Unity3d服务器自动发现,仅限局域网

Ale*_*dre 4 client-server unity-game-engine

我需要在本地网络中使用服务器实现游戏,无法访问Internet.

如果我可以处理客户端和服务器之间的连接和网络通信(如果它们已连接),我想知道是否有一种优雅的方法可以让客户端在启动时发现服务器的地址.


我提供了我的方法作为答案,以便分享知识,但是看看是否有更优雅/自动的方法会很高兴.

Ale*_*dre 7

客户端将使用特定端口连接到游戏服务器.我在不同的端口实现了UDP组播,因此客户端可以获得服务器的IP.

以下代码适用于服务器和客户端,使用Unity Javascript编写.在服务器端,它将在端口5100每秒开始发送多播消息.客户端将侦听同一端口,直到它们检测到新消息.然后,他们识别发件人的IP并以Unity3d方式建立客户端 - 服务器连接.

private var server_port : int = 5000;
private var server_ip : String;

// multicast
private var startup_port : int = 5100;
private var group_address : IPAddress = IPAddress.Parse ("224.0.0.224");
private var udp_client : UdpClient;
private var remote_end : IPEndPoint;

function Start ()
{
    // loaded elsewhere
    if (station_id == "GameServer")
        StartGameServer ();
    else
        StartGameClient ();
}

function StartGameServer ()
{
    // the Unity3d way to become a server
    init_status = Network.InitializeServer (10, server_port, false);
    Debug.Log ("status: " + init_status);

    StartBroadcast ();
}

function StartGameClient ()
{
    // multicast receive setup
    remote_end = IPEndPoint (IPAddress.Any, startup_port);
    udp_client = UdpClient (remote_end);
    udp_client.JoinMulticastGroup (group_address);

    // async callback for multicast
    udp_client.BeginReceive (new AsyncCallback (ServerLookup), null);

    MakeConnection ();
}

function MakeConnection ()
{
    // continues after we get server's address
    while (!server_ip)
        yield;

    while (Network.peerType == NetworkPeerType.Disconnected)
    {
        Debug.Log ("connecting: " + server_ip +":"+ server_port);

        // the Unity3d way to connect to a server
        var error : NetworkConnectionError;
        error = Network.Connect (server_ip, server_port);

        Debug.Log ("status: " + error);
        yield WaitForSeconds (1);
    }
}

/******* broadcast functions *******/
function ServerLookup (ar : IAsyncResult)
{
    // receivers package and identifies IP
    var receiveBytes = udp_client.EndReceive (ar, remote_end);

    server_ip = remote_end.Address.ToString ();
    Debug.Log ("Server: " + server_ip);
}

function StartBroadcast ()
{
    // multicast send setup
    udp_client = UdpClient ();
    udp_client.JoinMulticastGroup (group_address);
    remote_end = IPEndPoint (group_address, startup_port);

    // sends multicast
    while (true)
    {
        var buffer = Encoding.ASCII.GetBytes ("GameServer");
        udp_client.Send (buffer, buffer.Length, remote_end);

        yield WaitForSeconds (1);
    }
}
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