我需要检查我的游戏中是否可以使用互联网,以便我可以做出决定。当互联网工作和互联网不工作时,有两种不同类型的决定。我找到了一种方法,但它为cpu创造了开销。目前我正在使用这种类型的解决方案。是否有更好的方法来检查互联网是否可用?
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class DeviceConnected : MonoBehaviour
{
private const bool allowCarrierDataNetwork = false;
private const string pingAddress = "8.8.8.8"; // Google Public DNS server
private const float waitingTime = 2.0f;
public Text txtInternetConnectStatus;
private Ping ping;
private float pingStartTime;
private bool isInternetAvailable = false;
public void Start()
{
InvokeRepeating("OnStartCheck", 0f,3.0f);
}
public void OnStartCheck()
{
bool internetPossiblyAvailable;
switch (Application.internetReachability)
{
case NetworkReachability.ReachableViaLocalAreaNetwork:
internetPossiblyAvailable = true;
break;
case NetworkReachability.ReachableViaCarrierDataNetwork:
internetPossiblyAvailable = allowCarrierDataNetwork;
break;
default:
internetPossiblyAvailable = false;
break;
}
if (!internetPossiblyAvailable)
{
InternetIsNotAvailable();
return;
}
ping = new Ping(pingAddress);
pingStartTime = Time.time;
}
public void Update()
{
if (ping != null)
{
Debug.Log("Hi");
bool stopCheck = true;
if (ping.isDone)
{
if (ping.time >= 0)
InternetAvailable();
else
InternetIsNotAvailable();
}
else if (Time.time - pingStartTime < waitingTime)
stopCheck = false;
else
InternetIsNotAvailable();
if (stopCheck)
ping = null;
}
}
private void InternetIsNotAvailable()
{
if (isInternetAvailable == false)
{
Debug.Log("No Internet :(");
txtInternetConnectStatus.text = "No Internet :(";
isInternetAvailable = true;
}
}
private void InternetAvailable()
{
if (isInternetAvailable==true)
{
Debug.Log("Internet is available! ;)");
txtInternetConnectStatus.text = "Internet is available! ;)";
isInternetAvailable = false;
}
}
public void OnClickShowMediationSuite()
{
ShowAds.instance.ShowMediationSuite();
}
}
答案 0 :(得分:0)
这是在没有Unity的情况下即时编写的,因此可能会出现一些错误。此代码现在使用StartCorutine
而不是InvokeRepeating
,现在重复部分在函数内使用yield return WaitForSeconds(timeBetweenChecks);
进行长延迟,yield return null;
进行单帧延迟。
public class DeviceConnected : MonoBehaviour
{
private const bool allowCarrierDataNetwork = false;
private const string pingAddress = "8.8.8.8"; // Google Public DNS server
private const float waitingTime = 2.0f;
private const float timeBetweenChecks = 3.0f;
public Text txtInternetConnectStatus;
private float pingStartTime;
private bool isInternetAvailable = false;
public void Start()
{
//Start out with the assumption that the internet is not available.
InternetIsNotAvailable();
StartCoroutine(InternetCheck());
}
public IEnumerator InternetCheck()
{
//If you want it to stop checking for internet once it has a successful connection,
//just remove "while (true)" loop
while (true)
{
bool internetPossiblyAvailable = false;
while (!internetPossiblyAvailable)
{
switch (Application.internetReachability)
{
case NetworkReachability.ReachableViaLocalAreaNetwork:
internetPossiblyAvailable = true;
break;
case NetworkReachability.ReachableViaCarrierDataNetwork:
internetPossiblyAvailable = allowCarrierDataNetwork;
break;
default:
internetPossiblyAvailable = false;
break;
}
if (!internetPossiblyAvailable)
{
InternetIsNotAvailable();
//Wait to check again.
yield return WaitForSeconds(timeBetweenChecks);
}
}
Ping ping = new Ping(pingAddress);
pingStartTime = Time.time;
Debug.Log("Hi");
bool stopCheck = true;
while (!ping.isDone && Time.time - pingStartTime < waitingTime)
{
//Wait one frame;
yield return null;
}
if (ping.isDone && ping.time >= 0)
InternetAvailable();
else
InternetIsNotAvailable();
//Wait to check again.
yield return WaitForSeconds(timeBetweenChecks);
}
}
private void InternetIsNotAvailable()
{
//Only log when we are going from true to flase.
if (isInternetAvailable != false)
{
Debug.Log("No Internet :(");
txtInternetConnectStatus.text = "No Internet :(";
isInternetAvailable = false; //This was changed from true to false.
}
}
private void InternetAvailable()
{
//Only log when we are going from false to true.
if (isInternetAvailable != true)
{
Debug.Log("Internet is available! ;)");
txtInternetConnectStatus.text = "Internet is available! ;)";
isInternetAvailable = true; //This was changed from false to true
}
}
public void OnClickShowMediationSuite()
{
ShowAds.instance.ShowMediationSuite();
}
}
这有望降低管理费用。您甚至可以用yield return null
替换yield return WaitForSeconds(0.5f);
,以便等待500毫秒来检查ping是否已完成。在30 fps时,这意味着您只需要很小的间接费用来检查是否每15帧执行一次ping操作。