Unable to get C# server to play nicely with Python client on separate computers on same network

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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?

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AyOhEe On BEST ANSWER

The solution to my problem was simply to add a firewall exception using This helpful resource