[英]LAN communication for Unity3D C#
我想讓 2 台計算機在沒有 3rd 方插件的情況下使用 Unity 通過 LAN 進行通信。 我找到了一些適用於 localhost 的代碼,但是當我在一台 PC 上執行服務器並在另一台 PC 上執行客戶端時,我無法讓它工作。
這是我目前使用的代碼:
服務器:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class Server: MonoBehaviour
{
private TcpListener tcpListener;
private Thread tcpListenerThread;
private TcpClient connectedTcpClient;
void Start()
{
tcpListenerThread = new Thread(new ThreadStart(ListenForIncomingRequests));
tcpListenerThread.IsBackground = true;
tcpListenerThread.Start();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
SendMessage();
}
}
private void ListenForIncomingRequests()
{
try
{
tcpListener = new TcpListener(IPAddress.Any, 8052);
tcpListener.Start();
Debug.Log("Server is listening");
Byte[] bytes = new Byte[1024];
while (true)
{
using (connectedTcpClient = tcpListener.AcceptTcpClient())
{
using (NetworkStream stream = connectedTcpClient.GetStream())
{
int length;
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incomingData = new byte[length];
Array.Copy(bytes, 0, incomingData, 0, length);
string clientMessage = Encoding.ASCII.GetString(incomingData);
Debug.Log("client message received as: " + clientMessage);
}
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("SocketException " + socketException.ToString());
}
Debug.Log("Exiting...");
}
private void SendMessage()
{
if (connectedTcpClient == null)
{
return;
}
try
{
NetworkStream stream = connectedTcpClient.GetStream();
if (stream.CanWrite)
{
string serverMessage = "This is a message from your server.";
byte[] serverMessageAsByteArray = Encoding.ASCII.GetBytes(serverMessage);
stream.Write(serverMessageAsByteArray, 0, serverMessageAsByteArray.Length);
Debug.Log("Server sent his message - should be received by client");
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
}
客戶端:
using System;
using System.Collections;
using System.Collections.Generic;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class Client : MonoBehaviour
{
#region private members
private TcpClient socketConnection;
private Thread clientReceiveThread;
#endregion
// Use this for initialization
void Start()
{
ConnectToTcpServer();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
SendMessage();
}
}
/// <summary>
/// Setup socket connection.
/// </summary>
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);
}
}
/// <summary>
/// Runs in background clientReceiveThread; Listens for incoming data.
/// </summary>
private void ListenForData()
{
try
{
socketConnection = new TcpClient("192.168.1.8", 8052);
Byte[] bytes = new Byte[1024];
while (true)
{
// Get a stream object for reading
using (NetworkStream stream = socketConnection.GetStream())
{
int length;
// Read incoming stream into byte array.
while ((length = stream.Read(bytes, 0, bytes.Length)) != 0)
{
var incomingData = new byte[length];
Array.Copy(bytes, 0, incomingData, 0, length);
// Convert byte array to string message.
string serverMessage = Encoding.ASCII.GetString(incomingData);
Debug.Log("server message received as: " + serverMessage);
}
}
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
Debug.Log("Exiting...");
}
/// <summary>
/// Send message to server using socket connection.
/// </summary>
private void SendMessage()
{
if (socketConnection == null)
{
return;
}
try
{
// Get a stream object for writing.
NetworkStream stream = socketConnection.GetStream();
if (stream.CanWrite)
{
string clientMessage = "This is a message from one of your clients.";
// Convert string message to byte array.
byte[] clientMessageAsByteArray = Encoding.ASCII.GetBytes(clientMessage);
// Write byte array to socketConnection stream.
stream.Write(clientMessageAsByteArray, 0, clientMessageAsByteArray.Length);
Debug.Log("Client sent his message - should be received by server");
}
}
catch (SocketException socketException)
{
Debug.Log("Socket exception: " + socketException);
}
}
}
運行客戶端時出現此錯誤:連接嘗試失敗,因為連接方在一段時間后沒有正確響應或連接的主機未能響應
我還嘗試在兩台計算機上允許防火牆上的端口,但它也不起作用。
我錯過了什么?
謝謝你,尼克
我將在此處為與我遇到相同問題的任何人添加解決方案。
Unity Editor 會自動添加阻止連接的防火牆規則,您需要禁用此規則,或將其設置為“如果連接安全則允許連接”。
對於那些不確定如何在此處設置防火牆規則的人,這是我采取的步驟並且它有效(Windows 10)。
點擊開始,輸入“防火牆”,然后點擊“Windows Defender 高級安全防火牆”,點擊“入站規則”,搜索前面有紅色塊符號的規則,名為“Unity {您的版本}編輯器”並雙擊它,將操作設置為“如果它是安全的,則允許連接”或只是禁用它。 然后,您還需要創建一個新規則,允許來自特定編輯器在特定端口的連接。
請記住使用資源監視器來檢查連接的情況。
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