#enet #library #networking #gamedev #c++ #cpp #csharp #dotnet #managed #udp #p2p #multiplayer #client-server
|
|
6 vuotta sitten | |
|---|---|---|
| MSBuild | 6 vuotta sitten | |
| Source | 6 vuotta sitten | |
| .gitignore | 6 vuotta sitten | |
| BUILD-FOR-SWITCH.txt | 6 vuotta sitten | |
| CMakeLists.txt | 6 vuotta sitten | |
| COMMON-MISTAKES.md | 6 vuotta sitten | |
| DOCUMENTATION.md | 6 vuotta sitten | |
| Directory.Build.props | 6 vuotta sitten | |
| ENet-CSharp.nuspec | 6 vuotta sitten | |
| ENet-CSharp.sln | 6 vuotta sitten | |
| LICENSE | 6 vuotta sitten | |
| README.md | 6 vuotta sitten |
Welcome to a improved/refactored version of nxrighthere's ENET-CSharp repository. This repo started out as a clone of NX's repository but has since had some extras that the original repository did not. Some cherry picked commits are included from NX when deemed they are worthy of being blended into the repository.
Some features included in this repository include:
If you want to know what started this repository, go read my blog post as it'll detail the whole show. It's a good read.
Don't even try using this version of ENET and ENET-CSharp with the upstream repository. It'll likely look at you strange and catch fire. Just don't.
Please, read common mistakes during integration. Issues filed here will be analyzed and fixed independently of upstream.
TODO: Come back and fill this in.
Old shit left below as reference
To build the native library appropriate software is required:
For desktop platforms CMake with GNU Make or Visual Studio.
For mobile platforms NDK for Android and Xcode for iOS. Make sure that all compiled libraries are assigned to appropriate platforms and CPU architectures.
To build the library for Nintendo Switch, follow this guide.
Define ENET_LZ4 to build the library with support for an optional packet-level compression.
A managed assembly can be built using any available compiling platform that supports C# 3.0 or higher.
ENet.Library.Initialize(); function. It will return false on failure, return true on success. You can use this to gracefully quit your application should it fail to initialize, for example.ENet.Library.Deinitialize(); function.using (Host server = new Host()) {
Address address = new Address();
address.Port = port;
server.Create(address, maxClients);
Event netEvent;
while (!Console.KeyAvailable) {
bool polled = false;
while (!polled) {
if (server.CheckEvents(out netEvent) <= 0) {
if (server.Service(15, out netEvent) <= 0)
break;
polled = true;
}
switch (netEvent.Type) {
case EventType.None:
break;
case EventType.Connect:
Console.WriteLine("Client connected - ID: " + netEvent.Peer.ID + ", IP: " + netEvent.Peer.IP);
break;
case EventType.Disconnect:
Console.WriteLine("Client disconnected - ID: " + netEvent.Peer.ID + ", IP: " + netEvent.Peer.IP);
break;
case EventType.Timeout:
Console.WriteLine("Client timeout - ID: " + netEvent.Peer.ID + ", IP: " + netEvent.Peer.IP);
break;
case EventType.Receive:
Console.WriteLine("Packet received from - ID: " + netEvent.Peer.ID + ", IP: " + netEvent.Peer.IP + ", Channel ID: " + netEvent.ChannelID + ", Data length: " + netEvent.Packet.Length);
netEvent.Packet.Dispose();
break;
}
}
}
server.Flush();
}
using (Host client = new Host()) {
Address address = new Address();
address.SetHost(ip);
address.Port = port;
client.Create();
Peer peer = client.Connect(address);
Event netEvent;
while (!Console.KeyAvailable) {
bool polled = false;
while (!polled) {
if (client.CheckEvents(out netEvent) <= 0) {
if (client.Service(15, out netEvent) <= 0)
break;
polled = true;
}
switch (netEvent.Type) {
case EventType.None:
break;
case EventType.Connect:
Console.WriteLine("Client connected to server");
break;
case EventType.Disconnect:
Console.WriteLine("Client disconnected from server");
break;
case EventType.Timeout:
Console.WriteLine("Client connection timeout");
break;
case EventType.Receive:
Console.WriteLine("Packet received from server - Channel ID: " + netEvent.ChannelID + ", Data length: " + netEvent.Packet.Length);
netEvent.Packet.Dispose();
break;
}
}
}
client.Flush();
}
Packet packet = default(Packet);
byte[] data = new byte[64];
packet.Create(data);
peer.Send(channelID, ref packet);
byte[] buffer = new byte[1024];
netEvent.Packet.CopyTo(buffer);
AllocCallback OnMemoryAllocate = (size) => {
return Marshal.AllocHGlobal(size);
};
FreeCallback OnMemoryFree = (memory) => {
Marshal.FreeHGlobal(memory);
};
NoMemoryCallback OnNoMemory = () => {
throw new OutOfMemoryException();
};
Callbacks callbacks = new Callbacks(OnMemoryAllocate, OnMemoryFree, OnNoMemory);
if (ENet.Library.Initialize(callbacks))
Console.WriteLine("ENet successfully initialized using a custom memory allocator");
Usage is almost the same as in the .NET environment, except that the console functions must be replaced with functions provided by Unity. If the Host.Service() will be called in a game loop, then make sure that the timeout parameter set to 0 which means non-blocking. Also, make sure Unity runs in the background by enabling the Run in Background player setting.
The best-known strategy is to use ENet in an independent I/O thread. This can be achieved by using Threads and sending stuff to be sent and received back and forth via ConcurrentQueues.
In fact, some internal testing showed that ENET had very impressive performance using a thread and queues approach to network I/O, even faster than RingBuffers and Disruptors. Please be beware that using Threads inside a Unity environment can be problematic and can lead to the Unity Editor or built games randomly crashing without any warning. Use it with caution.
In general, ENet is not thread-safe, but some of its functions can be used safely if the user is careful enough:
Packet structure and its functions are safe until a packet is only moving across threads by value and a custom memory allocator is not used.
Peer.ID as soon as a pointer to a peer was obtained from the native side, the ID will be cached in Peer structure for further actions with objects that assigned to that ID. Peer structure can be moved across threads by value, but its functions are not thread-safe because data in memory may change by the service in another thread.
Library.Time utilizes atomic primitives internally for managing local monotonic time.
See DOCUMENTATION.md here.
Some thanks to:
Copy pasting code and slapping your name on it is bad, mmkay?