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Unity之KBEngin-釋出Ios的Ipv6過審問題

 一.Ios過審的Ipv6問題

IOS官方傳回的的封包中包含IPv6的文字,說明是App不相容Ipv6網絡位址引起的,確定App在Ipv6的環境下能夠正常運作。
Unity之KBEngin-釋出Ios的Ipv6過審問題

二.什麼是Ipv6 

IPV6,是對IPV4位址空間的擴充。目前當我們用iOS裝置連接配接上Wifi、4G、3G等網絡時,裝置被配置設定的位址均是IPV4位址,但是随着營運商和企業逐漸部署IPV6 DNS64/NAT64網絡之後,裝置被配置設定的位址會變成IPV6的位址,而這些網絡就是所謂的IPV6-Only網絡,并且仍然可以通過此網絡去擷取IPV4位址提供的内容。用戶端向伺服器端請求域名解析,首先通過DNS64 Server查詢IPv6的位址,如果查詢不到,再向DNS Server查詢IPv4位址,通過DNS64 Server合成一個IPV6的位址,最終将一個IPV6的位址傳回給用戶端。
Unity之KBEngin-釋出Ios的Ipv6過審問題

三.如何解決 

蘋果稽核Ipv6的标準是確定應用在Ipv6的環境下能夠正常運作
 Ipv6網絡下的用戶端是不能連接配接Ipv4的服務端的,需要通過DNS64或者NAT64的轉換位址
DNS64/NAT64是蘋果提供的轉換通道,不需要開發者去考慮這個問題 ,隻需要在發送連接配接請求時,根據目前網絡環境去轉換實際的連接配接位址,例如Ipv6,需要通過調用IOS官方提供的轉換通道請求實際的連接配接位址

四.編寫Ios位址轉換的接口

建立兩個記事本,并把名稱帶字尾分别修改成ipv6.h和ipv6.m,ipv6為名稱(可以自定義)
編輯ipv6.h,輸入以下代碼
@interface BundleId : NSObject
+(NSString *)getIPv6 : (const char *)mHost :(const char *)mPort; 
@end
           
編輯ipv6.m,輸入以下代碼
#import "BundleId.h"
#include <sys/socket.h>
#include <netdb.h>
#include <arpa/inet.h>
#include <err.h>

#define MakeStringCopy( _x_ ) ( _x_ != NULL && [_x_ isKindOfClass:[NSString class]] ) ? strdup( [_x_ UTF8String] ) : NULL

const char* getIPv6(const char *mHost,const char *mPort)
{
    if( nil == mHost )
        return NULL;
    const char *newChar = "No";
    const char *cause = NULL;
    struct addrinfo* res0;
    struct addrinfo hints;
    struct addrinfo* res;
    int n, s;
    
    memset(&hints, 0, sizeof(hints));
    
    hints.ai_flags = AI_DEFAULT;
    hints.ai_family = PF_UNSPEC;
    hints.ai_socktype = SOCK_STREAM;
    
    if((n=getaddrinfo(mHost, "http", &hints, &res0))!=0)
    {
        printf("getaddrinfo error: %s\n",gai_strerror(n));
        return NULL;
    }
    
    struct sockaddr_in6* addr6;
    struct sockaddr_in* addr;
    NSString * NewStr = NULL;
    char ipbuf[32];
    s = -1;
    for(res = res0; res; res = res->ai_next)
    {
        if (res->ai_family == AF_INET6)
        {
            addr6 =( struct sockaddr_in6*)res->ai_addr;
            newChar = inet_ntop(AF_INET6, &addr6->sin6_addr, ipbuf, sizeof(ipbuf));
            NSString * TempA = [[NSString alloc] initWithCString:(const char*)newChar 
encoding:NSASCIIStringEncoding];
            NSString * TempB = [NSString stringWithUTF8String:"&&ipv6"];
            
            NewStr = [TempA stringByAppendingString: TempB];
            printf("%s\n", newChar);
        }
        else
        {
            addr =( struct sockaddr_in*)res->ai_addr;
            newChar = inet_ntop(AF_INET, &addr->sin_addr, ipbuf, sizeof(ipbuf));
            NSString * TempA = [[NSString alloc] initWithCString:(const char*)newChar 
encoding:NSASCIIStringEncoding];
            NSString * TempB = [NSString stringWithUTF8String:"&&ipv4"];
            
            NewStr = [TempA stringByAppendingString: TempB];            
            printf("%s\n", newChar);
        }
        break;
    }
    
    
    freeaddrinfo(res0);
    
    printf("getaddrinfo OK");
    
    NSString * mIPaddr = NewStr;
    return MakeStringCopy(mIPaddr);
}
           
儲存ipv6.m和ipv6.h,并把它們放在Unity的Plugins/IOS的目錄下 

五.結合編輯的工具,解決Ipv6問題

 編輯DNSParse.cs,輸入以下代碼,調用上一步編輯的接口
//調用工具的接口
#if UNITY_IPHONE
    [DllImport("__Internal")]
    private static extern string getIPv6(string mHost, string mPort);
#endif


    /// <summary>
    /// 擷取Ipv6位址,位址格式為"192.168.1.1&&ipv4"用于解析位址
    /// </summary>
    /// <param name="mHost">域名</param>
    /// <param name="mPort">端口</param>
    /// <returns></returns>
    public static string GetIPv6(string mHost, string mPort)
    {
#if UNITY_IPHONE && !UNITY_EDITOR
        string mIPv6 = getIPv6(mHost, mPort);
        return mIPv6;
#else
        return mHost + "&&ipv4";
#endif
    }

    /// <summary>
    /// 解析位址
    /// </summary>
    /// <param name="serverIp">域名</param>
    /// <param name="serverPorts">端口</param>
    /// <param name="newServerIp">輸出新的位址</param>
    /// <param name="mIPType">網絡類型</param>
   public static void PareseIP(string serverIp, string serverPorts, out string newServerIp, out AddressFamily mIPType)
    {

        mIPType = AddressFamily.InterNetwork;
        newServerIp = serverIp;
        try
        {
            string mIPv6 = GetIPv6(serverIp, serverPorts);
            if (!string.IsNullOrEmpty(mIPv6))
            {
                string[] m_StrTemp = System.Text.RegularExpressions.Regex.Split(mIPv6, "&&");
                if (m_StrTemp != null && m_StrTemp.Length >= 2)
                {
                    string IPType = m_StrTemp[1];
                    if (IPType == "ipv6")
                    {
                        newServerIp = m_StrTemp[0];
                        mIPType = AddressFamily.InterNetworkV6;
                    }
                }
            }
        }
        catch (Exception e)
        {
            Debug.Log("解析出錯,錯誤類型:"+e.Message);
        }
    }
           
 查詢NetworkInterface.cs腳本(Kbengine用戶端導出包中的類),定位到connectTo的方法,修改如下
public void connectTo(string ip, int port, ConnectCallback callback, object userData)
        {
            if (valid())
                throw new InvalidOperationException("Have already connected!");
        
            string newServerIp = "";
            AddressFamily newAddressFamily = AddressFamily.InterNetwork;

            //解析是否是Ipv6位址,如果是傳回Ipv6位址,如果不是保持原來位址不變
            DNSParase.PareseIP(ip, port.ToString(), out newServerIp, out newAddressFamily);
            if (!string.IsNullOrEmpty(newServerIp)) { ip = newServerIp; }

            Dbg.DEBUG_MSG("擷取的Ip:"+ip+"   協定:"+newAddressFamily);
            _socket = new Socket(newAddressFamily, SocketType.Stream, ProtocolType.Tcp);
            _socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.ReceiveBuffer, KBEngineApp.app.getInitArgs().getRecvBufferSize() * 2);
            _socket.SetSocketOption(System.Net.Sockets.SocketOptionLevel.Socket, SocketOptionName.SendBuffer, KBEngineApp.app.getInitArgs().getSendBufferSize() * 2);
            _socket.NoDelay = true;
            //_socket.Blocking = false;

            ConnectState state = new ConnectState();
            state.connectIP = ip;
            state.connectPort = port;
            state.connectCB = callback;
            state.userData = userData;
            state.socket = _socket;
            state.networkInterface = this;

            Dbg.DEBUG_MSG("connect to " + ip + ":" + port + " ...");
            connected = false;

            // 先注冊一個事件回調,該事件在目前線程觸發
            Event.registerIn("_onConnectionState", this, "_onConnectionState");

            var v = new AsyncConnectMethod(this._asyncConnect);
            v.BeginInvoke(state, new AsyncCallback(this._asyncConnectCB), state);
        }
           
 注意事項,網絡通信使用域名連接配接
測試環境搭建相關文章 https://blog.csdn.net/iosworker/article/details/51595432

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