Unity Darkrift2 游戏无法从不同的电脑连接到服务器
Unity Darkrift2 Game isn't connecting to server from different pc
我正在使用 Darkrift2 和 Unity 制作在线多人游戏。
我非常了解如何制作游戏,但我是在线部分的新手。
我用局域网成功制作了游戏。
我做了服务器端。
但是只有用服务器打开的游戏才能连接。
我将服务器放到我的电脑上,然后在另一台电脑上打开游戏。
它无法连接。
我肯定会犯一个明显的错误,但是 IPV4 地址与 PC 的 IPV4 地址相同,并且每台 PC 上的端口号都相同。
也没有防火墙禁止,游戏正在另一台电脑上打开。
顺便说一下,您可能不必阅读整个代码,只需阅读连接部分即可。
客户
NetworkManager.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DarkRift.Client.Unity;
using DarkRift;
using Tags;
using DarkRift.Client;
using UnityEngine.InputSystem;
using System.Net;
using System.Linq;
public class NetworkManager : MonoBehaviour
{
IPAddress IPv4;
public UnityClient client;
public GameObject Bug;
public Transform[] PlayerBegin;
public Light DirLight;
public List<GameObject> Bugs;
private void Awake()
{
IPv4 = Dns.GetHostEntry(Dns.GetHostName())
.AddressList.First(
f => f.AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork);
Debug.Log(IPv4);
client.Connect(IPv4, client.Port, true);
client.MessageReceived += OnMessageReceived;
//DontDestroyOnLoad(gameObject);
}
private void OnDestroy()
{
client.MessageReceived -= OnMessageReceived;
}
public void Interaction(byte Condition)//legdeathi de içine koyunca sorun yaratır mı? sanırım hayır
{
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(client.ID);
writer.Write(Condition);
using (Message message = Message.Create((ushort)Models.Tags0.InteractionType, writer))
{
client.SendMessage(message, SendMode.Reliable);
}
}
}
public void PosRot(Vector3 Pos, Quaternion Rot, bool ThereIsPos)
{
XYZ Position=null;
if (ThereIsPos)
{
Position = new XYZ();
Position.X = Pos.x;
Position.Y = Pos.y;
Position.Z = Pos.z;
}
XYZ Rotation = new XYZ();
Rotation.X = Rot.x;
Rotation.Y = Rot.y;
Rotation.Z = Rot.z;
float RotW = Rot.w;
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(client.ID);
var tag = Models.Tags0.Rot;
if (ThereIsPos)
{
tag = Models.Tags0.PosRot;
writer.Write(Position);
}
writer.Write(Rotation);
writer.Write(RotW);
using (Message message = Message.Create((ushort)tag, writer))
{
client.SendMessage(message, SendMode.Unreliable);
}
}
}
public int PlayerId;
public ushort PlayerCount;
private void OnMessageReceived(object sender, MessageReceivedEventArgs e)
{
using (Message message = e.GetMessage())
{
using (DarkRiftReader reader = message.GetReader())
{
if (message.Tag == (ushort)Models.Tags0.InteractionType)
{
ushort Id = reader.ReadUInt16();
GameObject tarantula = Bugs[Id].transform.GetChild(0).gameObject;
byte Interaction = reader.ReadByte();
Spider s = tarantula.GetComponent<Spider>();
switch (Interaction)
{
case 0: s.Attack(); break;
case 1:
s.DefenceGetBug();
break;
case 2:
s.DefenceOff();
break;
case 3:
s.Death();
break;
case 4:
s.LegsHealthDown();
break;
default:
s.LegHealthDown(s.Legs[Interaction - 5], 3);
break;
}
}
byte ThereIsPos=0;
if(message.Tag == (ushort)Models.Tags0.PosRot)
{
ThereIsPos = 1;
}
else if(message.Tag == (ushort)Models.Tags0.Rot)
{
ThereIsPos = 2;
}
if (ThereIsPos != 0)
{
ushort Id = reader.ReadUInt16();
GameObject tarantula = Bugs[Id].transform.GetChild(0).gameObject;
if (ThereIsPos == 1)
{
XYZ Position = reader.ReadSerializable<XYZ>();
tarantula.transform.position = new Vector3(Position.X, Position.Y, Position.Z);
}
XYZ Rotation = reader.ReadSerializable<XYZ>();
float RotW = reader.ReadSingle();
tarantula.transform.rotation = new Quaternion(Rotation.X, Rotation.Y, Rotation.Z, RotW);
}
if (message.Tag == (ushort)Models.Tags0.NewPlayer)
{
PlayerCount = (ushort)(reader.ReadUInt16() + 1);
//Debug.Log("PlayerCount : " + PlayerCount);
PlayerId = Bugs.Count;//Player No
//Debug.Log("PlayerId : " + PlayerId);
while (PlayerId < PlayerCount)
{
Debug.Log("Player Spawn" + PlayerId);
GameObject bug = Instantiate(Bug, PlayerBegin[PlayerId].position, Quaternion.identity, null);
bug.name = "Bug" + PlayerId;
Spider spider;
spider = bug.GetComponentInChildren<Spider>();
spider.nm = this;
spider.DirLight = DirLight;
//spider.transform.position = PlayerBegin[PlayerId].position;
//PosChange(spider.gameObject.transform.position);
if (client.ID != PlayerId)
{
//spider.enabled = false;
bug.transform.Find("Camera").gameObject.SetActive(false);
bug.transform.Find("CM FreeLook1").gameObject.SetActive(false);
bug.transform.Find("Camera Late").gameObject.SetActive(false);
bug.transform.Find("Canvas").gameObject.SetActive(false);
bug.GetComponentInChildren<PlayerInput>().enabled = false;
}
Bugs.Add(bug);
PlayerId++;
}
}
}
}
}
}
服务器代码.Net(仅主class):
using System;
using DarkRift.Server;
using DarkRift;
using Tags;
namespace Bug_Wars_Online
{
public class BugWarsOnline : Plugin
{
public override bool ThreadSafe => false;
public override Version Version => new Version(1, 0, 0);
public BugWarsOnline(PluginLoadData pluginLoadData) : base(pluginLoadData)
{
ClientManager.ClientConnected += OnClientConnected;
ClientManager.ClientDisconnected += OnClientDisconnected;
}
private void OnClientConnected(object sender, ClientConnectedEventArgs e)
{
Console.WriteLine("Connected");
e.Client.MessageReceived += OnMessageReceived;
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(e.Client.ID);
writer.Write(0);
using (Message message = Message.Create((ushort)Models.Tags0.NewPlayer, writer))
{
foreach (IClient client in ClientManager.GetAllClients())
{
//if (client.ID != e.Client.ID)
{
client.SendMessage(message, SendMode.Reliable);
Console.WriteLine("Player" + client.ID + " Connected");
Console.WriteLine("ClientManager.Count" + ClientManager.Count);
}
}
}
}
}
private void OnClientDisconnected(object sender, ClientDisconnectedEventArgs e)
{
Console.WriteLine("Disconnected");
//destroy et!
}
private void OnMessageReceived(object sender, MessageReceivedEventArgs e)
{
using (Message message = e.GetMessage())
{
if (message.Tag == (ushort)Models.Tags0.PosRot|| message.Tag == (ushort)Models.Tags0.Rot)
{
foreach (IClient client in ClientManager.GetAllClients())
{
if (client.ID != e.Client.ID)
{
client.SendMessage(message, SendMode.Unreliable);
}
}
}
if (message.Tag == (ushort)Models.Tags0.InteractionType)
{
foreach (IClient client in ClientManager.GetAllClients())
{
if (client.ID != e.Client.ID)
{
client.SendMessage(message, SendMode.Reliable);
}
}
}
}
}
}
}
好的,我应该输入服务器电脑的ipv4地址。
我正在使用 Darkrift2 和 Unity 制作在线多人游戏。 我非常了解如何制作游戏,但我是在线部分的新手。 我用局域网成功制作了游戏。 我做了服务器端。 但是只有用服务器打开的游戏才能连接。 我将服务器放到我的电脑上,然后在另一台电脑上打开游戏。 它无法连接。 我肯定会犯一个明显的错误,但是 IPV4 地址与 PC 的 IPV4 地址相同,并且每台 PC 上的端口号都相同。 也没有防火墙禁止,游戏正在另一台电脑上打开。
顺便说一下,您可能不必阅读整个代码,只需阅读连接部分即可。 客户 NetworkManager.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DarkRift.Client.Unity;
using DarkRift;
using Tags;
using DarkRift.Client;
using UnityEngine.InputSystem;
using System.Net;
using System.Linq;
public class NetworkManager : MonoBehaviour
{
IPAddress IPv4;
public UnityClient client;
public GameObject Bug;
public Transform[] PlayerBegin;
public Light DirLight;
public List<GameObject> Bugs;
private void Awake()
{
IPv4 = Dns.GetHostEntry(Dns.GetHostName())
.AddressList.First(
f => f.AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork);
Debug.Log(IPv4);
client.Connect(IPv4, client.Port, true);
client.MessageReceived += OnMessageReceived;
//DontDestroyOnLoad(gameObject);
}
private void OnDestroy()
{
client.MessageReceived -= OnMessageReceived;
}
public void Interaction(byte Condition)//legdeathi de içine koyunca sorun yaratır mı? sanırım hayır
{
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(client.ID);
writer.Write(Condition);
using (Message message = Message.Create((ushort)Models.Tags0.InteractionType, writer))
{
client.SendMessage(message, SendMode.Reliable);
}
}
}
public void PosRot(Vector3 Pos, Quaternion Rot, bool ThereIsPos)
{
XYZ Position=null;
if (ThereIsPos)
{
Position = new XYZ();
Position.X = Pos.x;
Position.Y = Pos.y;
Position.Z = Pos.z;
}
XYZ Rotation = new XYZ();
Rotation.X = Rot.x;
Rotation.Y = Rot.y;
Rotation.Z = Rot.z;
float RotW = Rot.w;
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(client.ID);
var tag = Models.Tags0.Rot;
if (ThereIsPos)
{
tag = Models.Tags0.PosRot;
writer.Write(Position);
}
writer.Write(Rotation);
writer.Write(RotW);
using (Message message = Message.Create((ushort)tag, writer))
{
client.SendMessage(message, SendMode.Unreliable);
}
}
}
public int PlayerId;
public ushort PlayerCount;
private void OnMessageReceived(object sender, MessageReceivedEventArgs e)
{
using (Message message = e.GetMessage())
{
using (DarkRiftReader reader = message.GetReader())
{
if (message.Tag == (ushort)Models.Tags0.InteractionType)
{
ushort Id = reader.ReadUInt16();
GameObject tarantula = Bugs[Id].transform.GetChild(0).gameObject;
byte Interaction = reader.ReadByte();
Spider s = tarantula.GetComponent<Spider>();
switch (Interaction)
{
case 0: s.Attack(); break;
case 1:
s.DefenceGetBug();
break;
case 2:
s.DefenceOff();
break;
case 3:
s.Death();
break;
case 4:
s.LegsHealthDown();
break;
default:
s.LegHealthDown(s.Legs[Interaction - 5], 3);
break;
}
}
byte ThereIsPos=0;
if(message.Tag == (ushort)Models.Tags0.PosRot)
{
ThereIsPos = 1;
}
else if(message.Tag == (ushort)Models.Tags0.Rot)
{
ThereIsPos = 2;
}
if (ThereIsPos != 0)
{
ushort Id = reader.ReadUInt16();
GameObject tarantula = Bugs[Id].transform.GetChild(0).gameObject;
if (ThereIsPos == 1)
{
XYZ Position = reader.ReadSerializable<XYZ>();
tarantula.transform.position = new Vector3(Position.X, Position.Y, Position.Z);
}
XYZ Rotation = reader.ReadSerializable<XYZ>();
float RotW = reader.ReadSingle();
tarantula.transform.rotation = new Quaternion(Rotation.X, Rotation.Y, Rotation.Z, RotW);
}
if (message.Tag == (ushort)Models.Tags0.NewPlayer)
{
PlayerCount = (ushort)(reader.ReadUInt16() + 1);
//Debug.Log("PlayerCount : " + PlayerCount);
PlayerId = Bugs.Count;//Player No
//Debug.Log("PlayerId : " + PlayerId);
while (PlayerId < PlayerCount)
{
Debug.Log("Player Spawn" + PlayerId);
GameObject bug = Instantiate(Bug, PlayerBegin[PlayerId].position, Quaternion.identity, null);
bug.name = "Bug" + PlayerId;
Spider spider;
spider = bug.GetComponentInChildren<Spider>();
spider.nm = this;
spider.DirLight = DirLight;
//spider.transform.position = PlayerBegin[PlayerId].position;
//PosChange(spider.gameObject.transform.position);
if (client.ID != PlayerId)
{
//spider.enabled = false;
bug.transform.Find("Camera").gameObject.SetActive(false);
bug.transform.Find("CM FreeLook1").gameObject.SetActive(false);
bug.transform.Find("Camera Late").gameObject.SetActive(false);
bug.transform.Find("Canvas").gameObject.SetActive(false);
bug.GetComponentInChildren<PlayerInput>().enabled = false;
}
Bugs.Add(bug);
PlayerId++;
}
}
}
}
}
}
服务器代码.Net(仅主class):
using System;
using DarkRift.Server;
using DarkRift;
using Tags;
namespace Bug_Wars_Online
{
public class BugWarsOnline : Plugin
{
public override bool ThreadSafe => false;
public override Version Version => new Version(1, 0, 0);
public BugWarsOnline(PluginLoadData pluginLoadData) : base(pluginLoadData)
{
ClientManager.ClientConnected += OnClientConnected;
ClientManager.ClientDisconnected += OnClientDisconnected;
}
private void OnClientConnected(object sender, ClientConnectedEventArgs e)
{
Console.WriteLine("Connected");
e.Client.MessageReceived += OnMessageReceived;
using (DarkRiftWriter writer = DarkRiftWriter.Create())
{
writer.Write(e.Client.ID);
writer.Write(0);
using (Message message = Message.Create((ushort)Models.Tags0.NewPlayer, writer))
{
foreach (IClient client in ClientManager.GetAllClients())
{
//if (client.ID != e.Client.ID)
{
client.SendMessage(message, SendMode.Reliable);
Console.WriteLine("Player" + client.ID + " Connected");
Console.WriteLine("ClientManager.Count" + ClientManager.Count);
}
}
}
}
}
private void OnClientDisconnected(object sender, ClientDisconnectedEventArgs e)
{
Console.WriteLine("Disconnected");
//destroy et!
}
private void OnMessageReceived(object sender, MessageReceivedEventArgs e)
{
using (Message message = e.GetMessage())
{
if (message.Tag == (ushort)Models.Tags0.PosRot|| message.Tag == (ushort)Models.Tags0.Rot)
{
foreach (IClient client in ClientManager.GetAllClients())
{
if (client.ID != e.Client.ID)
{
client.SendMessage(message, SendMode.Unreliable);
}
}
}
if (message.Tag == (ushort)Models.Tags0.InteractionType)
{
foreach (IClient client in ClientManager.GetAllClients())
{
if (client.ID != e.Client.ID)
{
client.SendMessage(message, SendMode.Reliable);
}
}
}
}
}
}
}
好的,我应该输入服务器电脑的ipv4地址。