更新
我弄清楚了问题所在。我试图通过TCP传输过多的数据,这导致冻结。由于某种原因,这没有在编辑器中显示出来……谁知道是什么原因。如果其他人偶然发现了这个问题(在像Unity这样的程序中,函数不断循环,并且始终在处理数据),请考虑您正在移动过多无关数据。
原始帖子
我遇到了很多问题,希望我能得到一些指导。
简而言之,我想知道如何使用TCP在同一台计算机上通信两个Unity应用。我已经在编辑器中运行了它,但是当两个应用程序都构建完成后,通讯很快就会中断。
这真让我感到难过,因为我不明白为什么应用程序可以在编辑器环境中运行,而不能在官方版本中运行。
当我使用TCP在同一台计算机上的两个Unity应用之间进行通信时,只要其中一个保持在Unity环境中,它就可以工作。也就是说,如果我构建一个应用程序,然后在Unity编辑器中打开另一个应用程序,则TCP通信可以正常进行。
这里有更多背景知识:我的一个应用程序正在充当用户界面,另一个正在与窥镜连接以提供游戏中对象的全息显示。最初,它们被组合为一个应用程序-但要在两个分辨率不同的显示器之间运行Unity的多显示器支持时遇到了很多麻烦。 Looking Glass工厂甚至提供了一个预制件来执行此操作,但是在当前的SDK中已被破坏。因此,我不得不使用套接字在两个应用程序之间进行接口,每个监视器一个。
我正在使用C#的TCP侦听器类:https://docs.microsoft.com/en-us/dotnet/api/system.net.sockets.tcplistener?view=netframework-4.8
和TCP客户端类:https://docs.microsoft.com/en-us/dotnet/api/system.net.sockets.tcpclient?view=netframework-4.8
当前,UI充当TCPListener,产生全息图的应用程序是TCPClient。在上述每个应用程序中,我使用两个队列-IncomingMessages队列和Outgoing Messages队列-它们是在主线程和网络线程之间共享的全局变量。
TCP侦听器:
private void Start()
{
incomingMessages = new Queue();
outgoingMessages = new Queue();
Application.runInBackground = true;
thread = new Thread(new ThreadStart(Receive));
thread.Start();
//stuff happens that's irrelevant to this question. And then...
}
void Receive()
{
TcpListener server = null;
try
{
// Set the TcpListener on port 13000.
Int32 port = 13000;
IPAddress localAddr = IPAddress.Parse("127.0.0.1");
// TcpListener server = new TcpListener(port);
server = new TcpListener(localAddr, port);
// Start listening for client requests.
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[256];
String data = null;
// Enter the listening loop.
Debug.Log("About to reenter main while in Server...");
while (threadContinue)
{
Debug.Log("Waiting for a connection... ");
// Perform a blocking call to accept requests.
// You could also user server.AcceptSocket() here.
TcpClient client = server.AcceptTcpClient();
Debug.Log("Connected!");
data = null;
// Get a stream object for reading and writing
NetworkStream stream = client.GetStream();
int i;
// Loop to receive all the data sent by the client.
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// Translate data bytes to a ASCII string.
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Debug.Log("Received from Client: " + data);
lock (this)
incomingMessages.Enqueue(data);
string response = supplyData();
byte[] msg = System.Text.Encoding.ASCII.GetBytes(response);
// Send back a response.
stream.Write(msg, 0, msg.Length);
Debug.Log("Sent to Client: " + response);
}
// Shutdown and end connection
client.Close();
}
}
catch (SocketException e)
{
Debug.Log("SocketException: ");
Debug.Log(e);
}
finally
{
// Stop listening for new clients.
server.Stop();
}
Debug.Log("Exiting 'Receive'");
}
这是TCP客户端。它会尝试定期连接,以及在有新数据可用时进行连接。这样一来,它就可以定期从服务器接收信息,并在可用时共享新数据:
void Start()
{
//prepare networking
Application.runInBackground = true;
outgoingMessages = new Queue();
incomingMessages = new Queue();
thread = new Thread(new ThreadStart(Connect));
thread.Start();
//stuff happens that's irrelevant to this question...
}
private void Connect()
{
String server = "127.0.0.1";
Int32 port = 13000;
string message = "";
while (threadContinue == true)
{
if (timeToConnect())
{
lastConnection = ourTime;
if (outgoingMessages.Count > 0)
message = outgoingMessages.Dequeue().ToString();
else
message = "Nothing to report.";
try
{
// Create a TcpClient.
// Note, for this client to work you need to have a TcpServer
// connected to the same address as specified by the server, port
// combination.
client = new TcpClient(server, port);
// Translate the passed message into ASCII and store it as a Byte array.
Byte[] data = System.Text.Encoding.ASCII.GetBytes(message);
// Get a client stream for reading and writing.
// Stream stream = client.GetStream();
stream = client.GetStream();
// Send the message to the connected TcpServer.
stream.Write(data, 0, data.Length);
Debug.Log("Sent to Server: " + message);
// Buffer to store the response bytes.
data = new Byte[256];
// String to store the response ASCII representation.
String responseData = String.Empty;
// Read the first batch of the TcpServer response bytes.
Int32 bytes = stream.Read(data, 0, data.Length);
responseData = System.Text.Encoding.ASCII.GetString(data, 0, bytes);
lock (this)
incomingMessages.Enqueue(responseData);
Debug.Log("Received from Server: " + responseData);
stream.Close();
client.Close();
}
catch (ArgumentNullException e)
{
Debug.Log("ArgumentNullException: ");
Debug.Log(e);
outgoingMessages.Enqueue(message);
}
catch (SocketException e)
{
Debug.Log("SocketException: ");
Debug.Log(e);
outgoingMessages.Enqueue(message);
}
}
}
}
private bool timeToConnect()
{
if ((ourTime - lastConnection > NETWORK_DELAY) || (outgoingMessages.Count > 0))
return true;
return false;
}
在单独的线程中实例化,以便Unity的主线程可以不受阻碍地继续运行。
再次-它可以在编辑器中使用,但是当我构建它时,它会损坏。
答案 0 :(得分:1)
更新
我弄清楚了问题所在。我试图通过TCP传输过多的数据,这导致冻结。由于某种原因,这并没有在编辑器中显示出来……只是在导出的应用程序中出现了。谁知道是什么原因。如果还有其他人偶然发现了这个问题...您通过构建可通过网络进行通信的多个应用程序来绕过Unity的多显示功能...则认为您负担的队列太多了。