我在c#中编写了一个socket服务器,它将用作我所参与的小型游戏项目的基本设计 . 套接字服务器在lan上运行良好 . 我能够在服务器和客户端之间完全通信 . 但是,在WAN上,服务器从客户端接收所有正确的消息,但客户端不从服务器接收消息 . 客户端和服务器都在路由器后面,但只有服务器的路由器有端口转发 . 当客户端连接到服务器时,我获得连接的IP地址 . 因为客户端在NAT后面,是否需要收集发件人的更多信息?我假设客户端可以设置端口转发,但这对游戏来说非常适得其反 . 我能得到的任何帮助表示赞赏 . 如果您需要代码,请告诉我 . 提前致谢 .
Used to make the TCP connection from the client
public string ConnectionAttempt(string ServeIP, string PlayUsername)
{
username = PlayUsername;
try
{
connectionClient = new TcpClient(ServeIP,TCP_PORT_NUMBER);
connectionClient.GetStream().BeginRead(readbuffer, 0, READ_BUFFER_SIZE, new AsyncCallback(DoRead), null);
Login(username);
ipAddress = IPAddress.Parse(((IPEndPoint)connectionClient.Client.RemoteEndPoint).Address.ToString());
servIP = new IPEndPoint(ipAddress,65002);
listenUDP = new IPEndPoint(ipAddress, 0);
UDPListenerThread = new Thread(receiveUDP);
UDPListenerThread.IsBackground = true;
UDPListenerThread.Start();
return "Connection Succeeded";
}
catch(Exception ex) {
return (ex.Message.ToString() + "Connection Failed");
}
}
Listens for a UDP message on a thread.
private void receiveUDP()
{
System.Net.IPEndPoint test = new System.Net.IPEndPoint(System.Net.IPAddress.Any, 0);
System.Net.EndPoint serverIP = (System.Net.EndPoint)test;
server.Bind(serverIP);
EndPoint RemoteServ = (EndPoint)servIP;
while (true)
{
byte[] content = new byte[1024];
int data = server.ReceiveFrom(content, ref RemoteServ);
string message = Encoding.ASCII.GetString(content);
result = message;
ProcessCommands(message);
}
}
Server TCP connection Listener:
private void ConnectionListen()
{
try
{
listener = new TcpListener(System.Net.IPAddress.Any, PORT_NUM);
listener.Start();
do
{
UserConnection client = new UserConnection(listener.AcceptTcpClient());
client.LineRecieved += new LineRecieve(OnLineRecieved);
UpdateStatus("Someone is attempting a login");
} while (true);
}
catch
{
}
}
Server UDP Listener:
private void receiveUDP()
{
System.Net.IPEndPoint test = new System.Net.IPEndPoint(System.Net.IPAddress.Any, UDP_PORT);
System.Net.EndPoint serverIP = (System.Net.EndPoint)test;
trans.Bind(serverIP);
System.Net.IPEndPoint ipep = new System.Net.IPEndPoint(System.Net.IPAddress.Any, 0);
System.Net.EndPoint Remote = (System.Net.EndPoint)ipep;
while (true)
{
byte[] content = new byte[1024];
int recv = trans.ReceiveFrom(content,ref Remote);
string message = Encoding.ASCII.GetString(content);
string[] data = message.Split((char)124);
//UpdateStatus(data[0] + data[1]);
UserConnection sender = (UserConnection)clients[data[0]];
sender.RemoteAdd = Remote;
if (data.Length > 2)
{
OnLineRecieved(sender, data[1] + "|" + data[2]);
}
else
{
OnLineRecieved(sender, data[1]);
}
}
}
Setup Information for a user connection Server-side:
Socket trans = new Socket(AddressFamily.InterNetwork,
SocketType.Dgram, ProtocolType.Udp); //UDP connection for data transmission in game.
public PlayerLoc Location = new PlayerLoc();
public UserConnection(TcpClient client)//TCP connection established first in the Constructor
{
this.client = client;
ipAdd = IPAddress.Parse(((IPEndPoint)client.Client.RemoteEndPoint).Address.ToString());
ipep = new IPEndPoint(ipAdd, ((IPEndPoint)client.Client.RemoteEndPoint).Port);
this.client.GetStream().BeginRead(readBuffer, 0, READ_BUFFER_SIZE, new AsyncCallback(StreamReciever), null);
}
Method for sending data to individual users:
public void SendData(string data)//UDP only used during transmission
{
byte[] dataArr = Encoding.ASCII.GetBytes(data);
trans.SendTo(dataArr, dataArr.Length,SocketFlags.None, RemoteAdd);
}
1 回答
客户端必须启动UDP通信,以便它可以在路由器/防火墙中获得"hole" . 并且UDP服务器必须使用
ReceviedFrom
中引用的 endpoints 进行回复