Version: 2017.3

Network.TestConnection

매뉴얼로 전환
public static ConnectionTesterStatus TestConnection (bool forceTest= false);

설명

Test this machines network connection.

Two types of tests are performed depending on if the machine has a public IP address present or if it only has a private address (or addresses).

The public IP address test is primarily for when running a server as no tests are needed for clients with public addresses. In order for the public IP test to succeed a server instance must be started. A test server will try to connect to the IP and port of the local server and thus it is shown in the server is connectable. If not then a firewall is most likely blocking the server port. A server instance needs to be running so that the test server has something to connect to.

The other test is for checking NAT punchthrough capabilities. This is a valid test for both servers and clients and can be performed without any prior setup. There are 4 types of NAT test results (see ConnectionTesterStatus): __Full Cone_, Address Restricted Cone, Port restricted and Symmetric.

First two types offer full NAT punchthrough support and can connect to any type. Port restricted type cannot connect to or receive a connection from symmetric type. Symmetric if worst and cannot connect to other symmetric types or port restricted type. The latter two are labelled as offering limited NAT punchthrough support.

This function is asynchronous and might not return a valid result right away because the tests needs some time to complete (1-2 seconds). After test completion the test result is only returned when the function is called again, a full network test is not redone. That way it is safe to poll the function frequently. If another test is desired, like if the network connection has been altered, then the forceTest parameter should be passed as true.

The function returns a ConnectionTesterStatus enum.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { string testStatus = "Testing network connection capabilities."; string testMessage = "Test in progress"; string shouldEnableNatMessage = ""; bool doneTesting = false; bool probingPublicIP = false; int serverPort = 9999; bool useNat = false; float timer = 0.0f;

ConnectionTesterStatus connectionTestResult = ConnectionTesterStatus.Undetermined;

void OnGUI() { GUILayout.Label("Current Status: " + testStatus); GUILayout.Label("Test result : " + testMessage); GUILayout.Label(shouldEnableNatMessage);

if (!doneTesting) TestConnection(); }

void TestConnection() { // Start/Poll the connection test, report the results in a label and // react to the results accordingly connectionTestResult = Network.TestConnection(); switch (connectionTestResult) { case ConnectionTesterStatus.Error: testMessage = "Problem determining NAT capabilities"; doneTesting = true; break;

case ConnectionTesterStatus.Undetermined: testMessage = "Undetermined NAT capabilities"; doneTesting = false; break;

case ConnectionTesterStatus.PublicIPIsConnectable: testMessage = "Directly connectable public IP address."; useNat = false; doneTesting = true; break;

// This case is a bit special as we now need to check if we can // circumvent the blocking by using NAT punchthrough case ConnectionTesterStatus.PublicIPPortBlocked: testMessage = "Non-connectable public IP address (port " + serverPort + " blocked), running a server is impossible."; useNat = false; // If no NAT punchthrough test has been performed on this public // IP, force a test if (!probingPublicIP) { connectionTestResult = Network.TestConnectionNAT(); probingPublicIP = true; testStatus = "Testing if blocked public IP can be circumvented"; timer = Time.time + 10; } // NAT punchthrough test was performed but we still get blocked else if (Time.time > timer) { probingPublicIP = false; // reset useNat = true; doneTesting = true; } break;

case ConnectionTesterStatus.PublicIPNoServerStarted: testMessage = "Public IP address but server not initialized, " + "it must be started to check server accessibility. Restart " + "connection test when ready."; break;

case ConnectionTesterStatus.LimitedNATPunchthroughPortRestricted: testMessage = "Limited NAT punchthrough capabilities. Cannot " + "connect to all types of NAT servers. Running a server " + "is ill advised as not everyone can connect."; useNat = true; doneTesting = true; break;

case ConnectionTesterStatus.LimitedNATPunchthroughSymmetric: testMessage = "Limited NAT punchthrough capabilities. Cannot " + "connect to all types of NAT servers. Running a server " + "is ill advised as not everyone can connect."; useNat = true; doneTesting = true; break;

case ConnectionTesterStatus.NATpunchthroughAddressRestrictedCone: case ConnectionTesterStatus.NATpunchthroughFullCone: testMessage = "NAT punchthrough capable. Can connect to all " + "servers and receive connections from all clients. Enabling " + "NAT punchthrough functionality."; useNat = true; doneTesting = true; break;

default: testMessage = "Error in test routine, got " + connectionTestResult; break; }

if (doneTesting) { if (useNat) shouldEnableNatMessage = "When starting a server the NAT " + "punchthrough feature should be enabled (useNat parameter)"; else shouldEnableNatMessage = "NAT punchthrough not needed"; testStatus = "Done testing"; } } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961