Any ideas on why I can't get a unity C# server and python client on the same network to play nicely?
C# server
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
public class Wiiboard : MonoBehaviour
{
public int port;
public void StartClient()
{
TcpListener server = null;
try
{
IPAddress localAddr = IPAddress.Parse("0.0.0.0");
// TcpListener server = new TcpListener(port);
server = new TcpListener(localAddr, port);
// Start listening for client requests.
server.Start();
// Buffer for reading data
Byte[] bytes = new Byte[256];
String data = null;
// Enter the listening loop.
while (true)
{
Debug.Log("Waiting for a connection... ");
// Perform a blocking call to accept requests.
// You could also use server.AcceptSocket() here.
TcpClient client = server.AcceptTcpClient();
Debug.Log(String.Format("Connected!"));
data = null;
// Get a stream object for reading and writing
NetworkStream stream = client.GetStream();
int i;
// Loop to receive all the data sent by the client.
while ((i = stream.Read(bytes, 0, bytes.Length)) != 0)
{
// Translate data bytes to a ASCII string.
data = System.Text.Encoding.ASCII.GetString(bytes, 0, i);
Debug.Log(String.Format("Received: {0}", data));
// Process the data sent by the client.
data = data.ToUpper();
byte[] msg = System.Text.Encoding.ASCII.GetBytes(data);
// Send back a response.
stream.Write(msg, 0, msg.Length);
Debug.Log(String.Format("Sent: {0}", data));
}
// Shutdown and end connection
client.Close();
}
}
catch (SocketException e)
{
Debug.LogError(String.Format("SocketException: {0}", e));
}
finally
{
// Stop listening for new clients.
server.Stop();
}
Debug.Log(String.Format("\nHit enter to continue..."));
Console.Read();
}
// Start is called before the first frame update
void Start()
{
Thread t = new Thread(new ThreadStart(StartClient));
t.Start();
}
}
python client:
HOST = '192.168.0.38' # The server's hostname or IP address
PORT = 25565 # The port used by the server
#https://realpython.com/python-sockets/
def client():
with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as s:
print(f"CLIENT >>> waiting to connect to {HOST}:{PORT}")
s.connect((HOST, PORT))
s.sendall(b'Hello, world!<EOF>')
data = s.recv(1024)
print('CLIENT >>> Received', repr(data))
[other, entirely irrelevant code. just stuff for the wiiboard]
client()
For context, I'm trying to relay data from a Wii balance board connected to my laptop(windows wouldn't play nicely with the board and VR doesn't play nicely with Linux as I've heard) to my desktop over a socket connection into unity. I've had no issues with sockets when my laptop was running windows, but since I had to run Linux on the laptop for this, it's stopped playing nicely.
I'm running the python client on my laptop running ubuntu 18.08 LTS and I am running the C# server on my windows 10 desktop in unity.
- I've checked that the IP and port is okay
- I've checked that both unity and the built application have firewall exceptions
- I've ran the python client locally on the desktop and had it work
- I've tried the same python client on the laptop but on windows with the same result
Clearly the code is not at fault here, but that leaves the question, what is?