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[Unity3d]socket通信 切换到web版本时报错SecurityException解决办法

2013-12-04 00:10 555 查看
今天苦战了一天,就跟一个Unity切换到web平台的socket通信出错苦苦纠缠了一天,问了好多大牛,但他们的回复都是我没搞过web平台下的通信或者我只专研于pc或者移动平台。看来没办法了,只能自己硬着头皮往下探究了,貌似之前flash开发就是这样,凡事碰到要跟服务器通信的都会出现老大难的权限不足的错误。

具体错误如下:

SecurityException: Unable to connect, as no valid crossdomain policy was found
System.Net.Sockets.Socket.Connect_internal (IntPtr sock, System.Net.SocketAddress sa, System.Int32& error, Boolean requireSocketPolicyFile)
System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP, Boolean requireSocketPolicy)
System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP)
System.Net.Sockets.UdpClient.DoConnect (System.Net.IPEndPoint endPoint)
System.Net.Sockets.UdpClient.Connect (System.Net.IPEndPoint endPoint)

System.Net.Sockets.UdpClient.Connect (System.String hostname, Int32 port)

这印象太深刻了,搞得我快吐血了,但这时终于搞定了,真欣慰。

之前我写过一篇有关于www访问web服务器的相同的问题,但那个稍微好解决一点,只要参考着官方文档就能解决了,我在这之前也有解决过该类问题的博客,官方的文档是:http://docs.unity3d.com/Documentation/Manual/SecuritySandbox.html,虽然全是英文,但学搞IT的看不了英文还真的很蛋疼,谁叫老美IT发达的呢,希望什么时候,互联网上技术先进的博客或者论坛都是中文的,当然有点想当然了,如果真有那么一天不知道是什么时候呢?!只能期待,下面回归正题。

我创建的服务器是C#的控制台程序,在项目工程文件里面添加以下crossdomain.xml文件,然后打开843的端口,切记这个必须打开,不然就会报错,客户端是通过这个端口来查找配置文件的。然后在运行unity切换到web平台就不会报错了。

怎么打开843端口呢?

解决办法:我们在unity的安装目录下找到一个sockpol.exe的这个一个工具,具体路径是在“...\Unity\Editor\Data\Tools\SocketPolicyServer“路径下有sockpol.exe和它的源码。如果你的服务器端是Windows平台的话,直接Copy一个sockpol.exe到服务器端,在CMD中执行
sockpol.exe --all
即可为服务器端配置好Security SandBox安全策略。

运行了之后我们会看到Hit Return to stop the server,然后如果有一个人连接上的话就会提示

incoming connection

got policy request,sending response

如果做到这一步 恭喜你能连接了。

测试地址:http://114.92.230.107/aspnet_client/system_web/chat/newchat.html

还有一个问题就是端口衍射的问题,要绑定外网IP和内网服务器的端口,不然的话外网还是不能使用聊天功能的,只能看到页面而已!

源码以后有空再上传,这时困了,睡觉觉!

源码:

Server端:

ChatClient:

[csharp]
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using System;

using System.Collections.Generic;

using System.Linq;

using System.Text;

using System.Collections;

using System.Net.Sockets;

namespace TestServer

{

class ChatClient

{

public static Hashtable ALLClients = new Hashtable(); // 客户列表

private TcpClient _client; // 客户端实体

public string _clientIP; // 客户端IP

private string _clientNick; // 客户端昵称

private byte[] data; // 消息数据

private bool ReceiveNick = true;

public ChatClient(TcpClient client)

{

this._client = client;

this._clientIP = client.Client.RemoteEndPoint.ToString();

// 把当前客户端实例添加到客户列表当中

ALLClients.Add(this._clientIP, this);

data = new byte[this._client.ReceiveBufferSize];

// 从服务端获取消息

client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);

}

// 从客戶端获取消息

public void ReceiveMessage(IAsyncResult ar)

{

int bytesRead;

try

{

lock (this._client.GetStream())

{

bytesRead = this._client.GetStream().EndRead(ar);

}

if (bytesRead < 1)

{

ALLClients.Remove(this._clientIP);

Broadcast(this._clientNick + " has left the chat");

return;

}

else

{

string messageReceived = System.Text.Encoding.ASCII.GetString(data, 0, bytesRead);

if (ReceiveNick)

{

this._clientNick = messageReceived;

Broadcast(this._clientNick + " has joined the chat.");

//this.sendMessage("hello");

ReceiveNick = false;

}

else

{

Broadcast(this._clientNick + ">" + messageReceived);

}

}

lock (this._client.GetStream())

{

this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);

}

}

catch (Exception ex)

{

ALLClients.Remove(this._clientIP);

Broadcast(this._clientNick + " has left the chat.");

}

}

// 向客戶端发送消息

public void sendMessage(string message)

{

try

{

System.Net.Sockets.NetworkStream ns;

lock (this._client.GetStream())

{

ns = this._client.GetStream();

}

// 对信息进行编码

byte[] bytesToSend = System.Text.Encoding.ASCII.GetBytes(message);

ns.Write(bytesToSend, 0, bytesToSend.Length);

ns.Flush();

}

catch (Exception ex)

{

}

}

// 向客户端广播消息

public void Broadcast(string message)

{

Console.WriteLine(message);

foreach (DictionaryEntry c in ALLClients)

{

((ChatClient)(c.Value)).sendMessage(message + Environment.NewLine);

}

}

}

}

Program:

[csharp]
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using System;

using System.Collections.Generic;

using System.Linq;

using System.Text;

using System.Net.Sockets;

using TestServer;

namespace ConsoleApplication1

{

class Program

{

//设置连接端口

const int portNo = 5001;

static void Main(string[] args)

{

// 初始化服务器IP

System.Net.IPAddress localAdd = System.Net.IPAddress.Parse("114.92.245.173");

// 创建TCP侦听器

TcpListener listener = new TcpListener(localAdd, portNo);

//开始启动监听

listener.Start();

// 显示服务器启动信息

Console.WriteLine("Server is starting...\n");

// 循环接受客户端的连接请求

while (true)

{

ChatClient user = new ChatClient(listener.AcceptTcpClient());

// 显示连接客户端的IP与端口

Console.WriteLine(user._clientIP + " is joined...\n");

}

}

}

}

Client端:

[csharp]
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using UnityEngine;

using System.Collections;

using System;

using System.Collections.Generic;

using System.ComponentModel;

using System.Text;

using System.Net.Sockets;

public class ClientHandler : MonoBehaviour

{

//端口号

const int portNo = 50001;

private TcpClient _client; //当前socket客户端

byte[] data;

// Use this for initialization

void Start()

{

}

// Update is called once per frame

void Update()

{

}

//名字

public string nickName = "";

//信息

public string message = "";

//要发送的消息

public string sendMsg = "";

void OnGUI()

{

//用户名

nickName = GUI.TextField(new Rect(10, 10, 100, 20), nickName);

//聊天消息

message = GUI.TextArea(new Rect(10, 40, 300, 200), message);

//发送的消息

sendMsg = GUI.TextField(new Rect(10, 250, 210, 20), sendMsg);

if (GUI.Button(new Rect(120, 10, 150, 20), "填写用户名之后连接"))

{

//创建一个新的连接

this._client = new TcpClient();

this._client.Connect("114.92.245.173", portNo);

if(this._client.Connected)

{

Debug.Log("登陆成功");

}

//接受多大的字节数据

data = new byte[this._client.ReceiveBufferSize];

//发送用户名

SendMessage(nickName);

this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);

};

if (GUI.Button(new Rect(230, 250, 80, 20), "发送"))

{

SendMessage(sendMsg);

sendMsg = "";

};

}

//发送消息(ASCII码)

public void SendMessage(string message)

{

try

{

//创建流

NetworkStream ns = this._client.GetStream();

byte[] data = System.Text.Encoding.ASCII.GetBytes(message);

ns.Write(data, 0, data.Length);

ns.Flush();

}

catch (Exception ex)

{

//MessageBox.Show(ex.ToString());

}

}

//接受消息

public void ReceiveMessage(IAsyncResult ar)

{

try

{

int bytesRead;

bytesRead = this._client.GetStream().EndRead(ar);

//如果没有信息则返回

if (bytesRead < 1)

{

return;

}

else

{

Debug.Log(System.Text.Encoding.ASCII.GetString(data, 0, bytesRead));

//message是不断的加的,然后显示到中间的框中

message += System.Text.Encoding.ASCII.GetString(data, 0, bytesRead);

}

//开始读取接收到的信息保存到data中

this._client.GetStream().BeginRead(data, 0, System.Convert.ToInt32(this._client.ReceiveBufferSize), ReceiveMessage, null);

}

catch (Exception ex)

{

}

}

}

效果:



项目源文件:

http://download.csdn.net/detail/s10141303/6618107
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