [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) System.Net.Sockets.NetworkStream:.ctor (System.Net.Sockets.Socket,bool)
at System.Net.Sockets.TcpClient.GetStream () [0x00000] in <filename unknown>:0
at Client.Update () [0x00000] in /Users/User/Unity3D/ClientTest/Assets/Client.cs:23
UnityEngine.Debug:Log(Object)
Client:Update() (at Assets/Client.cs:37)
当我在服务器的终端输入内容时,它无法在统一项目控制台上打印任何内容。任何人都可以帮忙......很长一段时间都很困惑......
答案 0 :(得分:0)
使用线程进行异步等待。像这样:
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();
}