Networking Unity 3D:从客户端向客户端发送数据
我正在尝试将数据从一个客户端发送到另一个客户端,但似乎不起作用。我使用的是Unitys MasterServer。当我将数据从服务器发送到客户端,从客户端发送到服务器时,它工作正常 我正在用RPC发送数据。是否可以将数据从客户端发送到客户端,或者我必须重写代码,以便从客户端1向服务器发送RPC调用,然后从服务器向客户端2发送新的RPC调用 这里我调用RPC函数: RPC(“UpdateBombIncoming”,playerPurple) 这是我的RPC:Networking Unity 3D:从客户端向客户端发送数据,networking,unity3d,ip,client,rpc,Networking,Unity3d,Ip,Client,Rpc,我正在尝试将数据从一个客户端发送到另一个客户端,但似乎不起作用。我使用的是Unitys MasterServer。当我将数据从服务器发送到客户端,从客户端发送到服务器时,它工作正常 我正在用RPC发送数据。是否可以将数据从客户端发送到客户端,或者我必须重写代码,以便从客户端1向服务器发送RPC调用,然后从服务器向客户端2发送新的RPC调用 这里我调用RPC函数: RPC(“UpdateBombIncoming”,playerPurple) 这是我的RPC: [RPC] void UpdateBo
[RPC]
void UpdateBombIncoming(){
Debug.Log ("Bomb is incoming");
bombIncoming = true;
}
这是我的网络代码:
公共类网络管理器:MonoBehavior{
public int maxNumberOfPlayers = 3;
public int port = 25002;
public int playerID;
public NetworkPlayer playerBlue; // Server
public NetworkPlayer playerPurple;
public NetworkPlayer playerGreen;
public int playerColor; // 1: blue, 2: purple, 3: green
public Font myFont;
public int playerCount;
private SceneManager sceneManager;
private bool showPlayersOnGUI;
string registeredGameName = "Bomba_Alpha";
bool isRefreshing = false;
float RefreshRequestLength = 3.0f;
HostData[] hostData;
void Awake(){
}
void Start(){
sceneManager = GetComponent<SceneManager>();
}
void Update(){
Debug.Log("Blue Player connected from " + playerBlue.ipAddress + ":" + playerBlue.port);
Debug.Log("Purple Player connected from " + playerPurple.ipAddress + ":" + playerPurple.port);
Debug.Log("Green Player connected from " + playerGreen.ipAddress + ":" + playerGreen.port);
Debug.Log("Players connected to server " + playerCount);
// When player is connected to server, show player on GUI
if(Network.isServer){
// Show players on GUI
showPlayersOnGUI = true;
}
else if(Network.isClient){
// Show players on GUI
showPlayersOnGUI = true;
}
}
private void StartServer(){
Network.InitializeServer (maxNumberOfPlayers, port, false);
MasterServer.RegisterHost(registeredGameName, "Bomba Alpha", "Test of TMB_server");
}
void OnServerInitialized(){
Debug.Log ("Server has been initialized!");
Debug.Log("Player " + playerCount + " connected from " + Network.player.ipAddress + ":" + Network.player.port);
// Set server as playerBlue
playerBlue = Network.player;
}
void OnMasterServerEvent(MasterServerEvent masterServerEvent){
if(masterServerEvent == MasterServerEvent.RegistrationSucceeded){
Debug.Log("Registration Successful!");
}
}
public IEnumerator RefreshHostList(){
Debug.Log ("Refreshing...");
MasterServer.RequestHostList (registeredGameName); // Get servers from MasterServer with 'our' name
float timeStarted = Time.time;
float timeEnd = Time.time + RefreshRequestLength;
// Contínuelly update hostData
while (Time.time < timeEnd) {
hostData = MasterServer.PollHostList(); // pull down the requested server
yield return new WaitForEndOfFrame();
}
// Check if there is no servers
if (hostData == null || hostData.Length == 0) {
Debug.Log ("No active servers have been found");
}
else{
Debug.Log(hostData.Length + " server(s) found");
}
}
void OnPlayerConnected(NetworkPlayer player) {
playerCount++;
if(Network.player == player){
Debug.Log ("Hey!");
}
if (playerCount == 2){
playerPurple = player;
Debug.Log ("I'm purple!");
}
// Set 2nd client as playerGreen
else if (playerCount == 3){
playerGreen = player;
}
if(Network.isServer){
Debug.Log ("Colors are updating!");
networkView.RPC("UpdateColors", RPCMode.Others, playerBlue, playerPurple, playerGreen, playerCount);
}
Debug.Log("Player " + playerCount + " connected from " + player.ipAddress + ":" + player.port);
}
void OnPlayerDisconnected(){
playerCount--;
}
// On GUI is for testing and will not exist in the final game
public void OnGUI(){
if (sceneManager.currentScene == 3){
// Start server
if(GUI.Button(new Rect(150f,100f,300f,150f), "Start new server")){
StartServer();
}
// Refresh server list
if(GUI.Button(new Rect(150f,250f,300f,150f), "Refresh server list")){
StartCoroutine("RefreshHostList");
}
if (hostData != null) {
for (int i = 0; i < hostData.Length; i++){
if(GUI.Button(new Rect(150f ,400f + (110f * i),300f,150f), hostData[i].gameName))
{
Network.Connect(hostData[i]);
}
}
}
// Show list of players connected to the server
if (showPlayersOnGUI) {
GUIStyle myStyle = new GUIStyle();
myStyle.font = myFont;
GUI.Label(new Rect(20, 700, 200, 20), ("Other players connected:"), myStyle);
if (Network.player == playerBlue){
GUI.Label(new Rect(20, 600, 200, 20), ("You are BLUE player"), myStyle);
if(playerCount == 1){
GUI.Label(new Rect(20, 750, 200, 20), ("- none -"), myStyle);
}
if(playerCount >= 2){
GUI.Label(new Rect(20, 750, 200, 20), ("Purple player"), myStyle);
}
if(playerCount == 3){
GUI.Label(new Rect(20, 800, 200, 20), ("Green Player"), myStyle);
}
}
else if (Network.player == playerPurple){
GUI.Label(new Rect(20, 600, 200, 20), ("You are PURPLE player"), myStyle);
if(playerCount >= 2){
GUI.Label(new Rect(20, 750, 200, 20), ("Blue player"), myStyle);
}
if(playerCount == 3){
GUI.Label(new Rect(20, 800, 200, 20), ("Green Player"), myStyle);
}
}
else if (Network.player == playerGreen){
GUI.Label(new Rect(20, 600, 200, 20), ("You are GREEN player"), myStyle);
if(playerCount == 3){
GUI.Label(new Rect(20, 750, 200, 20), ("Blue player"), myStyle);
GUI.Label(new Rect(20, 800, 200, 20), ("Purple Player"), myStyle);
}
}
}
}
}
void UpdatePlayersOnNetwork(){
if (Network.player == playerBlue) {
Debug.Log("I'm player BLUE");
networkView.RPC("UpdateBluePlayer", RPCMode.Others, Network.player);
}
if (Network.player == playerPurple) {
Debug.Log("I'm player PURPLE");
networkView.RPC("UpdatePurplePlayer", RPCMode.Others, Network.player);
}
if (Network.player == playerGreen) {
Debug.Log("I'm player GREEN");
networkView.RPC("UpdateGreenPlayer", RPCMode.Others, Network.player);
}
}
// -------- RPC sends data via network --------
// Update player-color connections
[RPC]
void UpdateColors(NetworkPlayer blue, NetworkPlayer purple, NetworkPlayer green, int players){
Debug.Log ("Colors are updated");
playerBlue = blue;
playerPurple = purple;
playerGreen = green;
playerCount = players;
//Debug.Log ("Colors have been updated!");
}
public int maxNumberOfPlayer=3;
公共int端口=25002;
公共int playerID;
public NetworkPlayer playerBlue;//服务器
公共网络播放器playerPurple;
公共网络播放器playerGreen;
public int playerColor;//1:蓝色,2:紫色,3:绿色
公共字体myFont;
公共国际玩家计数;
私人场景管理器场景管理器;
私人布奥尔剧团;
字符串registeredGameName=“Bomba_Alpha”;
bool isRefreshing=false;
浮动长度=3.0f;
主机数据[]主机数据;
无效唤醒(){
}
void Start(){
sceneManager=GetComponent();
}
无效更新(){
Log(“从“+playerBlue.ipAddress+”:“+playerBlue.port”连接的蓝色播放器);
Log(“从“+playerPurple.ipAddress+”:“+playerPurple.port”连接的紫色播放器);
Log(“绿色播放器从“+playerGreen.ipAddress+”:“+playerGreen.port”连接);
Log(“连接到服务器的玩家”+玩家计数);
//当播放器连接到服务器时,在GUI上显示播放器
if(Network.isServer){
//在GUI上显示玩家
showPlayersOnGUI=true;
}
else if(Network.isClient){
//在GUI上显示玩家
showPlayersOnGUI=true;
}
}
私有void StartServer(){
Network.InitializeServer(MaxNumberOfPlayer,端口,false);
RegisterHost(registeredGameName,“Bomba-Alpha”,“TMB_服务器测试”);
}
void OnServerInitialized(){
Log(“服务器已初始化!”);
Debug.Log(“Player”+playerCount+”从“+Network.Player.ipAddress+”:“+Network.Player.port”连接);
//将服务器设置为playerBlue
playerBlue=Network.player;
}
无效OnMasterServerEvent(MasterServerEvent MasterServerEvent){
if(masterServerEvent==masterServerEvent.RegistrationSucceeed){
Log(“注册成功!”);
}
}
公共IEnumerator刷新主机列表(){
Log(“刷新…”);
MasterServer.RequestHostList(registeredGameName);//使用“我们的”名称从MasterServer获取服务器
浮动时间开始=Time.Time;
float timeEnd=Time.Time+RefreshRequestLength;
//继续更新主机数据
while(Time.Time=2){
标签(新Rect(2075020020),(“紫色玩家”)、myStyle;
}
如果(playerCount==3){
标签(新的Rect(2080020020),(“绿色玩家”),myStyle);
}
}
else if(Network.player==playerPurple){
Label(新Rect(2060020020),(“你是紫色玩家”)、myStyle;
如果(播放计数>=2){
标签(新的Rect(2075020020),(“蓝色玩家”),myStyle);
}
如果(playerCount==3){
标签(新的Rect(2080020020),(“绿色玩家”),myStyle);
}
}
else if(Network.player==playerGreen){
Label(新的Rect(2060020020),(“您是绿色玩家