我在Unity3D中有一个应用程序(充当服务器),它接收来自外部应用程序(单个客户端)的消息,具有以下结构:
number(float)number(float)number(float)
前两个数字表示局部位置(x,z轴),最后一个数字表示旋转值(y轴)。
目标是使用此数据更新游戏场景中的Camera gameobject位置(使用LoadPositions方法)。从我读到的操作游戏对象,而外部Unity的主线程是不可能的。
有了这样说,我怎样才能改变Unity主线程,以便我可以监听消息并更新游戏对象的位置。 此外,任何人碰巧都知道Unity中一个简单TCP服务器的工作示例,而不必求助于线程?
using UnityEngine;
using System.Collections;
using System.Net.Sockets;
using System.Threading;
using System.Net;
using System;
using System.Text;
using System.Collections.Generic;
public class ProxyThreadServer : MonoBehaviour {
float x;
float z;
float rot;
Vector3 updatePos;
Vector3 updateRot;
string ip_address = "127.0.0.1";
string msgReceived;
string[] words;
int wordsNum;
int port = 8000;
int numSurf;
int jumpInterval;
Thread listen_thread;
TcpListener tcp_listener;
Thread clientThread;
TcpClient tcp_client;
bool isTrue = true;
// Use this for initialization
void Start ()
{
IPAddress ip_addy = IPAddress.Parse(ip_address);
tcp_listener = new TcpListener(ip_addy, port);
listen_thread = new Thread(new ThreadStart(ListenForClients));
listen_thread.Start();
}
private void ListenForClients()
{
this.tcp_listener.Start();
while(isTrue == true)
{
//blocks until a client has connected to the server
TcpClient client = this.tcp_listener.AcceptTcpClient();
//create a thread to handle communication
//with connected client
clientThread = new Thread(new ParameterizedThreadStart(HandleClientComm));
clientThread.Start(client);
Debug.Log("Got client " + client);
}
}
private void HandleClientComm(object client)
{
tcp_client = (TcpClient)client;
NetworkStream client_stream = tcp_client.GetStream();
byte[] message = new byte[4096];
int bytes_read;
while(isTrue == true)
{
bytes_read = 0;
try
{
//blocks until a client sends a message
bytes_read = client_stream.Read(message, 0, 4096);
//Debug.Log(message);
}
catch (Exception e)
{
//a socket error has occurred
Debug.Log(e.Message);
break;
}
if(bytes_read == 0)
{
//client has disconnected
Debug.Log("Disconnected");
tcp_client.Close();
break;
}
ASCIIEncoding encoder = new ASCIIEncoding();
Debug.Log(encoder.GetString(message,0,bytes_read));
msgReceived = encoder.GetString(message,0,bytes_read);
LoadPositions(msgReceived);
}
if(isTrue == false)
{
tcp_client.Close();
Debug.Log("closing tcp client");
}
}
void OnApplicationQuit()
{
try
{
tcp_client.Close();
isTrue = false;
}
catch(Exception e)
{
Debug.Log(e.Message);
}
// You must close the tcp listener
try
{
tcp_listener.Stop();
isTrue = false;
}
catch(Exception e)
{
Debug.Log(e.Message);
}
}
void LoadPositions(string positions){
// Split string on spaces. This will separate all the words.
words = positions.Split(' ');
wordsNum = words.Length;
for (int i = 0; i <= wordsNum; i++) {
x = float.Parse(words[0], System.Globalization.CultureInfo.InvariantCulture);
z = float.Parse(words[1], System.Globalization.CultureInfo.InvariantCulture);
rot = float.Parse(words[2], System.Globalization.CultureInfo.InvariantCulture);
Debug.Log("Reading position: " + "x: " + x + " z: " + z + " yRot: " + rot);
updatePos = new Vector3(x, this.gameObject.transform.position.y, z);
this.gameObject.transform.position = updatePos;
updateRot = new Vector3(this.gameObject.transform.rotation.x, rot / 4, this.gameObject.transform.rotation.z);
this.transform.localEulerAngles = updateRot;
//UpdateCameraMatrix();
//StartCoroutine(UpdateSurfs());
}
}
}
答案 0 :(得分:1)
虽然我之前没有尝试过这样的事情,但假设存在如你所提到的限制,我的方法是使用队列来存储消息,然后按照它们进入的顺序处理它们团结线索。因此,不要在调用LoadPositions时将其添加到queue
pendingMessages.Enqueue(msgReceived);
然后在更新方法中处理它:
void Update()
{
while (pendingMessages.Count() > 0)
LoadPositions(pendingMessages.Dequeue());
}
答案 1 :(得分:0)
您可以使用.NET的异步TCP。它基于回调代理。 (使用它有点棘手)