.
This commit is contained in:
@@ -1,84 +1,94 @@
|
|||||||
Unity3D + ZeroTier SDK
|
Unity3D OSX + ZeroTier SDK
|
||||||
====
|
====
|
||||||
|
|
||||||
Welcome!
|
Welcome!
|
||||||
|
|
||||||
We want your Unity apps to talk *directly* over a flat, secure, no-config virtual network without sending everything into the "cloud". Thus, we introduce the ZeroTier-Unity3D integration!
|
We want your Unity apps to talk *directly* over a flat, secure, no-config virtual network without sending everything into the "cloud". Thus, we introduce the ZeroTier-Unity3D integration!
|
||||||
|
|
||||||
Our implementation currently intends to be the bare minimum required to get your Unity application to talk over ZeroTier virtual networks. As a result, we've created an API that is very similar to the built-in Unity LLAPI. It's possible that higher-level functionality could be added in the future.
|
Our implementation currently intends to be the bare minimum required to get your Unity application to talk over ZeroTier virtual networks. As a result, we've created an API that is very similar to the classic BSD-style sockets API. With this basic API it is possible to construct more abstracted network layers much like Unity's LLAPI and HLAPI.
|
||||||
|
|
||||||
|
***
|
||||||
|
## API
|
||||||
|
|
||||||
|
- `Join(nwid)`: Joins a ZeroTier virtual network
|
||||||
|
- `Leave(nwid)`: Leaves a ZeroTier virtual network
|
||||||
|
- `Socket(family, type, protocol)`: Creates a ZeroTier-administered socket
|
||||||
|
- `Bind(fd, addr, port)`: Binds to that socket on the address and port given
|
||||||
|
- `Listen(fd, backlog)`: Puts a socket into a listening state
|
||||||
|
- `Accept(fd)`: Accepts an incoming connection
|
||||||
|
- `Connect(fd, addr, port)`: Connects to an endpoint associated with the given `fd`
|
||||||
|
- `Write(fd, buf, len)`: Sends data to the endpoint associated with the given `fd`
|
||||||
|
- `Read(fd, buf, len)`: Receives data from an endpoint associated with the given `fd`
|
||||||
|
- `CLose(fd)`: Closes a connection with an endpoint
|
||||||
|
|
||||||
***
|
***
|
||||||
## Adding ZeroTier to your Unity app
|
## Adding ZeroTier to your Unity app
|
||||||
|
|
||||||
**Step 1: Create virtual ZeroTier [virtual network](https://my.zerotier.com/)**
|
**Step 1: Create virtual ZeroTier [virtual network](https://my.zerotier.com/)**
|
||||||
|
|
||||||
**Step 2: Add plugin**
|
**Step 2: Add plugin to Unity project**
|
||||||
- Create a folder called `Plugins` in `Assets`
|
- Create folder `Assets/Plugins`
|
||||||
- Place `ZeroTierUnity.bundle` in that folder
|
- Place `ZeroTierSDK_Unity3D_OSX.bundle` in folder
|
||||||
|
|
||||||
**Step 3: Add script to some `GameObject`**
|
**Step 3: Include wrapper class source**
|
||||||
- Drag our `ZeroTier.cs` native plugin wrapper onto any `GameObject`
|
- Drag `ZeroTierNetworkInterface.cs` into your `Assets` folder.
|
||||||
|
|
||||||
|
**Step 4: Create and use a `ZeroTierNetworkInterface` object**
|
||||||
|
- See examples below for how to use it!
|
||||||
|
|
||||||
***
|
***
|
||||||
## Examples
|
|
||||||
|
|
||||||
Calling `ZeroTier.Init()` will start the network service in a separate thread. You can check if the service is running by checking `ZeroTier.IsRunning()`. Then, connecting and sending data to another endpoint would look something like the following:
|
|
||||||
|
|
||||||
|
## Server example
|
||||||
```
|
```
|
||||||
public void zt_sample_network_test_thread()
|
public class Example
|
||||||
{
|
{
|
||||||
// Prepare sample data buffer
|
public ZeroTierNetworkInterface zt;
|
||||||
byte[] buffer = new byte[1024];
|
|
||||||
Stream stream = new MemoryStream(buffer);
|
|
||||||
BinaryFormatter f = new BinaryFormatter();
|
|
||||||
f.Serialize ( stream , "Welcome to the machine! (from Unity3D)" );
|
|
||||||
|
|
||||||
// Connect and send
|
public void example_server()
|
||||||
int error;
|
{
|
||||||
Connect (0, "192.168.0.6", 8887, out error);
|
Thread connectThread = new Thread(() => {
|
||||||
Send(connfd,buffer,0, out error);
|
// Create ZeroTier-administered socket
|
||||||
|
int sock = zt.Socket ((int)AddressFamily.InterNetwork, (int)SocketType.Stream, (int)ProtocolType.Unspecified);
|
||||||
|
zt.Bind(sock, "0.0.0.0", 8000);
|
||||||
|
zt.Listen(sock, 1);
|
||||||
|
|
||||||
|
// Accept() client connection
|
||||||
|
int accept_sock = -1;
|
||||||
|
while(accept_res < 0) {
|
||||||
|
accept_sock = zt.Accept(sock);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Read data from client
|
||||||
|
char[] msg = new char[1024];
|
||||||
|
int bytes_read = 0;
|
||||||
|
while(bytes_read >= 0) {
|
||||||
|
bytes_read = zt.Read(accept_sock, ref msg, 80);
|
||||||
|
string msgstr = new string(msg);
|
||||||
|
Debug.Log("MSG (" + bytes_read + "):" + msgstr);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
connectThread.IsBackground = true;
|
||||||
|
connectThread.Start();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
Finally, when you're done running the service you can call `ZeroTier.Terminate()`
|
## Client example
|
||||||
|
|
||||||
***
|
|
||||||
## API
|
|
||||||
|
|
||||||
The API is designed to resemble the Unity LLAPI, so you'll see a few familiar functions but with a slight twist.
|
|
||||||
|
|
||||||
- `Join(nwid)`: Joins a ZeroTier virtual network
|
|
||||||
- `Leave(nwid)`: Leaves a ZeroTier virtual network
|
|
||||||
- `AddHost(port)`: Creates a socket, and binds to that socket on the address and port given
|
|
||||||
- `Connect(fd, ip_address, port, out error)`: Connects to an endpoint associated with the given `fd`
|
|
||||||
- `Send(fd, buf, pos, out error)`: Sends data to the endpoint associated with the given `fd`
|
|
||||||
- `Recv(fd, buf, out error)`: Receives data from an endpoint associated with the given `fd`
|
|
||||||
- `Disconnect(fd)`: Closes a connection with an endpoint
|
|
||||||
|
|
||||||
***
|
|
||||||
## Design and structure of the ZeroTier Unity OSX Bundle
|
|
||||||
|
|
||||||
XCode:
|
|
||||||
New XCode project
|
|
||||||
Select Cocoa bundle as target
|
|
||||||
Add C linkages to external functions
|
|
||||||
Build as 64bit (not universal)
|
|
||||||
|
|
||||||
Unity:
|
|
||||||
Select x86_64 build target in `Build Settings`
|
|
||||||
In new C# script asset:
|
|
||||||
|
|
||||||
```
|
```
|
||||||
[DllImport ("ZeroTierUnity")]
|
public class Example
|
||||||
private static extern int unity_start_service ();
|
{
|
||||||
|
public ZeroTierNetworkInterface zt;
|
||||||
|
|
||||||
|
public void example_client()
|
||||||
|
{
|
||||||
|
Thread connectThread = new Thread(() => {
|
||||||
|
// Create ZeroTier-administered socket
|
||||||
|
int sock = zt.Socket ((int)AddressFamily.InterNetwork, (int)SocketType.Stream, (int)ProtocolType.Unspecified);
|
||||||
|
zt.Connect (sock, "0.0.0.0",8000);
|
||||||
|
zt.Write(sock, "Welcome to the machine!", 24);
|
||||||
|
});
|
||||||
|
connectThread.IsBackground = true;
|
||||||
|
connectThread.Start();
|
||||||
|
}
|
||||||
|
}
|
||||||
```
|
```
|
||||||
|
|
||||||
Add asset to GameObject
|
|
||||||
Start ZT service
|
|
||||||
|
|
||||||
***
|
|
||||||
## Future Roadmap
|
|
||||||
With the ZeroTier sockets API in place, higher-level functionality such as lobbies, chat, and object synchronization could easily be built on top.
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user