# Collaborate Client Package
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This is the package to add Collaborate support to the Unity Editor. Unlike its predecessor CollabProxy,
this package has completely switched the UI to using UIElements. There is no more CEF, JS, or HTML.
The project is exclusively targeting .NetStandard 2.0 and will not work with the legacy Mono runtime.
The minimum supported version of the Unity Editor is 2020.1a13.
## Development
**For developers:**
Option 1: clone this repository out into the `packages/` directory in a project.
Option 2: clone elsewhere and link with the `packages/manifest.json` file in the project:
```
"com.unity.collab-proxy": "file:/some/path/to/package"
```
To add testing support also add the testibles section to the manifest. Your manifest should look like this:
```json
{
"dependencies": {
"com.unity.collab-proxy": "file:/some/path/to/package",
...
},
"testables": [
"com.unity.collab-proxy",
...
]
}
```
**For internal testers:** simply add the git url into the `packages/manifest.json` file:
```
"com.unity.collab-proxy": "git://git@github.cds.internal.unity3d.com:unity/com.unity.cloud.collaborate.git"
```
If you need a specific revisision:
```
"com.unity.collab-proxy": "git://git@github.cds.internal.unity3d.com:unity/com.unity.cloud.collaborate.git#<rev>"
```
If you need more information, read the [Documentation](https://docs.unity3d.com/Manual/upm-dependencies.html#Git) for package dependencies from git.
Code style is as dictated in [Unity Meta](https://github.cds.internal.unity3d.com/unity/unity-meta).
There are IDE Specific code style configs under the `Config/` directory in the above repo.
## Overview
Source code for the packages is contained within the `Editor/`
and the tests are in `Tests/`. The structure of the package follows
the **MVP** pattern with a separate directory for each group of classes
and interfaces.
Here are some files and folders of note:
```none
<root>
├── package.json
├── README.md
├── CHANGELOG.md
├── LICENSE.md
├── Third Party Notices.md
├── QAReport.md
├── Editor/
│ └── Collaborate
│ ├── Unity.CollabProxy.Editor.asmdef
│ ├── Assets/
│ │ ├── Icons/
│ │ ├── Layouts/
│ │ ├── Styles/
│ │ └── UiConstants.cs
│ ├── Models/
│ │ ├── Api/
│ │ │ └── ISourceControlProvider.cs
│ │ └── Providers/
│ │ └── Collab.cs
│ ├── Views/
│ ├── Presenters/
│ ├── Common/
│ ├── Settings/
│ ├── Components/
│ ├── Utilities/
│ └── UserInterface/
│ ├── Bootstrap.cs
│ ├── WindowCache.cs
│ ├── ToolbarButton.cs
│ └── CollaborateWindow.cs
├── Tests/
│ ├── Collaborate
│ │ └── Editor/
│ │ └── Unity.CollabProxy.EditorTests.asmdef
│ └── .tests.json
└── Documentation~/
├── unity-cloud-collaborate.md
└── Images/
```
- `Editor/Assets/` directory of the collaborate assets.
- `Editor/Assets/Icons/` directory for the collection of icons (png) used in the UI.
- `Editor/Assets/Layouts/` directory for the collection of layouts (uxml) used in the UI.
- `Editor/Assets/Styles/` directory for the collection of styles (uss) used in the UI.
- `Editor/Models/` directory of the models in the MVP architecture.
- `Editor/Models/Api/ISourceControlProvider.cs` interface for source control providers. Just Collab for now.
- `Editor/Models/Providers/Collab.cs` backend for providing the interface between this client and collab in the Unity Editor.
- `Editor/Views/` directory of the views in the MVP architecture.
- `Editor/Views/Adaptors/` directory for the list adaptors used in views.
- `Editor/Presenters/` directory of the presenters in the MVP architecture.
- `Editor/Components/` directory for the collection of UIElements components used in the UI.
- `Editor/UserInterface/` directory for the window and toolbar button source code.
- `Editor/UserInterface/Bootstrap.cs` code to bootstrap the toolbar button when the editor starts.
- `Editor/UserInterface/WindowCache.cs` code to cache the state of the window during domain reload.
- `Editor/UserInterface/ToolbarButton.cs` code to create and manage the collab button in the toolbar.
- `Editor/UserInterface/CollaborateWindow.cs` code for the window itself.
- `Tests/Editor/` directory of the client tests.
Each directory contains a README file with additional details about what is contained within them, including code
examples.
## Package Information
For more info on packages and best practices, visit the [package-starter-kit](https://github.cds.internal.unity3d.com/unity/com.unity.package-starter-kit) repository and read the documentation.
## Known Issues
* [COL-1079] The history window doesn't correctly distinguish local vs remote changes
* [COL-573] Publishing new versions of some packages in Collab results in Cannot Copy File error
* [COL-1083] Error message for opening diff tool on conflicted file when none are installed is not very helpful. Workaround is to install and select a supported diff tool in the Preferences->External Tools window.
* [COL-1084] Triggering a domain reload while Collab History tab is open disables the UX until the Editor is focused. Workaround is to click onto the Editor a second time.
* [COL-1085] Go Back To commit in 2020.1 with pre-v1.2.17 in package manifest breaks Collaborate window. Workaround is to open project in a version of Unity older than 2020.1.0a13 where pre-v1.2.17 packages are supported.
UnityTcp连接.zip
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更新于2023-11-04
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UnityTcp连接是一个与游戏开发相关的主题,主要涉及如何在Unity引擎中实现TCP网络通信。Unity是全球广泛应用的游戏开发平台,支持2D、3D、VR和AR等多种类型的项目。TCP(Transmission Control Protocol)是一种面向连接的、可靠的网络传输协议,常用于游戏中的实时交互,如多人在线对战或同步游戏状态。
在Unity中实现TCP连接,首先需要理解Unity的网络API。Unity提供了UNET(Unity Network Transport)作为旧版的网络系统,但在新版本中已被淘汰。现在推荐使用Unity的新网络系统Unity Multiplayer HLAPI(High-Level API),它基于UNET,但提供了更强大的功能和更好的性能。
要创建TCP连接,你需要引入一个第三方库,例如Smart TCP或者使用Unity内置的System.Net命名空间。Smart TCP是一个专为Unity设计的高效TCP库,简化了网络编程的复杂性。如果你选择使用System.Net,你需要处理更多的底层细节,如Socket编程。
1. **设置TCP服务器**:
- 创建一个新的C#脚本,定义Server类,该类将负责监听和处理客户端连接。
- 使用System.Net.Sockets.Socket类初始化一个TCP服务器,设置好监听的IP地址(通常为localhost或0.0.0.0)和端口号。
- 调用Socket的Bind()方法绑定到指定端口,并用Listen()方法启动监听。
2. **连接TCP客户端**:
- 在客户端,同样创建一个C#脚本,定义Client类。
- 客户端也需要一个Socket对象,通过Connect()方法连接到服务器的IP和端口。
3. **数据传输**:
- 服务器端检测到新的连接后,可以通过Accept()方法接受连接,得到一个新的Socket用于与特定客户端通信。
- 数据的发送和接收可以通过Socket对象的Send()和Receive()方法完成。需要注意的是,由于TCP的流式特性,可能需要手动处理数据包的边界。
4. **Unity集成**:
- 在Unity中,你可以在Update()方法中处理网络事件,如数据接收和发送。
- 为了确保在Unity主循环中同步,可以使用NetworkTransport或Smart TCP库提供的方法来处理网络更新。
5. **错误处理和断线重连**:
- 必须为网络通信编写错误处理代码,因为网络连接可能会出现各种问题,如网络中断、数据包丢失等。
- 当检测到连接断开时,客户端可以尝试自动重新连接到服务器。
6. **优化和性能**:
- 考虑到游戏性能,可能需要使用异步操作来处理网络通信,避免阻塞主线程。
- 通过合理的数据打包和压缩,可以减少网络传输的数据量,提高效率。
以上就是Unity中实现TCP连接的基本步骤和涉及的知识点。实际开发中,你可能还需要考虑多线程、安全性、网络负载均衡等高级话题。对于初学者,建议先从简单的通信示例开始,逐步深入理解TCP和Unity网络编程。同时,不断实践和学习其他开发者的经验,可以更好地应对复杂的网络应用场景。
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