C# TCP/IP统一Android错误Helfe

C# TCP/IP统一Android错误Helfe,c#,android,unity3d,tcp,C#,Android,Unity3d,Tcp,嘿,我正在用unity3d制作一个android游戏,我想从我的笔记本电脑上控制我的游戏我制作了一个TCP/IP聊天程序,通过互联网将键盘输入到我的android,我为我的笔记本电脑(Windows form APP)制作了一个,为Unity制作了一个,除了一个小的恼人的错误外,一切正常 错误: 当我按下X按钮将球体从点a移动到点B时,我想要,但当发送“X”值时,它会显示: 只能从主线程调用内部\u get\u位置。 加载场景时,将从加载线程执行构造函数和字段初始值设定项。 不要在构造函数或字段

嘿,我正在用unity3d制作一个android游戏,我想从我的笔记本电脑上控制我的游戏我制作了一个TCP/IP聊天程序,通过互联网将键盘输入到我的android,我为我的笔记本电脑(Windows form APP)制作了一个,为Unity制作了一个,除了一个小的恼人的错误外,一切正常

错误: 当我按下X按钮将球体从点a移动到点B时,我想要,但当发送“X”值时,它会显示:

只能从主线程调用内部\u get\u位置。 加载场景时,将从加载线程执行构造函数和字段初始值设定项。 不要在构造函数或字段初始值设定项中使用此函数,而是将初始化代码移到Awake或Start函数中

当我关闭Windows窗体应用程序时,球会移动,我也尝试了唤醒和启动功能

PS:我在同一台计算机上测试这个,所以它与IP地址无关

以下是我的统一部分代码:

using UnityEngine;
using System.Collections;
using System.Text;
using System;
using System.Net;
using System.Net.Sockets;
public class CHAT : MonoBehaviour {
    private Socket sck;
    EndPoint epLocal, epRemote;

    //Gameobjects
   public Transform ball , point;
    //logic

   string xIsHere;
    // Use this for initialization
    void Start () {

        sck = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        sck.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
        epLocal = new IPEndPoint(IPAddress.Parse("192.168.1.9"), Convert.ToInt32("81"));
        sck.Bind(epLocal);
        epRemote = new IPEndPoint(IPAddress.Parse("192.168.1.9"), Convert.ToInt32("80"));
        sck.Connect(epRemote);
        Debug.Log("COnnected");


    }

    void Awake()
    {

    }

    // Update is called once per frame
    void Update () {

        byte[] buffer = new byte[1500];
        sck.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref epRemote, new AsyncCallback(MessageCAllBack), buffer);

    }

    private void MessageCAllBack(IAsyncResult aResult)
    {
        try
        {
            int size = sck.EndReceiveFrom(aResult, ref epRemote);

            if (size > 0)
            {
                byte[] receivedData = new byte[1464];
                receivedData = (byte[])aResult.AsyncState;

                ASCIIEncoding eEncoding = new ASCIIEncoding();
                string receivedMessage = eEncoding.GetString(receivedData);
               //bn3mal if statement bnshof weslat el X wela la2 w iza weslat bnmasi el tabeh
                xIsHere = receivedMessage;
                if (xIsHere.Contains("x"))
                {
                    Debug.Log("X is here");
                    ball.position = Vector3.MoveTowards(ball.position, point.position, 5 * Time.deltaTime);
                }

                //b3deen bntba3 el msg bs b7aletna bdna n5li el touch active.
                //ListMessage.Items.Add("Sender:" + receivedMessage);
            }

            byte[] buffer = new byte[1500];
            sck.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref epRemote, new AsyncCallback(MessageCAllBack), buffer);

        }
        catch(Exception exp)
        {
            Debug.Log(exp.ToString());
        }

    }
}

好的,我修复了它,我只是更改了我使用的5050和5040端口,它工作得很好,在update()函数中添加了一个if语句,使对象移动。。总之,代码如下:

using UnityEngine;
using System.Collections;
using System.Text;
using System;
using System.Net;
using System.Net.Sockets;
public class CHAT : MonoBehaviour {
    private Socket sck;
    EndPoint epLocal, epRemote;

    //Gameobjects
   public Transform ball , point;
    //logic
  static Boolean conn = false,arrievedX = false;
   string xIsHere;
    // Use this for initialization
    void Start () {

        sck = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        sck.SetSocketOption(SocketOptionLevel.Socket, SocketOptionName.ReuseAddress, true);
        epLocal = new IPEndPoint(IPAddress.Parse("192.168.1.8"), Convert.ToInt32("5050"));
        sck.Bind(epLocal);
        epRemote = new IPEndPoint(IPAddress.Parse("192.168.1.9"), Convert.ToInt32("5040"));
        sck.Connect(epRemote);
        conn = true;
        Debug.Log("COnnected");



    }

    void Awake()
    {


    }

    // Update is called once per frame
    void Update () {

        byte[] buffer = new byte[1500];
        sck.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref epRemote, new AsyncCallback(MessageCAllBack), buffer);


        if (arrievedX)
        {

            ball.position = Vector3.MoveTowards(ball.position, point.position, 5 * Time.deltaTime);
        }

    }

    void OnGUI()
    {
        if (arrievedX)
        {
            GUI.Box(new Rect(100, 100, 100, 25), "X is here");
        }
        if (conn)
        {
            GUI.Box(new Rect(100, 50, 100, 50), "Connected");
        }
        }

  private void MessageCAllBack(IAsyncResult aResult )
    {

        try
        {
            int size = sck.EndReceiveFrom(aResult, ref epRemote);

            if (size > 0)
            {
                byte[] receivedData = new byte[1464];
                receivedData = (byte[])aResult.AsyncState;

                ASCIIEncoding eEncoding = new ASCIIEncoding();
                string receivedMessage = eEncoding.GetString(receivedData);
               //bn3mal if statement bnshof weslat el X wela la2 w iza weslat bnmasi el tabeh

                if (receivedMessage.Contains("x"))
                {
                    Debug.Log("X is here");

                    arrievedX = true;

                }

                //b3deen bntba3 el msg bs b7aletna bdna n5li el touch active.
                //ListMessage.Items.Add("Sender:" + receivedMessage);
            }

            byte[] buffer = new byte[1500];
            sck.BeginReceiveFrom(buffer, 0, buffer.Length, SocketFlags.None, ref epRemote, new AsyncCallback(MessageCAllBack), buffer);

        }
        catch(Exception exp)
        {
            Debug.Log(exp.ToString());
        }

    }

}

问题在于非同步回调
MessageCAllBack
将从另一个线程调用,由于Unity不是线程安全的,因此任何修改游戏对象的尝试都将导致该错误。也许您应该尝试在某些内容更改后设置一个标志,然后更新
update()
函数中的位置,然后再次清除标志?也许你也可以使用协同程序。