为了测试我的 Unity 应用程序的网络部分,我有一个根据键盘输入移动的“模仿”游戏对象。网络管理器组件 (1) 获取“模仿者”的移动数据并使用 PUT 将其发送到 node.js 本地主机服务器,并且 (2) 从本地主机取回并将其应用于“模仿者”对象。该程序运行良好,但过了一会儿我得到了错误:
IOException: Too many open files
Unity 编辑器中还弹出一个窗口,提示“打开文件失败”,然后编辑器崩溃。我认为这是由于内存没有正确处理造成的,但还没有弄清楚究竟是如何处理的。这是游戏管理器代码:
网络管理器.cs
public class Data
{
public float posX;
...
public Data(float posX...)
{
this.posX = posX;
...
}
}
public class NetworkingManager : MonoBehaviour
{
private GameObject imitator;
private GameObject imitatee;
private Data data;
private string jsonData;
private Data receivedData;
private string uri = "http://localhost:3000/";
private void Awake()
{
// Assign references
...
}
private IEnumerator SendData()
{
data = new Data(
imitatee.transform.position.x,
...
);
jsonData = JsonUtility.ToJson(data);
using (UnityWebRequest req = UnityWebRequest.Put(uri, jsonData))
{
req.SetRequestHeader("Content-Type", "application/json");
yield return req.SendWebRequest();
if (req.isNetworkError || req.isHttpError)
{
Debug.Log(req.error);
}
}
}
private IEnumerator ReceiveData()
{
using (UnityWebRequest req = UnityWebRequest.Get(uri))
{
yield return req.SendWebRequest();
if (req.isNetworkError)
{
Debug.Log(req.error);
}
else
{
receivedData = JsonUtility.FromJson<Data>(req.downloadHandler.text);
imitator.transform.position = new Vector3(
receivedData.posX,
...
);
...
}
}
}
void Update()
{
StartCoroutine(SendData());
StartCoroutine(ReceiveData());
}
}
此外,node.js 后端没有记录错误。
后端.js
const express = require('express')
const app = express()
app.use(express.json())
const port = 3000
var data
app.get('/', (req, res) => {
if (data) res.json(data)
})
app.put('/', (req, res) => {
data = req.body
console.log("Received " + req.body)
})
app.listen(port, () => {
console.log(`App listening at http://localhost:${port}`)
})
感谢你的帮助!