I am trying to implement a TCP server in unity. I am using unity pro 3.5 and when I run this code in a scene, then unity hang, no response at all untill I kill it with Task Manager.
using UnityEngine;
using System.Collections;
using System.Net.Sockets;
using System.Net;
using System.Text;
public class Server : MonoBehaviour {
private IPAddress ipAd;
public string IP="127.0.0.1";
public int port = 8001;
private Socket s;
void Update ()
{
}
// Use this for initialization
void Awake () {
port = 8001;
ipAd = IPAddress.Parse(IP);
msg = "Listening at " + IP + ":" + port.ToString();
this.s = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
this.s.Bind(new IPEndPoint(ipAd,port));
this.s.Listen(200);
while (true)
this.ReceiveMessage(this.s.Accept()); //hang if this line activated
}
private void ReceiveMessage(Socket socket)
{
byte[] tempbuffer = new byte[10000];
socket.Receive(tempbuffer);
rec.AssignFromByteArray(tempbuffer);
}
}
Server should run in it's own thread so the GameLoop can continue even if tcp_Listener.AcceptSocket() is a blocking call.
using UnityEngine;
using System.Collections;
using System.Threading;
using System.Net;
using System.Net.Sockets;
using System.IO;
public class Server : MonoBehaviour {
private bool mRunning;
public static string msg = "";
public Thread mThread;
public TcpListener tcp_Listener = null;
void Awake() {
mRunning = true;
ThreadStart ts = new ThreadStart(Receive);
mThread = new Thread(ts);
mThread.Start();
print("Thread done...");
}
public void stopListening() {
mRunning = false;
}
void Receive() {
tcp_Listener = new TcpListener(IPAddress.Parse("127.0.0.1"), 8001);
tcp_Listener.Start();
print("Server Start");
while (mRunning)
{
// check if new connections are pending, if not, be nice and sleep 100ms
if (!tcp_Listener.Pending()){
Thread.Sleep(100);
}
else {
Socket ss = tcp_Listener.AcceptSocket();
BonePos rec = new BonePos();
byte[] tempbuffer = new byte[10000];
ss.Receive(tempbuffer); // received byte array from client
rec.AssignFromByteArray(tempbuffer); // my own datatype
}
}
}
void Update() {
}
void OnApplicationQuit() { // stop listening thread
stopListening();// wait for listening thread to terminate (max. 500ms)
mThread.Join(500);
}
}
See Related answer from answers.unity3d.com
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