#enet #library #networking #gamedev #c++ #cpp #csharp #dotnet #managed #udp #p2p #multiplayer #client-server
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Please consider a donation (see the Ko-Fi button above) if this project is useful to you.
In short, this is an independent ENet native implementation with a modified protocol for C, C++, C#, and other languages. The native C library code (although condensed) included in both this fork and upstream uses is located here.
This fork started since nxrighthere's repository was originally archived, disabling the ability to report issues and submit pull requests. He also blacklisted numerous developers over petty things, which is a story for another day.
Due to this, I forked his repository manually and this is the result. As a result, developers can ask questions about Enet, get answers and submit pull requests to improve the implementation.
Please note that while upstream may have a newer version number compared to this fork, upstream Enet native commits will be cherry picked. So you'll get best of both worlds.
Do not use the upstream binaries with this fork. While it may work, it is best to err on the side of caution and play it safe.
You can get precompiled binaries for use with this fork by checking out the Releases page.
If you don't want to take the automatically built libraries in the releases section, you can use the Visual Studio MS Build engine to build a binary for your platform(s).
However the following will be oriented for power users and command line heroes, and requires NET Core SDK 2.2 to work correctly.
Windows: Make sure you have Visual Studio 2019 (2017 should work too) installed with C++ Development Support, a recent Windows SDK and CMake. You may need to install CMake from Kitware as it sometimes doesn't get automatically installed with Visual Studio. Version 3.16 or newer works fine.
MacOS: You'll need Xcode (available from the Mac App Store or the Apple Developer Portal). Make sure you also have Apple Xcode CLI Tools installed.
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 packages.
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.
Microsoft Xbox One: Limited testing says the Windows library should work fine, unless the Windows-based Xbox OS uses a different SDK. However, I do not have access to an XB1 Developer Kit.
Nintendo Switch: A old guide is available here. However, it will require patches to work with the Switch SDK. Since said SDK is under NDA, limited public info can be provided.
Playstation 4/Vita: I am not planning to add support for the PS4/PSVita to this repository. The native layer will most likely require patches to use on Sony's BSD-based PlayStation OS.
Other console not listed: Open a issue ticket and I'll gladly add your steps for your platform here.
dotnet build.-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 Ignorance ASCII art fly by and the compile will start. CMake will fire up, configure itself after inspecting your build environment and hopefully spit out a binary blob inside a Unity/Plugins directory. If it does not, read the error messages and file an issue ticket if you are not able to solve it yourself.
On Windows, this freshly baked library 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++ apps.
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.
dotnet test will run some sanity checks and make sure ENET initializes, data is received and sent correctly, etc.ENet.Library.Initialize(); function. This returns true if successful, if not it will return false. You can use this to gracefully quit your application should it fail to initialize, for example.ENet.Library.Deinitialize(); function to ensure clean shutdown.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 as well as ConcurrentQueues, RingBuffers and Disruptors, for example.
You can use whatever system you are comfortable with, just make sure you keep Enet pumping as fast as possible in your application. Not pumping fast enough will cause Enet to become backlogged/congested, and this will hurt performance and network throughput.
A real world example is Oiran Studio's Ignorance transport which uses ConcurrentQueues for high performance transport I/O.
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.
This fork is supported, used and mantained by Oiran Studio.