separated LLAPI and ZT-Sockets API logic

This commit is contained in:
Joseph Henry
2016-06-20 12:37:14 -07:00
parent ec9c49bc77
commit 9dd8a223c9
11 changed files with 1024 additions and 13 deletions

0
integrations/Unity3D/Assets/MyZeroTier.cs Normal file → Executable file
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46
integrations/Unity3D/Assets/WorldMain.cs Normal file → Executable file
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 /*
* 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 <http://www.gnu.org/licenses/>.
*
* --
*
* 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<Dropdown> () [0];
Debug.Log("API selected: " + dd.captionText.text);
}
}

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integrations/Unity3D/Assets/ZT.mat Normal file → Executable file
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/*
* 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 <http://www.gnu.org/licenses/>.
*
* --
*
* 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<InputField> () [0];
Debug.Log ("Joining: " + input.text);
zt.JoinNetwork (input.text);
}
public void Leave()
{
GameObject go = GameObject.Find ("inputNetworkID");
InputField input = go.GetComponents<InputField> () [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<InputField> () [0];
InputField port = port_go.GetComponents<InputField> () [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<InputField> () [0];
InputField port = port_go.GetComponents<InputField> () [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<InputField> () [0];
InputField port = port_go.GetComponents<InputField> () [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<InputField> () [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<InputField> () [0];
input.text = "565799d8f6e1c11a";
go = GameObject.Find ("inputServerAddress");
input = go.GetComponents<InputField> () [0];
input.text = "172.22.211.245";
go = GameObject.Find ("inputServerPort");
input = go.GetComponents<InputField> () [0];
input.text = "8887";
go = GameObject.Find ("inputMessage");
input = go.GetComponents<InputField> () [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<Text> () [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<Text> ()[0];
*/
}
}

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/*
* 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 <http://www.gnu.org/licenses/>.
*
* --
*
* 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;
}
}

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/*
* 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 <http://www.gnu.org/licenses/>.
*
* --
*
* 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<int> connections = new List<int> ();
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<height; i++)
{
for (int j=0; j<width; j++)
{
float b = (float)ptr[offset+0] / 255.0f;
float g = (float)ptr[offset+1] / 255.0f;
float r = (float)ptr[offset+2] / 255.0f;
float a = (float)ptr[offset+3] / 255.0f;
offset += 4;
UnityEngine.Color color = new UnityEngine.Color(r, g, b, a);
texture.SetPixel(j, height-i, color);
}
}
}
*/
public int Read(int fd, char[] buf, int len)
{
GCHandle handle = GCHandle.Alloc(buf, GCHandleType.Pinned);
IntPtr ptr = handle.AddrOfPinnedObject();
int bytes_read = zt_recv (fd, ptr, len*2);
Marshal.Copy (ptr, buf, 0, bytes_read); // FIXME: Copies back into managed memory, should maybe avoid copying
return bytes_read;
}
public int Write(int fd, char[] buf, int len)
{
GCHandle handle = GCHandle.Alloc(buf, GCHandleType.Pinned);
IntPtr ptr = handle.AddrOfPinnedObject();
//error = 0;
int bytes_written;
// FIXME: Sending a length of 2X the buffer size seems to fix the object pinning issue
if((bytes_written = zt_send(fd, ptr, len*2)) < 0) {
//error = (byte)bytes_written;
}
return bytes_written;
}
#region Service-Related calls
// Returns whether the ZeroTier service is currently running
public bool IsRunning()
{
return zt_is_running ();
}
// Terminates the ZeroTier service
public void Terminate()
{
zt_terminate ();
}
#endregion
}

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/*
* 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 <http://www.gnu.org/licenses/>.
*
* --
*
* 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<InputField> () [0];
Debug.Log ("Joining: " + input.text);
zt.JoinNetwork (input.text);
}
public void Leave()
{
GameObject go = GameObject.Find ("inputNetworkID");
InputField input = go.GetComponents<InputField> () [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<InputField> () [0];
InputField port = port_go.GetComponents<InputField> () [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<InputField> () [0];
InputField port = port_go.GetComponents<InputField> () [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<InputField> () [0];
InputField port = port_go.GetComponents<InputField> () [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<InputField> () [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<InputField> () [0];
input.text = "565799d8f6e1c11a";
go = GameObject.Find ("inputServerAddress");
input = go.GetComponents<InputField> () [0];
input.text = "172.22.211.245";
go = GameObject.Find ("inputServerPort");
input = go.GetComponents<InputField> () [0];
input.text = "8887";
go = GameObject.Find ("inputMessage");
input = go.GetComponents<InputField> () [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<Text> () [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<Text> ()[0];
*/
}
}

29
integrations/Unity3D/Assets/ZeroTierUtils.cs Normal file → Executable file
View File

@@ -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 <http://www.gnu.org/licenses/>.
*
* --
*
* 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.Collections;
using System.Net; using System.Net;
using System; using System;

0
integrations/Unity3D/Assets/smcs.rsp Normal file → Executable file
View File

View File

@@ -8,23 +8,24 @@
int main(int argc , char *argv[]) int main(int argc , char *argv[])
{ {
int sock; if(argc < 3) {
printf("usage: client <addr> <port>\n");
return 1;
}
int sock, port = atoi(argv[1]);
struct sockaddr_in server; struct sockaddr_in server;
char message[1000] , server_reply[2000]; char message[1000] , server_reply[2000];
//Create socket
sock = socket(AF_INET , SOCK_STREAM , 0); sock = socket(AF_INET , SOCK_STREAM , 0);
if (sock == -1) if (sock == -1) {
{
printf("Could not create socket"); printf("Could not create socket");
} }
puts("Socket created"); server.sin_addr.s_addr = inet_addr(argv[1]);
server.sin_addr.s_addr = inet_addr("127.0.0.1");
server.sin_family = AF_INET; 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) if (connect(sock , (struct sockaddr *)&server , sizeof(server)) < 0)
{ {
perror("connect failed. Error"); perror("connect failed. Error");
@@ -33,7 +34,6 @@ int main(int argc , char *argv[])
puts("Connected\n"); puts("Connected\n");
//keep communicating with server
while(1) while(1)
{ {
printf("Enter message : "); printf("Enter message : ");