我正在使用Unity3D开发TcpClient。
有问题。
if (length == Marshal.SizeOf(typeof(BATTLE_CHARACTER_DATA_GROUP_SEND))+1)
{
BATTLE_CHARACTER_DATA_GROUP_SEND bcdgs = new BATTLE_CHARACTER_DATA_GROUP_SEND();
bcdgs.Deserialize(ref bytes);
Debug.Log("bcdgs data Size : " + bcdgs.data_size);
StartCoroutine(PlayerObjectCreate(bcdgs));
}
如果您尝试在上面的代码中创建mainThread对象,但您运行StartCoroutine,它将向服务器端发送“ 0”客户端断开连接值。
我的代码怎么了?
下面是一些完整的来源。
请
private void ConnectToTcpServer()
{
try
{
clientReceiveThread = new Thread(new ThreadStart(ListenForData));
clientReceiveThread.IsBackground = true;
clientReceiveThread.Start();
}
catch (Exception e)
{
Debug.Log("On Client Connect Exception " + e);
}
}
private void ListenForData()
{
try
{
socketConnection = new TcpClient("192.168.235.128", 53390);
if (socketConnection.Connected)
{
ServerConnected = true;
Debug.Log("Connected!!!");
}
else
{
ServerConnected = false;
Debug.Log("Not Connected!!!");
}
while (true)
{
using (NetworkStream stream = socketConnection.GetStream())
{
int length;
byte[] bytes = new byte[Marshal.SizeOf(typeof(BATTLE_CHARACTER_DATA_GROUP_SEND))+1];
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
Debug.Log("length : " + length);
if (length == Marshal.SizeOf(typeof(BATTLE_CHARACTER_DATA_GROUP_SEND))+1)
{
BATTLE_CHARACTER_DATA_GROUP_SEND bcdgs = new BATTLE_CHARACTER_DATA_GROUP_SEND();
bcdgs.Deserialize(ref bytes);
Debug.Log("bcdgs data Size : " + bcdgs.data_size);
StartCoroutine(PlayerObjectCreate(bcdgs));
}
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("Socket Exception : " + socketException.ToString());
}
}