我有一个kryonet客户端/服务器可以找到..主要是好的。客户端仍然处于闲置状态,并且最终会在一段时间后断开连接,但这不是我正在尝试解决的问题。目前,只要客户端和服务器在同一台计算机上,服务器和客户端就可以建立连接并来回发送数据(在客户端超时之前)。如果您尝试连接到LAN上的其他计算机,则连接超时并失败。
所以这是我的问题:
连接问题的可能原因是什么?
保持客户端活着的正确方法是什么? (次要目标,但如果你知道,那就太好了)
*我正在使用LibGDX和Kryonet。据我所知,他们不应该有任何冲突。
服务器:
package com.me.mygdxgame;
import java.io.IOException;
import java.util.ArrayList;
import com.badlogic.gdx.math.Vector2;
import com.esotericsoftware.kryonet.Connection;
import com.esotericsoftware.kryonet.Listener;
import com.esotericsoftware.kryonet.Server;
import com.me.mygdxgame.Network.Obstacles;
public class GameServer {
Server server;
public GameServer () throws IOException {
server = new Server() {
protected Connection newConnection () {
return new PlayerConnection();
}
};
Network.register(server);
//Sends Stuff to Client
server.addListener(new Listener() {
public void received (Connection c, Object object) {
PlayerConnection connection = (PlayerConnection)c;
if (object instanceof Obstacles) {
if (connection.name != null) return;
ArrayList<Vector2> obs = ((Obstacles)object).obstacles;
if (obs == null) return;
System.out.println("Obstacles recieved.");
for(int i = 0; i < obs.size(); i++)
System.out.println("Obstacle " + i + "- x: " + obs.get(i).x );
return;
}
}
});
server.bind(Network.port);
server.start();
}
public void sendAll () { //Send out data
Obstacles ob = new Obstacles();
ob.obstacles = new ArrayList<Vector2>();
for(int i =0; i < Map.obstacles.size(); i++){
ob.obstacles.add(new Vector2(Map.obstacles.get(i).x,Map.obstacles.get(i).y));
}
server.sendToAllTCP(ob);
}
static class PlayerConnection extends Connection {
public String name;
}
}
客户:
package com.me.mygdxgame;
import java.awt.EventQueue;
import java.io.IOException;
import java.net.Inet4Address;
import java.net.InetAddress;
import java.net.UnknownHostException;
import java.util.ArrayList;
import com.badlogic.gdx.ApplicationListener;
import com.esotericsoftware.kryonet.Client;
import com.esotericsoftware.kryonet.Connection;
import com.esotericsoftware.kryonet.Listener;
import com.me.mygdxgame.Network.Obstacles;
public class GameClient implements ApplicationListener{
Client client;
String name;
String RefreshHost;
boolean Connected = false;
ArrayList<String> hosts = new ArrayList<String>();
public static String host;
public GameClient (String host) {
client = new Client();
client.start();
this.host = host;
Network.register(client);
client.addListener(new Listener() {
public void connected (Connection connection) {
System.out.println("connected");
Connected = true;
}
public void received (Connection connection, Object object) {
if (object instanceof Obstacles) {
Obstacles obs = (Obstacles)object;
System.out.println("Obstacle recieved on client - " + obs.obstacles.size());
client.sendTCP(obs);
System.out.println("Obstacles sent back.");
return;
}else {
System.out.println("invalid packet");
}
}
public void disconnected (Connection connection) {
EventQueue.invokeLater(new Runnable() {
public void run () {
System.out.println("closed");
Connected = false;
client.close();
}
});
}
});
new Thread("Connect") {
public void run () {
try {
client.connect(5000, GameClient.host, Network.port);
System.out.println("Connected!");
client.setKeepAliveTCP(NORM_PRIORITY);
while(Connected) {
//System.out.println(client.isIdle());
}
client.run();
} catch (IOException ex) {
ex.printStackTrace();
}
}
}.start();
}
@Override
public void create() {
// TODO Auto-generated method stub
}
@Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
}
@Override
public void render() {
// TODO Auto-generated method stub
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
}
答案 0 :(得分:0)
我建议您在启动客户端之前设置主机
public GameClient (String host) {
client = new Client();
this.host = host;
client.start();
我对kryonet Client不熟悉,但这样做是有意义的。
通常要确保您的客户端正在尝试连接到运行服务器的主机...