我正在开发一个项目,我有两个需要相互通信的Unity项目。我试图通过使用.net Remoting Framework来解决这个问题。 为此,我创建了一个Unity项目将使用的DLL。 dll包括:
MyRemotableObject.cs
public class MyRemotableObject : MarshalByRefObject
{
public MyRemotableObject()
{
}
public void NotifyStatusChange(int status)
{
Cache.GetInstance().Status = 0;
}
public int GetCreditCount()
{
return Cache.GetInstance().CreditCount;
}
}
Cache.cs
public class Cache
{
private static Cache myInstance;
public static IObserver Observer;
private Cache()
{
}
public static void Attach(IObserver observer)
{
Observer = observer;
}
public static Cache GetInstance()
{
if(myInstance==null)
{
myInstance = new Cache();
}
return myInstance;
}
public int Status
{
set
{
Observer.NotifyFinished(value);
}
}
public int CreditCount
{
get
{
return Observer.QueryCreditCount();
}
}
}
IObserver.cs
public interface IObserver
{
void NotifyFinished(int status);
int QueryCreditCount();
}
现在我有我的Menu - Unity项目,充当远程服务器
MenuController.cs
public class MenuController : MonoBehaviour, IObserver
{
private object lockObject;
List<ControllerBase> controllers;
private MyRemotableObject remotableObject;
private System.ComponentModel.Container components = null;
void Awake()
{
lockObject = new object();
try
{
remotableObject = new MyRemotableObject();
//für fehler: //http://www.mycsharp.de/wbb2/thread.php?postid=199935
//************************************* TCP *************************************//
// using TCP protocol
TcpChannel channel = new TcpChannel(124);
ChannelServices.RegisterChannel(channel, false);
RemotingConfiguration.RegisterWellKnownServiceType(typeof(MyRemotableObject), "TargetShooterMenu", WellKnownObjectMode.SingleCall);
//************************************* TCP *************************************//
RemotableObjects.Cache.Attach(this);
}
catch (Exception e)
{
Debug.Log(e.ToString());
}
controllers = new List<ControllerBase>();
foreach (GameObject controllerObject in GameObject.FindGameObjectsWithTag(GlobalNames.Tags.CONTROLLEROBJECT))
{
if (controllerObject.GetComponent<ControllerBase>())
controllers.Add(controllerObject.GetComponent<ControllerBase>());
}
}
delegate void PresentNameInputControllerDelegate(int status);
private void PresentNameInputController(int status)
{
if (status == (int)LevelStatusCode.OK)
foreach (ControllerBase controller in controllers)
{
controller.Hide();
if (controller.GetType() == typeof(NameInputController))
controller.Show();
}
}
public void NotifyFinished(int status)
{
Debug.Log("Notify");
lock (lockObject)
{
PresentNameInputControllerDelegate d = PresentNameInputController;
d(status);
}
}
public int QueryCreditCount()
{
Debug.Log("Query");
return 100;
}
}
此服务器实现IObserver函数NotifyFinished和QueryCreditCount(暂时返回虚拟值) 从客户端调用NotifyFinished函数时,会发生以下错误:
get_animation只能从主线程调用。 加载场景时,将从加载线程执行构造函数和字段初始值设定项。 不要在构造函数或字段初始值设定项中使用此函数,而是将初始化代码移动到唤醒或启动函数。
有人能告诉我,如何解决这个问题?
提前致谢,
Hoffmanuel
答案 0 :(得分:0)
经过大量搜索,我找到了解决方案:使用以下的Loom Unity Package: Unity Gems entry about threading 并像Unity answers entry about threading中提到的那样使用它:
void Start()
{
var tmp = Loom.Current;
...
}
//Function called from other Thread
public void NotifyFinished(int status)
{
Debug.Log("Notify");
try
{
if (status == (int)LevelStatusCode.OK)
{
Loom.QueueOnMainThread(() =>
{
PresentNameInputController();
});
}
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
}