diff --git a/integrations/Unity3D/Assets/MainScene.unity b/integrations/Unity3D/Assets/MainScene.unity
index cf749dc..ec9e829 100644
Binary files a/integrations/Unity3D/Assets/MainScene.unity and b/integrations/Unity3D/Assets/MainScene.unity differ
diff --git a/integrations/Unity3D/Assets/MyZeroTier.cs b/integrations/Unity3D/Assets/MyZeroTier.cs
old mode 100644
new mode 100755
diff --git a/integrations/Unity3D/Assets/WorldMain.cs b/integrations/Unity3D/Assets/WorldMain.cs
old mode 100644
new mode 100755
index 5f28270..f32e06f
--- a/integrations/Unity3D/Assets/WorldMain.cs
+++ b/integrations/Unity3D/Assets/WorldMain.cs
@@ -1 +1,45 @@
-
\ No newline at end of file
+/*
+ * ZeroTier One - Network Virtualization Everywhere
+ * Copyright (C) 2011-2015 ZeroTier, Inc.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * --
+ *
+ * ZeroTier may be used and distributed under the terms of the GPLv3, which
+ * are available at: http://www.gnu.org/licenses/gpl-3.0.html
+ *
+ * If you would like to embed ZeroTier into a commercial application or
+ * redistribute it in a modified binary form, please contact ZeroTier Networks
+ * LLC. Start here: http://www.zerotier.com/
+ */
+
+using UnityEngine;
+using System.Collections;
+using UnityEngine.UI;
+using System;
+
+public class WorldMain : MonoBehaviour {
+ void Start() {
+ }
+
+ public void API_selection()
+ {
+ GameObject go = GameObject.Find ("dropdownAPI");
+ Dropdown dd = go.GetComponents () [0];
+ Debug.Log("API selected: " + dd.captionText.text);
+ }
+
+
+}
diff --git a/integrations/Unity3D/Assets/ZT.mat b/integrations/Unity3D/Assets/ZT.mat
old mode 100644
new mode 100755
diff --git a/integrations/Unity3D/Assets/ZerTierLLAPI_Demo.cs b/integrations/Unity3D/Assets/ZerTierLLAPI_Demo.cs
new file mode 100755
index 0000000..70273bc
--- /dev/null
+++ b/integrations/Unity3D/Assets/ZerTierLLAPI_Demo.cs
@@ -0,0 +1,214 @@
+/*
+ * ZeroTier One - Network Virtualization Everywhere
+ * Copyright (C) 2011-2015 ZeroTier, Inc.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * --
+ *
+ * ZeroTier may be used and distributed under the terms of the GPLv3, which
+ * are available at: http://www.gnu.org/licenses/gpl-3.0.html
+ *
+ * If you would like to embed ZeroTier into a commercial application or
+ * redistribute it in a modified binary form, please contact ZeroTier Networks
+ * LLC. Start here: http://www.zerotier.com/
+ */
+
+using UnityEngine;
+using System.Collections;
+using System.Threading;
+using System.Runtime.Serialization.Formatters.Binary;
+using System.IO;
+using UnityEngine.UI;
+using UnityEngine.Networking;
+
+// Demonstrates the usage of the ZeroTier LLAPI (modeled after the Unity LLAPI)
+public class ZeroTierLLAPI_Demo : MonoBehaviour
+{
+ public float speed = 300f;
+
+ private ZeroTierLLAPI zt;
+ string nwid = "";
+
+ int server_connection_socket; // The "connection id"
+ int host_socket;
+
+ // Demo button methods
+ public void Join()
+ {
+ GameObject go = GameObject.Find ("inputNetworkID");
+ InputField input = go.GetComponents () [0];
+ Debug.Log ("Joining: " + input.text);
+ zt.JoinNetwork (input.text);
+ }
+
+ public void Leave()
+ {
+ GameObject go = GameObject.Find ("inputNetworkID");
+ InputField input = go.GetComponents () [0];
+ Debug.Log ("Leaving: " + input.text);
+ zt.LeaveNetwork (input.text);
+ }
+
+ public void Connect()
+ {
+ GameObject addr_go = GameObject.Find ("inputServerAddress");
+ GameObject port_go = GameObject.Find ("inputServerPort");
+ InputField addr = addr_go.GetComponents () [0];
+ InputField port = port_go.GetComponents () [0];
+ Debug.Log ("Connecting to: " + addr.text + ":" + port.text);
+
+ Thread connectThread = new Thread(() => {
+ byte error = 0;
+ server_connection_socket = zt.Connect (0, addr.text, int.Parse (port.text), out error);
+ Debug.Log ("server_connection_socket = " + server_connection_socket);
+ Debug.Log ("Connect(): " + error);
+ });
+ connectThread.IsBackground = true;
+ connectThread.Start();
+ }
+
+ public void Bind()
+ {
+ GameObject addr_go = GameObject.Find ("inputServerAddress");
+ GameObject port_go = GameObject.Find ("inputServerPort");
+ InputField addr = addr_go.GetComponents () [0];
+ InputField port = port_go.GetComponents () [0];
+ Debug.Log ("Binding to: " + addr.text + ":" + port.text);
+
+ Thread connectThread = new Thread(() => {
+ byte error = 0;
+ host_socket = zt.AddHost (int.Parse (port.text));
+ Debug.Log ("host_socket = " + host_socket);
+ Debug.Log ("Bind(): " + error);
+ });
+ connectThread.IsBackground = true;
+ connectThread.Start();
+ }
+
+ public void Disconnect()
+ {
+ GameObject addr_go = GameObject.Find ("inputServerAddress");
+ GameObject port_go = GameObject.Find ("inputServerAddress");
+ InputField addr = addr_go.GetComponents () [0];
+ InputField port = port_go.GetComponents () [0];
+ Debug.Log ("Disconnecting from: " + addr.text + ":" + port.text);
+ Debug.Log ("Disconnect(): " + zt.Disconnect (server_connection_socket));
+ }
+
+ public void SendMessage()
+ {
+ //zt_test_network ();
+ GameObject go = GameObject.Find ("inputMessage");
+ InputField msg = go.GetComponents () [0];
+
+ Thread sendThread = new Thread(() => {
+ Debug.Log ("Sending Message: " + msg.text);
+ byte error = 0;
+ zt.Send (server_connection_socket, msg.text.ToCharArray (), msg.text.ToCharArray ().Length, out error);
+ Debug.Log ("Send(): " + error);
+ });
+ sendThread.IsBackground = true;
+ sendThread.Start();
+
+ }
+
+ void Start()
+ {
+ // Set defaults
+ InputField input;
+ GameObject go;
+ go = GameObject.Find ("inputNetworkID");
+ input = go.GetComponents () [0];
+ input.text = "565799d8f6e1c11a";
+ go = GameObject.Find ("inputServerAddress");
+ input = go.GetComponents () [0];
+ input.text = "172.22.211.245";
+ go = GameObject.Find ("inputServerPort");
+ input = go.GetComponents () [0];
+ input.text = "8887";
+ go = GameObject.Find ("inputMessage");
+ input = go.GetComponents () [0];
+ input.text = "Welcome to the machine";
+
+ // Create new instance of ZeroTier in separate thread
+ zt = new ZeroTierLLAPI ("/Users/Joseph/utest2/nc_565799d8f6e1c11a");
+
+ /* This new instance will communicate via a named pipe, so any
+ * API calls (ZeroTier.Connect(), ZeroTier.Send(), etc) will be sent to the service
+ * via this pipe.
+ */
+ }
+
+ // Terminate the ZeroTier service when the application quits
+ void OnApplicationQuit() {
+ Debug.Log ("OnApplicationQuit()");
+ zt.Terminate ();
+ }
+
+ // Update is called once per frame
+ void Update () {
+ /*
+ if (text) {
+ text.text = IsRunning() ? "ZeroTier Status: Online" : "ZeroTier Status: Offline";
+ }
+ */
+
+ // ---
+
+ int recHostId;
+ int connectionId;
+ int channelId;
+ byte[] recBuffer = new byte[1024];
+ int bufferSize = 1024;
+ int dataSize;
+ byte error;
+ NetworkEventType recData = zt.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error);
+ switch (recData)
+ {
+ case NetworkEventType.Nothing:
+ break;
+ case NetworkEventType.ConnectEvent:
+ Debug.Log("NetworkEventType.ConnectEvent");
+ break;
+ case NetworkEventType.DataEvent:
+ Debug.Log("NetworkEventType.DataEvent");
+ break;
+ case NetworkEventType.DisconnectEvent:
+ Debug.Log("NetworkEventType.DisconnectEvent");
+ break;
+ }
+
+ // ---
+
+ /*
+ GameObject go = GameObject.Find ("_txtStatusIndicator");
+ Text text = go.GetComponents () [0];
+ text.text = zt.IsRunning () ? "ZeroTier Service: ONLINE" : "ZeroTier Service: OFFLINE";
+ */
+
+ // Rotate ZTCube when ZT is running
+ /*
+ if (zt.IsRunning ()) {
+
+
+ go = GameObject.Find ("ZTCube");
+ Vector3 rotvec = new Vector3 (10f, 10f, 10f);
+ go.transform.Rotate (rotvec, speed * Time.deltaTime);
+ }
+ GameObject go = GameObject.Find("ZTCube");
+ Text text = go.GetComponents ()[0];
+ */
+ }
+}
\ No newline at end of file
diff --git a/integrations/Unity3D/Assets/ZeroTierLLAPI.cs b/integrations/Unity3D/Assets/ZeroTierLLAPI.cs
new file mode 100644
index 0000000..13eb213
--- /dev/null
+++ b/integrations/Unity3D/Assets/ZeroTierLLAPI.cs
@@ -0,0 +1,175 @@
+/*
+ * ZeroTier One - Network Virtualization Everywhere
+ * Copyright (C) 2011-2015 ZeroTier, Inc.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * --
+ *
+ * ZeroTier may be used and distributed under the terms of the GPLv3, which
+ * are available at: http://www.gnu.org/licenses/gpl-3.0.html
+ *
+ * If you would like to embed ZeroTier into a commercial application or
+ * redistribute it in a modified binary form, please contact ZeroTier Networks
+ * LLC. Start here: http://www.zerotier.com/
+ */
+
+using UnityEngine;
+using System.Collections;
+using System.Threading;
+using System.Net.Sockets;
+using System.Runtime.InteropServices;
+using System;
+using UnityEngine.Networking;
+
+// Provides a familiar interface which is modeled after the Unity LLAPI
+public class ZeroTierLLAPI : ZeroTierNetworkInterface {
+
+ // Initialize the ZeroTier service with a given path
+ public ZeroTierLLAPI(string path)
+ {
+ rpc_path = path;
+ Init();
+ }
+
+ // Creates a ZeroTier Socket and binds on the port provided
+ // A client instance can now connect to this "host"
+ public int AddHost(int port)
+ {
+ int sockfd = zt_socket ((int)AddressFamily.InterNetwork, (int)SocketType.Stream, (int)ProtocolType.Unspecified);
+ if (sockfd < 0) {
+ return -1;
+ }
+ GCHandle sockaddr_ptr = ZeroTierUtils.Generate_unmananged_sockaddr("0.0.0.0" + ":" + port);
+ IntPtr pSockAddr = sockaddr_ptr.AddrOfPinnedObject ();
+ int addrlen = Marshal.SizeOf (pSockAddr);
+ // Set socket to non-blocking for RX polling in Receive()
+ zt_set_nonblock(sockfd);
+ return zt_bind (sockfd, pSockAddr, addrlen);
+ }
+
+ // hostId - host socket ID for this connection
+ public int Connect(int hostId, string address, int port, out byte error)
+ {
+ int sockfd = zt_socket ((int)AddressFamily.InterNetwork, (int)SocketType.Stream, (int)ProtocolType.Unspecified);
+ Debug.Log ("sockfd = " + sockfd);
+
+ if (sockfd < 0) {
+ error = (byte)sockfd;
+ return -1;
+ }
+ GCHandle sockaddr_ptr = ZeroTierUtils.Generate_unmananged_sockaddr(address + ":" + port);
+ IntPtr pSockAddr = sockaddr_ptr.AddrOfPinnedObject ();
+ int addrlen = Marshal.SizeOf (pSockAddr);
+ error = (byte)zt_connect (sockfd, pSockAddr, addrlen);
+
+ // Set socket to non-blocking for RX polling in Receive()
+ zt_set_nonblock(sockfd);
+ return sockfd;
+ }
+
+ // Write data to a ZeroTier socket
+ public int Send(int fd, char[] buf, int len, out byte error)
+ {
+ error = 0;
+ return Write(fd, buf, len);
+ }
+
+ // Checks for data to RX
+ /*
+ public enum NetworkEventType
+ {
+ DataEvent,
+ ConnectEvent,
+ DisconnectEvent,
+ Nothing,
+ BroadcastEvent
+ }
+ */
+ public NetworkEventType Receive(out int hostId, out int connectionId, out int channelId, byte[] buffer, int bufferSize, out int receivedSize, out byte error)
+ {
+ hostId = 0;
+ connectionId = 0;
+ channelId = 0;
+ receivedSize = 0;
+ error = 0;
+
+
+ // Read() ...
+
+ /*
+ * If recBuffer is big enough to contain data, data will be copied in the buffer.
+ * If not, error will contain MessageToLong error and you will need reallocate
+ * buffer and call this function again. */
+
+ //for (int i = 0; i < connections.Count; i++) {
+
+ //}
+
+ /*
+ int res;
+ res = zt_recv (connectionId, buffer, bufferSize);
+
+ // FIXME: Not quite semantically the same, but close enough for alpha release?
+ // FIXME: Get notifications of disconnect events?
+ if (res == -1) {
+ error = -1;
+ return NetworkEventType.DisconnectEvent;
+ }
+ if(res == 0) {
+ error = 0;
+ return NetworkEventType.Nothing; // No data read
+ }
+ if (res > 0) {
+ receivedSize = res;
+ Marshal.Copy(buffer, buffer, 0, res);
+ return NetworkEventType.DataEvent; // Data read into buffer
+ }
+ */
+
+ return NetworkEventType.Nothing;
+ }
+
+ // Shutdown a given connection
+ public int Disconnect(int fd)
+ {
+ return zt_close (fd);
+ }
+
+ // Test serialization methods, should be removed for production
+
+ public static byte[] RawSerializeEx( object anything )
+ {
+ int rawsize = Marshal.SizeOf( anything );
+ byte[] rawdatas = new byte[ rawsize ];
+ GCHandle handle = GCHandle.Alloc( rawdatas, GCHandleType.Pinned );
+ IntPtr buffer = handle.AddrOfPinnedObject();
+ Marshal.StructureToPtr( anything, buffer, false );
+ handle.Free();
+ return rawdatas;
+ }
+
+
+ public static object RawDeserializeEx( byte[] rawdatas, Type anytype )
+ {
+ int rawsize = Marshal.SizeOf( anytype );
+ if( rawsize > rawdatas.Length )
+ return null;
+ GCHandle handle = GCHandle.Alloc( rawdatas, GCHandleType.Pinned );
+ IntPtr buffer = handle.AddrOfPinnedObject();
+ object retobj = Marshal.PtrToStructure( buffer, anytype );
+ handle.Free();
+ return retobj;
+ }
+}
diff --git a/integrations/Unity3D/Assets/ZeroTierSockets.cs b/integrations/Unity3D/Assets/ZeroTierSockets.cs
new file mode 100755
index 0000000..cbc9a41
--- /dev/null
+++ b/integrations/Unity3D/Assets/ZeroTierSockets.cs
@@ -0,0 +1,305 @@
+/*
+ * ZeroTier One - Network Virtualization Everywhere
+ * Copyright (C) 2011-2015 ZeroTier, Inc.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * --
+ *
+ * ZeroTier may be used and distributed under the terms of the GPLv3, which
+ * are available at: http://www.gnu.org/licenses/gpl-3.0.html
+ *
+ * If you would like to embed ZeroTier into a commercial application or
+ * redistribute it in a modified binary form, please contact ZeroTier Networks
+ * LLC. Start here: http://www.zerotier.com/
+ */
+
+using UnityEngine;
+using UnityEngine.UI;
+using UnityEngine.Networking;
+
+using System;
+using System.Collections;
+using System.Runtime.InteropServices;
+using System.Threading;
+using System.Net.Sockets;
+using System.Net;
+using System.IO;
+using System.Collections.Generic;
+
+// Provides a bare-bones interface to ZeroTier-administered sockets
+public class ZeroTierNetworkInterface {
+
+ // Apple
+ #if UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
+ const string DLL_PATH = "ZeroTierSDK_Unity3D_OSX";
+ #endif
+
+ #if UNITY_IOS || UNITY_IPHONE
+ const string DLL_PATH = "ZeroTierSDK_Unity3D_iOS";
+ #endif
+
+ // Windows
+ #if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
+ const string DLL_PATH = "ZeroTierSDK_Unity3D_WIN";
+ #endif
+
+ // Linux
+ #if UNITY_STANDALONE_LINUX
+ const string DLL_PATH = "ZeroTierSDK_Unity3D_LINUX";
+ #endif
+
+ // Android
+ #if UNITY_ANDROID
+ const string DLL_PATH = "ZeroTierSDK_Unity3D_ANDROID";
+ #endif
+
+ // Interop structures
+ [System.Runtime.InteropServices.StructLayoutAttribute(System.Runtime.InteropServices.LayoutKind.Sequential, CharSet=System.Runtime.InteropServices.CharSet.Ansi)]
+ public struct sockaddr {
+ /// u_short->unsigned short
+ public ushort sa_family;
+ /// char[14]
+ [System.Runtime.InteropServices.MarshalAsAttribute(System.Runtime.InteropServices.UnmanagedType.ByValTStr, SizeConst=14)]
+ public string sa_data;
+ }
+
+ // ZeroTier background thread
+ protected Thread ztThread;
+ protected List connections = new List ();
+ protected int MaxPacketSize;
+ protected string rpc_path = "";
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void MyDelegate(string str);
+
+ static void CallBackFunction(string str) {
+ Debug.Log("Native ZT Plugin: " + str);
+ }
+
+#region DLL Imports
+ // ZeroTier service / debug initialization
+ [DllImport (DLL_PATH)]
+ public static extern void SetDebugFunction( IntPtr fp );
+ [DllImport (DLL_PATH)]
+ private static extern int unity_start_service(string path);
+
+ // Connection calls
+ [DllImport (DLL_PATH)]
+ protected static extern int zt_socket(int family, int type, int protocol);
+
+ [DllImport (DLL_PATH)]
+ unsafe protected static extern int zt_bind(int sockfd, System.IntPtr addr, int addrlen);
+ [DllImport (DLL_PATH)]
+ unsafe protected static extern int zt_connect(int sockfd, System.IntPtr addr, int addrlen);
+
+ [DllImport (DLL_PATH)]
+ protected static extern int zt_accept(int sockfd);
+ [DllImport (DLL_PATH)]
+ protected static extern int zt_listen(int sockfd, int backlog);
+ [DllImport (DLL_PATH)]
+ protected static extern int zt_close(int sockfd);
+
+ // RX / TX
+ [DllImport (DLL_PATH)]
+ unsafe protected static extern int zt_recv(int sockfd, IntPtr buf, int len);
+ [DllImport (DLL_PATH)]
+ unsafe protected static extern int zt_send(int sockfd, IntPtr buf, int len);
+ [DllImport (DLL_PATH)]
+ unsafe protected static extern int zt_set_nonblock(int sockfd);
+
+ // ZT Thread controls
+ [DllImport (DLL_PATH)]
+ protected static extern bool zt_is_running();
+ [DllImport (DLL_PATH)]
+ protected static extern void zt_terminate();
+
+ // ZT Network controls
+ [DllImport (DLL_PATH)]
+ protected static extern bool zt_join_network(string nwid);
+ [DllImport (DLL_PATH)]
+ protected static extern void zt_leave_network(string nwid);
+#endregion
+
+ // Thread which starts the ZeroTier service
+ // The ZeroTier service may spin off a SOCKS5 proxy server
+ // if -DUSE_SOCKS_PROXY is set when building the bundle
+ protected void zt_service_thread()
+ {
+ MyDelegate callback_delegate = new MyDelegate( CallBackFunction );
+ // Convert callback_delegate into a function pointer that can be
+ // used in unmanaged code.
+ IntPtr intptr_delegate =
+ Marshal.GetFunctionPointerForDelegate(callback_delegate);
+ // Call the API passing along the function pointer.
+ SetDebugFunction( intptr_delegate );
+ Debug.Log ("rpc_path = " + rpc_path);
+ unity_start_service (rpc_path);
+ }
+
+ // Start the ZeroTier service
+ protected void Init()
+ {
+ // TODO: Handle exceptions from unmanaged code
+ ztThread = new Thread(() => {
+ try {
+ zt_service_thread();
+ } catch(Exception e) {
+ Debug.Log(e.Message.ToString());
+ }
+ });
+ ztThread.IsBackground = true; // Allow the thread to be aborted safely
+ ztThread.Start();
+ }
+
+ // Initialize the ZeroTier service with a given path
+ public ZeroTierNetworkInterface(string path)
+ {
+ rpc_path = path;
+ Init();
+ }
+
+ // Initialize the ZeroTier service
+ public ZeroTierNetworkInterface()
+ {
+ Init();
+ }
+
+ // Initialize the ZeroTier service
+ // Use the GlobalConfig to set things like the max packet size
+ public ZeroTierNetworkInterface(GlobalConfig gConfig)
+ {
+ MaxPacketSize = gConfig.MaxPacketSize; // TODO: Do something with this!
+ Init();
+ }
+
+#region Network Handling
+ // Joins a ZeroTier virtual network
+ public void JoinNetwork(string nwid)
+ {
+ zt_join_network(nwid);
+ }
+
+ // Leaves a ZeroTier virtual network
+ public void LeaveNetwork(string nwid)
+ {
+ zt_leave_network(nwid);
+ }
+#endregion
+
+ // Low-level representations of ZeroTier sockets
+ // The ZeroTier LLAPI is built on top of these
+
+ // Creates a new ZeroTier-administered socket
+ public int Socket(int family, int type, int protocol)
+ {
+ return zt_socket (family, type, protocol);
+ }
+
+ // Binds to a specific address
+ public int Bind(int fd, string addr, int port)
+ {
+ GCHandle sockaddr_ptr = ZeroTierUtils.Generate_unmananged_sockaddr(addr + ":" + port);
+ IntPtr pSockAddr = sockaddr_ptr.AddrOfPinnedObject ();
+ int addrlen = Marshal.SizeOf (pSockAddr);
+ return zt_bind (fd, pSockAddr, addrlen);
+ }
+
+ // Listens for an incoming connection request
+ public int Listen(int fd, int backlog)
+ {
+ return zt_listen(fd, backlog);
+ }
+
+ // Accepts an incoming connection
+ public int Accept(int fd)
+ {
+ return zt_accept (fd);
+ }
+
+ // Closes a connection
+ public int Close(int fd)
+ {
+ return Close (fd);
+ }
+
+ // Connects to a remote host
+ public int Connect(int fd, string addr, int port)
+ {
+ GCHandle sockaddr_ptr = ZeroTierUtils.Generate_unmananged_sockaddr(addr + ":" + port);
+ IntPtr pSockAddr = sockaddr_ptr.AddrOfPinnedObject ();
+ int addrlen = Marshal.SizeOf (pSockAddr);
+ return zt_connect (fd, pSockAddr, addrlen);
+ }
+
+
+ /*
+ unsafe {
+ byte *ptr = (byte *)buffer.ToPointer();
+
+ int offset = 0;
+ for (int i=0; i.
+ *
+ * --
+ *
+ * ZeroTier may be used and distributed under the terms of the GPLv3, which
+ * are available at: http://www.gnu.org/licenses/gpl-3.0.html
+ *
+ * If you would like to embed ZeroTier into a commercial application or
+ * redistribute it in a modified binary form, please contact ZeroTier Networks
+ * LLC. Start here: http://www.zerotier.com/
+ */
+
+using UnityEngine;
+using System.Collections;
+using System.Threading;
+using System.Runtime.Serialization.Formatters.Binary;
+using System.IO;
+using UnityEngine.UI;
+using UnityEngine.Networking;
+
+// Demonstrates the usage of bare-bones ZeroTier-administered sockets
+using System.Net.Sockets;
+using System.Runtime.InteropServices;
+using System;
+
+
+public class ZeroTierSockets_Demo : MonoBehaviour
+{
+ public float speed = 300f;
+
+ private ZeroTierNetworkInterface zt;
+ string nwid = "";
+
+ int connection_socket; // The "connection id"
+ int host_socket;
+
+ // Demo button methods
+ public void Join()
+ {
+ GameObject go = GameObject.Find ("inputNetworkID");
+ InputField input = go.GetComponents () [0];
+ Debug.Log ("Joining: " + input.text);
+ zt.JoinNetwork (input.text);
+ }
+
+ public void Leave()
+ {
+ GameObject go = GameObject.Find ("inputNetworkID");
+ InputField input = go.GetComponents () [0];
+ Debug.Log ("Leaving: " + input.text);
+ zt.LeaveNetwork (input.text);
+ }
+
+ // 1. Create ZeroTier-socket
+ // 2. Connect to remote host (on ZeroTier network) via socket
+ public void Connect()
+ {
+ GameObject addr_go = GameObject.Find ("inputServerAddress");
+ GameObject port_go = GameObject.Find ("inputServerPort");
+ InputField addr = addr_go.GetComponents () [0];
+ InputField port = port_go.GetComponents () [0];
+ Debug.Log ("Connecting to: " + addr.text + ":" + port.text);
+
+ 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();
+ }
+
+ public void Bind()
+ {
+ GameObject addr_go = GameObject.Find ("inputServerAddress");
+ GameObject port_go = GameObject.Find ("inputServerPort");
+ InputField addr = addr_go.GetComponents () [0];
+ InputField port = port_go.GetComponents () [0];
+ Debug.Log ("Binding to: " + addr.text + ":" + port.text);
+
+ Thread connectThread = new Thread(() => {
+
+ // Socket()
+ int sockfd = zt.Socket ((int)AddressFamily.InterNetwork, (int)SocketType.Stream, (int)ProtocolType.Unspecified);
+ Debug.Log ("sockfd = " + sockfd);
+
+ // 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);
+
+ }
+ });
+ connectThread.IsBackground = true;
+ connectThread.Start();
+ }
+
+ public void Disconnect()
+ {
+ GameObject addr_go = GameObject.Find ("inputServerAddress");
+ GameObject port_go = GameObject.Find ("inputServerAddress");
+ InputField addr = addr_go.GetComponents () [0];
+ InputField port = port_go.GetComponents () [0];
+ Debug.Log ("Disconnecting from: " + addr.text + ":" + port.text);
+ Debug.Log ("Disconnect(): " + zt.Close (connection_socket));
+ }
+
+ public void SendMessage()
+ {
+ //zt_test_network ();
+ /*
+ GameObject go = GameObject.Find ("inputMessage");
+ InputField msg = go.GetComponents () [0];
+
+ Thread sendThread = new Thread(() => {
+ Debug.Log ("Sending Message: " + msg.text);
+ byte error = 0;
+ zt.Send (server_connection_socket, msg.text.ToCharArray (), msg.text.ToCharArray ().Length, out error);
+ Debug.Log ("Send(): " + error);
+ });
+ sendThread.IsBackground = true;
+ sendThread.Start();
+ */
+ }
+
+ void Start()
+ {
+ // Set defaults
+ InputField input;
+ GameObject go;
+ go = GameObject.Find ("inputNetworkID");
+ input = go.GetComponents () [0];
+ input.text = "565799d8f6e1c11a";
+ go = GameObject.Find ("inputServerAddress");
+ input = go.GetComponents () [0];
+ input.text = "172.22.211.245";
+ go = GameObject.Find ("inputServerPort");
+ input = go.GetComponents () [0];
+ input.text = "8887";
+ go = GameObject.Find ("inputMessage");
+ input = go.GetComponents () [0];
+ input.text = "Welcome to the machine";
+
+ // Create new instance of ZeroTier in separate thread
+ zt = new ZeroTierLLAPI ("/Users/Joseph/utest2/nc_565799d8f6e1c11a");
+
+ /* This new instance will communicate via a named pipe, so any
+ * API calls (ZeroTier.Connect(), ZeroTier.Send(), etc) will be sent to the service
+ * via this pipe.
+ */
+ }
+
+ // Terminate the ZeroTier service when the application quits
+ void OnApplicationQuit() {
+ Debug.Log ("OnApplicationQuit()");
+ zt.Terminate ();
+ }
+
+ // Update is called once per frame
+ void Update () {
+ /*
+ if (text) {
+ text.text = IsRunning() ? "ZeroTier Status: Online" : "ZeroTier Status: Offline";
+ }
+ */
+
+ // ---
+ /*
+ int recHostId;
+ int connectionId;
+ int channelId;
+ byte[] recBuffer = new byte[1024];
+ int bufferSize = 1024;
+ int dataSize;
+ byte error;
+ NetworkEventType recData = zt.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error);
+ switch (recData)
+ {
+ case NetworkEventType.Nothing:
+ break;
+ case NetworkEventType.ConnectEvent:
+ Debug.Log("NetworkEventType.ConnectEvent");
+ break;
+ case NetworkEventType.DataEvent:
+ Debug.Log("NetworkEventType.DataEvent");
+ break;
+ case NetworkEventType.DisconnectEvent:
+ Debug.Log("NetworkEventType.DisconnectEvent");
+ break;
+ }
+ */
+ // ---
+
+ /*
+ GameObject go = GameObject.Find ("_txtStatusIndicator");
+ Text text = go.GetComponents () [0];
+ text.text = zt.IsRunning () ? "ZeroTier Service: ONLINE" : "ZeroTier Service: OFFLINE";
+ */
+
+ // Rotate ZTCube when ZT is running
+ /*
+ if (zt.IsRunning ()) {
+
+
+ go = GameObject.Find ("ZTCube");
+ Vector3 rotvec = new Vector3 (10f, 10f, 10f);
+ go.transform.Rotate (rotvec, speed * Time.deltaTime);
+ }
+ GameObject go = GameObject.Find("ZTCube");
+ Text text = go.GetComponents ()[0];
+ */
+ }
+}
\ No newline at end of file
diff --git a/integrations/Unity3D/Assets/ZeroTierUtils.cs b/integrations/Unity3D/Assets/ZeroTierUtils.cs
old mode 100644
new mode 100755
index a1da79d..033d646
--- a/integrations/Unity3D/Assets/ZeroTierUtils.cs
+++ b/integrations/Unity3D/Assets/ZeroTierUtils.cs
@@ -1,4 +1,31 @@
-using UnityEngine;
+/*
+ * ZeroTier One - Network Virtualization Everywhere
+ * Copyright (C) 2011-2015 ZeroTier, Inc.
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * --
+ *
+ * ZeroTier may be used and distributed under the terms of the GPLv3, which
+ * are available at: http://www.gnu.org/licenses/gpl-3.0.html
+ *
+ * If you would like to embed ZeroTier into a commercial application or
+ * redistribute it in a modified binary form, please contact ZeroTier Networks
+ * LLC. Start here: http://www.zerotier.com/
+ */
+
+using UnityEngine;
using System.Collections;
using System.Net;
using System;
diff --git a/integrations/Unity3D/Assets/smcs.rsp b/integrations/Unity3D/Assets/smcs.rsp
old mode 100644
new mode 100755
diff --git a/tests/client.c b/tests/client.c
index 490ff7b..e79a829 100644
--- a/tests/client.c
+++ b/tests/client.c
@@ -8,23 +8,24 @@
int main(int argc , char *argv[])
{
- int sock;
+ if(argc < 3) {
+ printf("usage: client \n");
+ return 1;
+ }
+
+ int sock, port = atoi(argv[1]);
struct sockaddr_in server;
char message[1000] , server_reply[2000];
- //Create socket
sock = socket(AF_INET , SOCK_STREAM , 0);
- if (sock == -1)
- {
+ if (sock == -1) {
printf("Could not create socket");
- }
- puts("Socket created");
-
- server.sin_addr.s_addr = inet_addr("127.0.0.1");
+ }
+ server.sin_addr.s_addr = inet_addr(argv[1]);
server.sin_family = AF_INET;
- server.sin_port = htons( 8888 );
+ server.sin_port = htons( port );
- //Connect to remote server
+ printf("connecting...\n");
if (connect(sock , (struct sockaddr *)&server , sizeof(server)) < 0)
{
perror("connect failed. Error");
@@ -33,7 +34,6 @@ int main(int argc , char *argv[])
puts("Connected\n");
- //keep communicating with server
while(1)
{
printf("Enter message : ");