#enet #library #networking #gamedev #c++ #cpp #csharp #dotnet #managed #udp #p2p #multiplayer #client-server
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| ENet-CSharp.nuspec | 5 years ago | |
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Please consider a donation (see the Ko-Fi button above) if this project is useful to you.
This is a improved/refactored version of ENet-CSharp, forked from another ENet fork. Due to unfortunate circumstances between two development entities, the upstream repository was archived and is only updated when patches are applied (all development work is done in private). Since you cannot interact with archived repositories outside of code-related things, this repository acts as a workaround to those issues.
In short, this is an independent ENet implementation with a modified protocol for C, C++, C#, and other languages. The original C library both forks are based on can be found here.
Unlike the upstream repository code of conduct where issue tickets were closed randomly for no reason, if you have a problem with ENet-CSharp, we'll be able to investigate. We also have a proper implementation of the ENET_DEBUG definition, allowing logging output to be written to enet_log.txt for further diagnosis and troubleshooting. Code cleanups and optimizations for better performance are included, and if someone files a supposedly-a-bug tickets actually get analyzed and if it's really a bug, it'll get fixed.
Don't use the upstream releases with the code in this repository. You will most likely get crashes or weird things happening.
You can use the IDE of Visual Studio to build if you like. The following will be oriented for power users and command line heroes.
Unlike upstream, this repo has a complete build system that harnesses the power of MSBuild. Ensure you have a Dotnet SDK at least installed.
Windows: Make sure you have Visual Studio 2017/2019 installed with the C++ Support bundle ticked, a recent Windows 10 SDK and CMake. CMake sometimes doesn't get automatically installed with Visual Studio, so you may need to grab it manually from Kitware's website. Ensure it's a recent version (anything 3.16+ works).
MacOS: Make sure you have Apple Xcode CLI Tools installed (Xcode might also be required for the MacOS SDK).
Linux: Make sure you have your repositories' build-essential and cmake package installed. On Debian and Ubuntu-based distros, you can do sudo apt -y build-essential cmake to install the required things.
Android: Ensure you have the Android NDK installed. Easiest way to do this to go into Sources/Native and run when ndk-build. A fresh batch of ENET binaries should then be spat out, which can be used in your project.
Apple iOS: Using Terminal.app on your MacOS device, navigate to the Build-iOS directory and run the command file found inside. You might need to make it executable, however. It will try to auto-pilot a build for you, just make sure you have CMake installed for MacOS and a recent Xcode installation. Library code signing will be disabled for the build.
Nintendo Switch: A old guide is available [here](). However, it will require some modification to work with the Switch OS and Nintendo's own SDK. Since said SDK is under NDA, limited public info can be provided.
Playstation 4/Vita: An Enet Vita port exists already, however I am not planning to add support for the Vita to this repository. PS4 is a question mark.
Other console not listed: Open a issue ticket and I'll gladly add your steps for your platform here.
dotnet build.Protip: You can append -c Release or -c Debug to your dotnet build command to build a release binary or a debug binary of ENET's C library. At the moment, the default build is a Debug build.
You will see an anime babe appear followed by Ignorance ASCII art. Thanks to c6 for that eyecandy!
CMake will fire up, configure itself after inspecting your build environment and hopefully spit out a binary blob inside a Unity/Plugins directory. On Windows, this will be a DLL, on Mac it will be a .bundle file and on Linux it will be a shared object (.so). This can be used with Unity or other applications like a C# NET Core application or C/C++ app.
dotnet test will run some sanity checks and make sure ENET initializes, data is received and sent correctly, etc.Inside the directory that you cloned the repo to, run:
dotnet cleandotnet build (don't forget about the -c Release/Debug argument as mentioned earlier!)It is recommended to clean the repository work space before building.
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.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.
A good idea is to check out the common mistakes during integration documentation. Looking for example code and gotta go fast? No problem, got you covered here.
The best-known strategy is to use ENet in an independent I/O thread. This can be achieved by using Threads and enqueuing packets to be sent and received back and forth via ConcurrentQueues, for example. RingBuffers and Disruptors are also solid performance options too. Use whatever queue system you feel comfortable with, just make sure you empty the queues as fast as possible in your applications.
A real world example is Oiran Studio's Ignorance transport which uses this ENET-CSharp fork via a Threaded Implementation to ensure the network threads run as fast as ENET can pump.
Threading in Unity was problematic but later versions (2018.3+) have proven to be fine. Please 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 them with caution!
In general, ENet is not thread-safe, but some of its functions can be used safely if the user is careful enough:
The 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 the Peer structure for further actions with objects that assigned to that ID. The Peer structure can be moved across threads by value, but its functions are not thread-safe because data in memory may change by the servicing functions in another thread.
Library.Time: utilizes atomic primitives internally for managing local monotonic time.
See DOCUMENTATION.md here.
This fork is used by and supported by Oiran Studio.