C# 统一UDP-Can';不能同时发送和接收?
我一直在尝试将玩家向量的坐标发送到用NodeJS编写的UDP服务器。但是,当我尝试发送坐标并在之后接收修改后的坐标时,没有显示任何内容。如果我修改服务器以不断向我发送信息,它就会工作。似乎我不能同时发送和接收C# 统一UDP-Can';不能同时发送和接收?,c#,unity3d,udp,C#,Unity3d,Udp,我一直在尝试将玩家向量的坐标发送到用NodeJS编写的UDP服务器。但是,当我尝试发送坐标并在之后接收修改后的坐标时,没有显示任何内容。如果我修改服务器以不断向我发送信息,它就会工作。似乎我不能同时发送和接收 using System.Collections.Generic; using UnityEngine; using System; using System.Collections; using System.Net; using System.Net.Sockets; using Sy
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Collections;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
public class PlayerBehavior : MonoBehaviour {
private UdpClient udpServer;
public GameObject cube;
private Vector3 tempPos;
private Thread t;
public float movementSpeed;
private long lastSend;
private IPEndPoint remoteEP;
void Start()
{
udpServer = new UdpClient(41234);
t = new Thread(() => {
while (true) {
this.receiveData();
}
});
t.Start();
t.IsBackground = true;
remoteEP = new IPEndPoint(IPAddress.Parse("46.101.102.243"), 41234);
}
private long UnixTimeNow()
{
var timeSpan = (DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0));
return (long)timeSpan.TotalMilliseconds;
}
private void OnApplicationQuit()
{
udpServer.Close();
t.Abort();
}
void Update()
{
var isShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
if (isShift)
{
Debug.Log("Shift");
}
var x = Input.GetAxis("Horizontal") * Time.deltaTime * this.movementSpeed;
var z = Input.GetAxis("Vertical") * Time.deltaTime * this.movementSpeed;
cube.transform.Translate(x, 0, 0);
cube.transform.Translate(0, 0, z);
if (cube.transform.position != tempPos)
{
if (UnixTimeNow() - this.lastSend > 1000 / 24)
{
this.lastSend = UnixTimeNow();
byte[] arr = Encoding.ASCII.GetBytes(cube.transform.position.x + ";" + cube.transform.position.y + ";" + cube.transform.position.z);
udpServer.Send(arr, arr.Length, remoteEP);
}
}
tempPos = cube.transform.position;
}
private void receiveData() {
Debug.Log("Trying to receive data...");
byte[] data = udpServer.Receive(ref remoteEP);
if (data.Length > 0)
{
var str = System.Text.Encoding.Default.GetString(data);
Debug.Log("Received Data" + str);
}
}
}
如果有人提出一些意见或可能的解决方案,我们将不胜感激。搜遍了几乎所有的地方,但似乎没有相应的结果
编辑
我还尝试了接收和发送以及IP端点的不同UPDClient。这个问题仍然存在
public class PlayerBehavior : MonoBehaviour {
private UdpClient udpServer;
private UdpClient udpServer2;
public GameObject cube;
private Vector3 tempPos;
private Thread t;
public float movementSpeed;
private long lastSend;
private IPEndPoint remoteEP;
private IPEndPoint remoteEP2;
void Start()
{
udpServer = new UdpClient();
remoteEP = new IPEndPoint(IPAddress.Parse("46.101.102.243"), 41234);
remoteEP2 = new IPEndPoint(IPAddress.Parse("46.101.102.243"), 41234);
udpServer.Connect(remoteEP);
udpServer2 = new UdpClient();
udpServer2.Connect(remoteEP2);
t = new Thread(() => {
while (true) {
this.receiveData();
}
});
t.Start();
t.IsBackground = true;
}
private long UnixTimeNow()
{
var timeSpan = (DateTime.UtcNow - new DateTime(1970, 1, 1, 0, 0, 0));
return (long)timeSpan.TotalMilliseconds;
}
private void OnApplicationQuit()
{
udpServer.Close();
t.Abort();
}
void Update()
{
var isShift = Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
if (isShift)
{
Debug.Log("Shift");
}
var x = Input.GetAxis("Horizontal") * Time.deltaTime * this.movementSpeed;
var z = Input.GetAxis("Vertical") * Time.deltaTime * this.movementSpeed;
cube.transform.Translate(x, 0, 0);
cube.transform.Translate(0, 0, z);
if (cube.transform.position != tempPos)
{
if (UnixTimeNow() - this.lastSend > 1000 / 24)
{
this.lastSend = UnixTimeNow();
byte[] arr = Encoding.ASCII.GetBytes(cube.transform.position.x + ";" + cube.transform.position.y + ";" + cube.transform.position.z);
udpServer.Send(arr, arr.Length);
}
}
tempPos = cube.transform.position;
}
private void receiveData() {
Debug.Log("Trying to receive data...");
byte[] data = udpServer2.Receive(ref remoteEP2);
if (data.Length > 0)
{
var str = System.Text.Encoding.Default.GetString(data);
Debug.Log("Received Data: " + str);
}
}
}
您可以同时发送和接收,但不要在两个方向上使用同一端口这是UdpClient的端口还是IpEndPoints的端口?选择一个接收点和另一个发送点,如果您发送到本地计算机,则一个端口上只能侦听一个程序,因此,打开端口进行侦听的第一个程序将阻止另一个程序打开端口,并尝试使用它绑定到的不同端点和不同UPDClient。这个问题仍然存在。我已将新代码附加到帖子中的编辑。