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c# - 统一: Trying to send command for object without authority error when more than one client is connected

转载 作者:行者123 更新时间:2023-11-30 15:17:07 25 4
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当多个玩家连接到我的服务器时,我无法通过我的网络发送数据。我收到错误:

Trying to send command for object without authority.
UnityEngine.Networking.NetworkBehaviour:SendCommandInternal(NetworkWriter, Int32, String)
Network_Transmitter:CallCmdPrepareToReceiveBytes(Int32, Int32)
<DoSendBytes>c__Iterator0:MoveNext() (at Assets/Scripts/Networking/Network_Transmitter.cs:63)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
Player_Data:PrepareServerData() (at Assets/Scripts/Player/Player_Data.cs:81)
Player_Data:OnStartLocalPlayer() (at Assets/Scripts/Player/Player_Data.cs:44)
UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate()

错误发生在我的 Player_Controller 脚本中函数 DoSendBytesCmdPrepareToReceiveBytes(transmissionId, data.Length); 行。我将此脚本连同我的 Network_Transmitter 脚本附加到一个 GameObject,并将 NetworkIdentity 指定为 Local Player Authority。一旦服务器完全接收到这个字节数组,我就会根据发送的数据在服务器上实例化一个预制件(serverAvatar),如下所示:

public class Server_InstantiatePrefab : NetworkBehaviour
{
[Server]
public void InstantiatePlayerOnServer(PlayerObject playerObj)
{
GameObject go = Instantiate(Player_Controller.instance.serverAvatar, new Vector3(playerObj.tranX, playerObj.tranY, playerObj.tranZ), Quaternion.identity) as GameObject;

StartCoroutine(DoLoadRawTextureData(go, playerObj.texBytes, playerObj.texWidth, playerObj.texHeight, playerObj.texFormat));
}

[Server]
IEnumerator DoLoadRawTextureData(GameObject go, byte[] texBytes, int texWidth, int texHeight, TextureFormat texFormat)
{
Texture2D tex = new Texture2D(texWidth, texHeight, texFormat, false);
byte[] decompressedTexBytes = lzip.decompressBuffer(texBytes); // decompress texture byte array
tex.LoadRawTextureData(decompressedTexBytes);
tex.Apply();
yield return new WaitForEndOfFrame();
go.GetComponent<Renderer>().material.mainTexture = tex;
}
}

所以就像我说的,当只有一个客户端连接时一切正常,但是一旦我连接多个客户端,我就会收到此客户端权限错误。我该如何解决这个问题?

PlayerController.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Networking;

public class Network_Transmitter : NetworkBehaviour {

public static Network_Transmitter instance = null;

private static readonly string LOG_PREFIX = "[" + typeof(Network_Transmitter).Name + "]: ";
private static int defaultBufferSize = 1400; //max ethernet MTU is ~1400

private class TransmissionData
{
public int curDataIndex; //current position in the array of data already received.
public byte[] data;

public TransmissionData(byte[] _data)
{
curDataIndex = 0;
data = _data;
}
}

// list of transmissions currently going on. a transmission id is used to
// uniquely identify to which transmission a received byte[] belongs to.
List<int> clientTransmissionIds = new List<int>();

//maps the transmission id to the data being received.
Dictionary<int, TransmissionData> serverTransmissionData = new Dictionary<int, TransmissionData>();

//callbacks which are invoked on the respective events. int = transmissionId. byte[] = data sent or received.
public event UnityAction<int, byte[]> OnDataComepletelySent;
public event UnityAction<int, byte[]> OnDataFragmentSent;
public event UnityAction<int, byte[]> OnDataFragmentReceived;
public event UnityAction<int, byte[]> OnDataCompletelyReceived;

private void Awake()
{
if (instance == null)
instance = this;
else if (instance != this)
Destroy(gameObject);
}

// SEND BYTE[] IN MULTIPLE PACKETS

[Client]
public void SendBytes(int transmissionId, byte[] data)
{
Debug.Assert(!clientTransmissionIds.Contains(transmissionId));
StartCoroutine(DoSendBytes(transmissionId, data));
}

[Client]
public IEnumerator DoSendBytes(int transmissionId, byte[] data)
{
Debug.Assert(!clientTransmissionIds.Contains(transmissionId));
Debug.Log(LOG_PREFIX + "SendBytesToClients processId=" + transmissionId + " | datasize=" + data.Length);

//tell client that he is going to receive some data and tell him how much it will be.
CmdPrepareToReceiveBytes(transmissionId, data.Length);
yield return null;

//begin transmission of data. send chunks of 'bufferSize' until completely transmitted.
clientTransmissionIds.Add(transmissionId);
TransmissionData dataToTransmit = new TransmissionData(data);
int bufferSize = defaultBufferSize;
while (dataToTransmit.curDataIndex < dataToTransmit.data.Length - 1)
{
//determine the remaining amount of bytes, still need to be sent.
int remaining = dataToTransmit.data.Length - dataToTransmit.curDataIndex;
if (remaining < bufferSize)
bufferSize = remaining;

//prepare the chunk of data which will be sent in this iteration
byte[] buffer = new byte[bufferSize];
System.Array.Copy(dataToTransmit.data, dataToTransmit.curDataIndex, buffer, 0, bufferSize);

//send the chunk
CmdReceiveBytes(transmissionId, buffer);
dataToTransmit.curDataIndex += bufferSize;

yield return null;

if (null != OnDataFragmentSent)
OnDataFragmentSent.Invoke(transmissionId, buffer);
}

//transmission complete.
clientTransmissionIds.Remove(transmissionId);

if (null != OnDataComepletelySent)
OnDataComepletelySent.Invoke(transmissionId, dataToTransmit.data);
}

[Command]
private void CmdPrepareToReceiveBytes(int transmissionId, int expectedSize)
{
if (serverTransmissionData.ContainsKey(transmissionId))
return;

//prepare data array which will be filled chunk by chunk by the received data
TransmissionData receivingData = new TransmissionData(new byte[expectedSize]);
serverTransmissionData.Add(transmissionId, receivingData);
}

//use reliable sequenced channel to ensure bytes are sent in correct order
[Command(channel = 1)]
private void CmdReceiveBytes(int transmissionId, byte[] recBuffer)
{
//already completely received or not prepared?
if (!serverTransmissionData.ContainsKey(transmissionId))
return;

//copy received data into prepared array and remember current dataposition
TransmissionData dataToReceive = serverTransmissionData[transmissionId];
System.Array.Copy(recBuffer, 0, dataToReceive.data, dataToReceive.curDataIndex, recBuffer.Length);
dataToReceive.curDataIndex += recBuffer.Length;

if (null != OnDataFragmentReceived)
OnDataFragmentReceived(transmissionId, recBuffer);

if (dataToReceive.curDataIndex < dataToReceive.data.Length - 1)
//current data not completely received
return;

//current data completely received
Debug.Log(LOG_PREFIX + "Completely Received Data at transmissionId=" + transmissionId);
serverTransmissionData.Remove(transmissionId);

if (null != OnDataCompletelyReceived)
OnDataCompletelyReceived.Invoke(transmissionId, dataToReceive.data);
}

Network_Transmitter.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Networking;

public class Network_Transmitter : NetworkBehaviour
{

public static Network_Transmitter instance = null;

private static readonly string LOG_PREFIX = "[" + typeof(Network_Transmitter).Name + "]: ";
private static int defaultBufferSize = 1400; //max ethernet MTU is ~1400

private class TransmissionData
{
public int curDataIndex; //current position in the array of data already received.
public byte[] data;

public TransmissionData(byte[] _data)
{
curDataIndex = 0;
data = _data;
}
}

// list of transmissions currently going on. a transmission id is used to
// uniquely identify to which transmission a received byte[] belongs to.
List<int> clientTransmissionIds = new List<int>();

//maps the transmission id to the data being received.
Dictionary<int, TransmissionData> serverTransmissionData = new Dictionary<int, TransmissionData>();

//callbacks which are invoked on the respective events. int = transmissionId. byte[] = data sent or received.
public event UnityAction<int, byte[]> OnDataComepletelySent;
public event UnityAction<int, byte[]> OnDataFragmentSent;
public event UnityAction<int, byte[]> OnDataFragmentReceived;
public event UnityAction<int, byte[]> OnDataCompletelyReceived;

private void Awake()
{
if (instance == null)
instance = this;
else if (instance != this)
Destroy(gameObject);
}

// SEND BYTE[] IN MULTIPLE PACKETS

public void SendBytes(int transmissionId, byte[] data)
{
Debug.Assert(!clientTransmissionIds.Contains(transmissionId));
StartCoroutine(DoSendBytes(transmissionId, data));
}

public IEnumerator DoSendBytes(int transmissionId, byte[] data)
{
Debug.Assert(!clientTransmissionIds.Contains(transmissionId));
Debug.Log(LOG_PREFIX + "SendBytesToClients processId=" + transmissionId + " | datasize=" + data.Length);

//tell server that he is going to receive some data and tell him how much it will be.
CmdPrepareToReceiveBytes(transmissionId, data.Length);
yield return null;

//begin transmission of data. send chunks of 'bufferSize' until completely transmitted.
clientTransmissionIds.Add(transmissionId);
TransmissionData dataToTransmit = new TransmissionData(data);
int bufferSize = defaultBufferSize;
while (dataToTransmit.curDataIndex < dataToTransmit.data.Length - 1)
{
//determine the remaining amount of bytes, still need to be sent.
int remaining = dataToTransmit.data.Length - dataToTransmit.curDataIndex;
if (remaining < bufferSize)
bufferSize = remaining;

//prepare the chunk of data which will be sent in this iteration
byte[] buffer = new byte[bufferSize];
System.Array.Copy(dataToTransmit.data, dataToTransmit.curDataIndex, buffer, 0, bufferSize);

//send the chunk
CmdReceiveBytes(transmissionId, buffer);
dataToTransmit.curDataIndex += bufferSize;

yield return null;

if (null != OnDataFragmentSent)
OnDataFragmentSent.Invoke(transmissionId, buffer);
}

//transmission complete.
clientTransmissionIds.Remove(transmissionId);

if (null != OnDataComepletelySent)
OnDataComepletelySent.Invoke(transmissionId, dataToTransmit.data);
}

[Command]
private void CmdPrepareToReceiveBytes(int transmissionId, int expectedSize)
{
if (serverTransmissionData.ContainsKey(transmissionId))
return;

//prepare data array which will be filled chunk by chunk by the received data
TransmissionData receivingData = new TransmissionData(new byte[expectedSize]);
serverTransmissionData.Add(transmissionId, receivingData);
}

//use reliable sequenced channel to ensure bytes are sent in correct order
[Command(channel = 1)]
private void CmdReceiveBytes(int transmissionId, byte[] recBuffer)
{
//already completely received or not prepared?
if (!serverTransmissionData.ContainsKey(transmissionId))
return;

//copy received data into prepared array and remember current dataposition
TransmissionData dataToReceive = serverTransmissionData[transmissionId];
System.Array.Copy(recBuffer, 0, dataToReceive.data, dataToReceive.curDataIndex, recBuffer.Length);
dataToReceive.curDataIndex += recBuffer.Length;

if (null != OnDataFragmentReceived)
OnDataFragmentReceived(transmissionId, recBuffer);

if (dataToReceive.curDataIndex < dataToReceive.data.Length - 1)
//current data not completely received
return;

//current data completely received
Debug.Log(LOG_PREFIX + "Completely Received Data at transmissionId=" + transmissionId);
serverTransmissionData.Remove(transmissionId);

if (null != OnDataCompletelyReceived)
OnDataCompletelyReceived.Invoke(transmissionId, dataToReceive.data);
}
}

Player_Data.cs

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Networking;
using VacuumShaders.TextureExtensions;

[Serializable]
public class PlayerObject
{
public byte[] texBytes;
public int texWidth;
public int texHeight;
public TextureFormat texFormat;

public float tranX;
public float tranY;
public float tranZ;
public string type;
public string id;
public int strength;
public int hitpoints;
}

public class Player_Data : NetworkBehaviour
{
PlayerObject playerObj = new PlayerObject();

public Texture2D texToSend;
private Texture2D texResized;

private string typeToSend = "Deer";
public Vector3 tran;
private int strengthToSend = 80;
private int hitPointsToSend = 2;

private void Start()
{
if (!isLocalPlayer)
return;

PrepareServerData();
}

[Client]
public void PrepareServerData()
{
Player_Spawn spawn = GetComponent<Player_Spawn>();
tran = spawn.GetPlayerPos();

StartCoroutine(DoResizeTexture(texToSend));
StartCoroutine(DoGetRawTextureData(texResized));

playerObj.texWidth = texResized.width;
playerObj.texHeight = texResized.height;
playerObj.texFormat = texResized.format;
playerObj.tranX = tran.x;
playerObj.tranY = tran.y;
playerObj.tranZ = tran.z;
playerObj.type = typeToSend;
Player_ID id = GetComponent<Player_ID>();
playerObj.id = id.MakeUniqueIdentity();
playerObj.strength = strengthToSend;
playerObj.hitpoints = hitPointsToSend;

Network_Serializer serialize = GetComponent<Network_Serializer>();

// Send Data from Client to Server as many small sequenced packets
byte[] bytes = serialize.ObjectToByteArray(playerObj);

Network_Transmitter networkTransmitter = GetComponent<Network_Transmitter>();
StartCoroutine(networkTransmitter.DoSendBytes(0, bytes));
}

IEnumerator DoResizeTexture(Texture2D tex)
{
tex.ResizePro(16, 16, out texResized);
yield return new WaitForEndOfFrame();
}

IEnumerator DoGetRawTextureData(Texture2D tex)
{
byte[] texBytes = tex.GetRawTextureData(); // comvert texture to raw bytes
byte[] compressedTexBytes = lzip.compressBuffer(texBytes, 1); // compress texture byte array
playerObj.texBytes = compressedTexBytes; // set compressed bytes to player object

yield return new WaitForEndOfFrame();

GameObject infoDisplayText = GameObject.Find("InfoDisplay");
infoDisplayText.GetComponent<Text>().text += "Bytes to send : " + playerObj.texBytes.Length + "\n";
}
}

最佳答案

这就是我第一次学习 UNET 时遇到的问题。所以这是一般性的答案,我相信一旦你了解了 UNET 的实际工作原理,它就会解决你的问题。

在你的代码片段旁边,错误

Trying to send command for object without authority.

很明显,您正在从一个您没有权限的对象发送命令请求

那么它是什么意思以及如何解决它你可以看到我的答案Here .

根据您的代码片段,在发送命令(或执行命令函数)之前,将该对象(您的脚本附加的位置)的权限分配给您的播放器

希望它有意义并解决问题。快乐!

关于c# - 统一: Trying to send command for object without authority error when more than one client is connected,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/47228574/

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