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Unity IPv6 Socket 支持

2016-07-12 15:16 459 查看
Unity IPv6 几点注意事项:

1.unity版本: 5.3.4 P4

2.服务器IP地址 需要通过 IOS原生代码 getaddrinfo 做转换

3.socket.LocalEndPoint socket.RemoteEndPoint (IPv6环境 访问这两个变量会报异常,需要做特殊处理)

4. 第二个参数 一定要传 “http” 否则连接外网 会有异常

1error = getaddrinfo(ipv4_str, "http", &hints, &res0);
5.IOS9.2及以后的版本才支持IPv6(这个一定要注意

Apple如何审核支持IPV6-Only?

首先第一点:这里说的支持IPV6-Only网络,其实就是说让应用在 IPv6 DNS64/NAT64 网络环境下仍然能够正常运行。但是考虑到我们目前的实际网络环境仍然是IPV4网络,所以应用需要能够同时保证IPV4和IPV6环境下的可用性。从这点来说,苹果不会去扫描IPV4的专有API来拒绝审核通过,因为IPV4的API和IPV6的API调用都会同时存在于代码中。其次第二点:Apple官方声明iOS9开始向IPV6支持过渡,在iOS9.2+支持IPV4地址合成IPV6地址。其提供的Reachability库在iOS8系统下,当从IPV4切换到IPV6网络,或者从IPV6网络切换到IPV4,是无法监控到网络状态的变化。也有一些开发者针对这些Bug询问Apple的审核部门,给予的答复是只需要在苹果最新的系统上保证IPV6的兼容性即可最后第三点:只要应用的主流程支持IPV6,通过苹果审核即可。对于不支持IPV6的模块,考虑到我们现实IPV6网络的部署还需要一段时间,短时间内不会影响我们用户的使用。但随着4G网络IPV6的部署,这部分模块还是需要逐渐安排人力进行支持。IOS IPv6 官方说明文档:https://developer.apple.com/library/ios/documentation/NetworkingInternetWeb/Conceptual/NetworkingOverview/UnderstandingandPreparingfortheIPv6Transition/UnderstandingandPreparingfortheIPv6Transition.html#//apple_ref/doc/uid/TP40010220-CH213-SW1把源码给大家贴出来(代码写的比较乱,请大家多多包涵):IOS代码 .h 文件

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@interface
BundleId
:
NSObject

+(NSString
*)getIPv6
:
(const
char
*)mHost
:(const
char
*)mPort;

@end

IOS代码 .m文件

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071#import "BundleId.h"#include <sys/socket.h>#include <netdb.h>#include <arpa/inet.h>#include <err.h> #define MakeStringCopy( _x_ ) ( _x_ != NULL && [_x_ isKindOfClass:[NSString class]] ) ? strdup( [_x_ UTF8String] ) : NULL const char* getIPv6(const char *mHost,const char *mPort){ if( nil == mHost ) return NULL; const char *newChar = "No"; const char *cause = NULL; struct addrinfo* res0; struct addrinfo hints; struct addrinfo* res; int n, s; memset(&hints, 0, sizeof(hints)); hints.ai_flags = AI_DEFAULT; hints.ai_family = PF_UNSPEC; hints.ai_socktype = SOCK_STREAM; if((n=getaddrinfo(mHost, "http", &hints, &res0))!=0) { printf("getaddrinfo error: %s\n",gai_strerror(n)); return NULL; } struct sockaddr_in6* addr6; struct sockaddr_in* addr; NSString * NewStr = NULL; char ipbuf[32]; s = -1; for(res = res0; res; res = res->ai_next) { if (res->ai_family == AF_INET6) { addr6 =( struct sockaddr_in6*)res->ai_addr; newChar = inet_ntop(AF_INET6, &addr6->sin6_addr, ipbuf, sizeof(ipbuf)); NSString * TempA = [[NSString alloc] initWithCString:(const char*)newChar encoding:NSASCIIStringEncoding]; NSString * TempB = [NSString stringWithUTF8String:"&&ipv6"]; NewStr = [TempA stringByAppendingString: TempB]; printf("%s\n", newChar); } else { addr =( struct sockaddr_in*)res->ai_addr; newChar = inet_ntop(AF_INET, &addr->sin_addr, ipbuf, sizeof(ipbuf)); NSString * TempA = [[NSString alloc] initWithCString:(const char*)newChar encoding:NSASCIIStringEncoding]; NSString * TempB = [NSString stringWithUTF8String:"&&ipv4"]; NewStr = [TempA stringByAppendingString: TempB]; printf("%s\n", newChar); } break; } freeaddrinfo(res0); printf("getaddrinfo OK"); NSString * mIPaddr = NewStr; return MakeStringCopy(mIPaddr);}
Unity C#代码

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[DllImport("__Internal")]

private
static
extern
string
getIPv6(string
mHost,
string
mPort);

//"192.168.1.1&&ipv4"

public
static
string
GetIPv6(string
mHost,
string
mPort)

{

#if UNITY_IPHONE && !UNITY_EDITOR

string
mIPv6
=
getIPv6(mHost,
mPort);

return
mIPv6;

#else

return
mHost
+
"&&ipv4";

#endif

}

void
getIPType(String
serverIp,
String
serverPorts,
out
String
newServerIp,
out
AddressFamily mIPType)

{

mIPType
=
AddressFamily.InterNetwork;

newServerIp
=
serverIp;

try

{

string
mIPv6
=
GetIPv6(serverIp,
serverPorts);

if
(!string.IsNullOrEmpty(mIPv6))

{

string[]
m_StrTemp
=
System.Text.RegularExpressions.Regex.Split(mIPv6,
"&&");

if
(m_StrTemp
!=
null
&&
m_StrTemp.Length
>=
2)

{

string
IPType
=
m_StrTemp[1];

if
(IPType
==
"ipv6")

{

newServerIp
=
m_StrTemp[0];

mIPType
=
AddressFamily.InterNetworkV6;

}

}

}

}

catch
(Exception
e)

{

ClientLog.Instance.Log("GetIPv6
error:"
+
e);

}

}

public
SocketClient(String
serverIp,
String
serverPorts)

{

String
newServerIp
=
"";

AddressFamily
newAddressFamily
=
AddressFamily.InterNetwork;

getIPType(serverIp,
serverPorts,
out
newServerIp,
out
newAddressFamily);

if
(!string.IsNullOrEmpty(newServerIp)){
serverIp
=
newServerIp;}

socketClient
=
new
Socket(newAddressFamily,
SocketType.Stream,
ProtocolType.Tcp);

ClientLog.Instance.Log("Socket
AddressFamily :"
+
newAddressFamily.ToString()
+
"ServerIp:"
+
serverIp);

}

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