public void send_serverinfo(string ip, int port) { UdpClient udpClient = new UdpClient(); IPEndPoint iPEndPoint = new IPEndPoint(IPAddress.Parse(ip), port); UDPClient.UdpState udpState = new UDPClient.UdpState(); udpState.e = iPEndPoint; udpState.u = udpClient; try { NET.BEGIN_WRITE(); NET.WRITE_BYTE(244); NET.WRITE_BYTE(0); NET.WRITE_BYTE(0); NET.WRITE_BYTE(0); NET.WRITE_FLOAT(Time.time); NET.END_WRITE(); udpClient.Send(NET.WRITE_DATA(), NET.WRITE_LEN(), iPEndPoint); } catch { UnityEngine.Debug.LogWarning("[udp] send error"); } udpClient.BeginReceive(new AsyncCallback(UDPClient.ReceiveCallback), udpState); base.StartCoroutine(this.forceclose(udpClient)); }