Reputation: 470
I'm creating a networked game in Unity using tcp based sockets. (I'm new to networking and threading stuff).
I'm using System.Net.Sockets async methods like socket.BeginReceive() and socket.EndReceive(). All the client-server connecting and messaging works. But as soon as I try access anything from a Monobehavior (so that I can actually have any effect on the Unity game), like a gameobject's transform, an exception is thrown telling me that I can only access these properties from the main thread.
My question is: why am I not back on the main thread in the callback to foo.beginRecieve(), or at least after I call foo.EndReceive()? How do I return to the main thread using the async socket api? Will I end up having to use the synchronous socket api and just handle the threading myself so I can properly resync with Unity's main thread?
Thanks! Any help would be much appreciated.
//code which sets up the callbacks which are executed when a client receives a message from the server
void BeginReceive() => _clientSocket.BeginReceive(_messageReceivedBuffer, 0, _messageReceivedBuffer.Length, SocketFlags.None, ReceiveCallback, null);
void ReceiveCallback(IAsyncResult result)
{
_clientSocket.EndReceive(result);
var msg = _serializer.ByteArrayToObject<NetworkMessage>(_messageReceivedBuffer);
//this clientmanipulation manipulates the game grid and the gameobjects' which it references
//it's in this method that an exception gets thrown and the code breaks
msg.ClientManipulation(_gameGrid);
BeginReceive();
}
Upvotes: 0
Views: 424
Reputation: 90823
In general for EndReceive
:
Before calling
BeginReceive
, you need to create a callback method that implements theAsyncCallback
delegate. This callback method executes in a separate thread and is called by the system afterBeginReceive
returns. The callback method must accept theIAsyncResult
returned by theBeginReceive
method as a parameter.[...]
The
EndReceive
method will block until data is available.
Usually you would use a pattern often referred to as Main Thread Dispatcher using a ConcurrentQueue
. For Unity this is quite easy since you already have something that is surely always been executed in the main thread: Update
public class Example : MonoBehaviour
{
...
private ConcurrentQueue<Action> _mainThreadActions = new ConcurrentQueue<Action>();
private void Update()
{
// Handle all callbacks in main thread
while(_mainthreadActions.Count > 0 && _mainThreadActions.TryDequeue(out var action))
{
action?.Invoke();
}
}
void BeginReceive()
{
_clientSocket.BeginReceive(_messageReceivedBuffer, 0, _messageReceivedBuffer.Length, SocketFlags.None, ReceiveCallback, null);
}
void ReceiveCallback(IAsyncResult result)
{
_clientSocket.EndReceive(result);
var msg = _serializer.ByteArrayToObject<NetworkMessage>(_messageReceivedBuffer);
// On threads / possibly async code enqueue the action to be invoked in the main thread
_mainThreadActions.Enqueue(()=> {msg.ClientManipulation(_gameGrid)});
BeginReceive();
}
}
Upvotes: 0