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ZeroTier Unity LLAPI
====
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We've tried to replicate the behavior of the Unity3D LLAPI to make using ZeroTier as easy as possible. All you need to do is add the `ZeroTierSDK_Unity3D_YOUR-PLATFORM` library to the `assets/plugins` folder of your project and start using the `ZeroTierNetworkInterface`:
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To start things off, go check out [ZeroTierSockets_Demo.cs](). Here are some examples of how to use the `ZeroTierNetworkInterface`:
## Server example
```
Thread connectThread = new Thread(() => {
// Socket()
connection_socket = zt.Socket ((int)AddressFamily.InterNetwork, (int)SocketType.Stream, (int)ProtocolType.Unspecified);
Debug.Log ("sockfd = " + connection_socket);
// Bind()
int port_num;
int.TryParse(port.text,out port_num);
int bind_res = zt.Bind(connection_socket, "0.0.0.0", port_num);
Debug.Log ("bind_res = " + bind_res);
// Listen()
int listen_res = zt.Listen(connection_socket, 1);
Debug.Log ("listen_res = " + listen_res);
// Accept() loop
Debug.Log("entering accept() loop");
int accept_res = -1;
while(accept_res < 0)
{
//yield return new WaitForSeconds(1);
accept_res = zt.Accept(connection_socket);
Debug.Log ("accept_res = " + accept_res);
}
char[] msg = new char[1024];
int bytes_read = 0;
while(bytes_read >= 0)
{
//Debug.Log("reading from socket");
bytes_read = zt.Read(accept_res, ref msg, 80);
string msgstr = new string(msg);
Debug.Log("MSG (" + bytes_read + "):" + msgstr);
}
});
connectThread.IsBackground = true;
connectThread.Start();
}
```
## Client example
```
Thread connectThread = new Thread(() => {
int sockfd = zt.Socket ((int)AddressFamily.InterNetwork, (int)SocketType.Stream, (int)ProtocolType.Unspecified);
Debug.Log ("sockfd = " + sockfd);
int port_num;
int.TryParse(port.text,out port_num);
zt.Connect (sockfd, addr.text,port_num);
Debug.Log ("connection_socket = " + connection_socket);
});
connectThread.IsBackground = true;
connectThread.Start();
```
***
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## Creating a host and receiving data
```
public class MyObject
{
private ZeroTierNetworkInterface zt;
void Start()
{
zt = new ZeroTierNetworkInterface("/Users/Bob/UnityGame/nc_8c493f5bef1747a6");
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zt.AddHost(8888);
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}
void Update()
{
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int hostId;
int connectionId;
int channelId;
byte[] buffer;
int bufferSize;
int receivedSize;
byte error;
NetworkEventType ne = zt.Receive(out hostId, out connectionId, out channelId, buffer, bufferSize, out receivedSize, out error);
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switch(ne)
{
case NetworkEventType.ConnectEvent:
Debug.Log("Client connected!");
break;
case NetworkEventType.DataEvent:
Debug.Log("Received data from client!");
}
}
}
```
## Connecting to a server and sending a message
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```
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public class MyObject
{
private ZeroTierNetworkInterface zt;
void Start()
{
zt = new ZeroTierNetworkInterface("/Users/Bob/UnityGame/nc_8c493f5bef1747a6");
byte error;
int conn_id = zt.Connect(0, "192.168.0.50", "8080", out error);
if(conn_id) {
zt.Send(conn_id, "Welcome to the machine!", 24, error);
}
else {
Debug.Log("Unable to connect to host");
}
}
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}
```