Reputation: 4878
I am testing node.js
as TCP server and Unity3d
as client for my up coming project.
I create a simple chat interface with unity3d
that can send and receive data from the server. Everything seems to work fine until I test with 2 clients, one in Unity editor
and another with Unity application
, whenever I send the message, the server immediately pickup and display in terminal
. But the client side only update the display interface when I click to focus on the client, be it Unity editor
or the Unity application
itself.
Below are my codes:
Node.js
net = require('net');
var clients = [];
net.createServer(function (socket) {
socket.name = socket.remoteAddress + ":" + socket.remotePort
clients.push(socket);
socket.write("Welcome " + socket.name + "\n");
broadcast(socket.name + " joined the chat\n", socket);
socket.on('data', function (data) {
broadcast(socket.name + "> " + data, socket);
});
socket.on('end', function () {
clients.splice(clients.indexOf(socket), 1);
broadcast(socket.name + " left the chat.\n");
});
function broadcast(message, sender) {
clients.forEach(function (client) {
if (client === sender) return;
client.write(message);
});
process.stdout.write(message)
}
}).listen(5000);
// Put a friendly message on the terminal of the server.
console.log("Chat server running at port 5000\n");
client.cs
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Net.Sockets;
using System.IO;
public class client : MonoBehaviour {
private bool socketReady;
private TcpClient socket;
private NetworkStream stream;
private StreamWriter writer;
private StreamReader reader;
public Text servermessage;
public InputField input;
// Use this for initialization
void Start () {
ConnectToServer ();
}
// Update is called once per frame
void Update () {
if(socketReady){
if(stream.DataAvailable){
string data = reader.ReadLine ();
if(data != null){
OnIncomingData (data);
}
}
}
}
public void ConnectToServer(){
if(socketReady)
return;
string host = "127.0.0.1";
int port = 5000;
try
{
socket = new TcpClient(host,port);
stream = socket.GetStream();
writer = new StreamWriter(stream);
reader = new StreamReader(stream);
socketReady = true;
Debug.Log("socket :"+ reader.ToString());
}
catch (System.Exception e)
{
Debug.Log("socket error :"+ e);
}
}
private void OnIncomingData(string data){
Debug.Log ("server : "+ data);
servermessage.text = data;
}
public void OnOutgoingData(string data){
if (!socketReady)
return;
if (input.text == "") {
writer.WriteLine (data);
} else {
writer.WriteLine (input.text);
}
writer.Flush ();
input.text = "";
}
}
What is missing? How can I make it that I can see the immediate update on all my client interface?
Upvotes: 0
Views: 823
Reputation: 2485
This is not caused by your code, but due to the Unity editor. By default the unity editor does not run applications in the background.
You can turn run-in-background on inEdit > Project Settings > Settings-Player
There should be a field Run in background
. Turn it on, and it should update even when you are not focused
See Also Run In background
Upvotes: 1