separated LLAPI and ZT-Sockets API logic
This commit is contained in:
Binary file not shown.
0
integrations/Unity3D/Assets/MyZeroTier.cs
Normal file → Executable file
0
integrations/Unity3D/Assets/MyZeroTier.cs
Normal file → Executable file
46
integrations/Unity3D/Assets/WorldMain.cs
Normal file → Executable file
46
integrations/Unity3D/Assets/WorldMain.cs
Normal file → Executable file
@@ -1 +1,45 @@
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||||
|
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/*
|
||||
* ZeroTier One - Network Virtualization Everywhere
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||||
* 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/
|
||||
*/
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||||
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using UnityEngine;
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using System.Collections;
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using UnityEngine.UI;
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using System;
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public class WorldMain : MonoBehaviour {
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void Start() {
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}
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public void API_selection()
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{
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GameObject go = GameObject.Find ("dropdownAPI");
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Dropdown dd = go.GetComponents<Dropdown> () [0];
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Debug.Log("API selected: " + dd.captionText.text);
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}
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}
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0
integrations/Unity3D/Assets/ZT.mat
Normal file → Executable file
0
integrations/Unity3D/Assets/ZT.mat
Normal file → Executable file
214
integrations/Unity3D/Assets/ZerTierLLAPI_Demo.cs
Executable file
214
integrations/Unity3D/Assets/ZerTierLLAPI_Demo.cs
Executable file
@@ -0,0 +1,214 @@
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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/
|
||||
*/
|
||||
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using UnityEngine;
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using System.Collections;
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using System.Threading;
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using System.Runtime.Serialization.Formatters.Binary;
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using System.IO;
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using UnityEngine.UI;
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using UnityEngine.Networking;
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// Demonstrates the usage of the ZeroTier LLAPI (modeled after the Unity LLAPI)
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public class ZeroTierLLAPI_Demo : MonoBehaviour
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{
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public float speed = 300f;
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private ZeroTierLLAPI zt;
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string nwid = "";
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int server_connection_socket; // The "connection id"
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int host_socket;
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// Demo button methods
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public void Join()
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{
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GameObject go = GameObject.Find ("inputNetworkID");
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InputField input = go.GetComponents<InputField> () [0];
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Debug.Log ("Joining: " + input.text);
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zt.JoinNetwork (input.text);
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}
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public void Leave()
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{
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GameObject go = GameObject.Find ("inputNetworkID");
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InputField input = go.GetComponents<InputField> () [0];
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Debug.Log ("Leaving: " + input.text);
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zt.LeaveNetwork (input.text);
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}
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public void Connect()
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{
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GameObject addr_go = GameObject.Find ("inputServerAddress");
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GameObject port_go = GameObject.Find ("inputServerPort");
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InputField addr = addr_go.GetComponents<InputField> () [0];
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InputField port = port_go.GetComponents<InputField> () [0];
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Debug.Log ("Connecting to: " + addr.text + ":" + port.text);
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Thread connectThread = new Thread(() => {
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byte error = 0;
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server_connection_socket = zt.Connect (0, addr.text, int.Parse (port.text), out error);
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Debug.Log ("server_connection_socket = " + server_connection_socket);
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Debug.Log ("Connect(): " + error);
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});
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connectThread.IsBackground = true;
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connectThread.Start();
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}
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public void Bind()
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{
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GameObject addr_go = GameObject.Find ("inputServerAddress");
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GameObject port_go = GameObject.Find ("inputServerPort");
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InputField addr = addr_go.GetComponents<InputField> () [0];
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InputField port = port_go.GetComponents<InputField> () [0];
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Debug.Log ("Binding to: " + addr.text + ":" + port.text);
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Thread connectThread = new Thread(() => {
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byte error = 0;
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host_socket = zt.AddHost (int.Parse (port.text));
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Debug.Log ("host_socket = " + host_socket);
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Debug.Log ("Bind(): " + error);
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});
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connectThread.IsBackground = true;
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connectThread.Start();
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}
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public void Disconnect()
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{
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GameObject addr_go = GameObject.Find ("inputServerAddress");
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GameObject port_go = GameObject.Find ("inputServerAddress");
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InputField addr = addr_go.GetComponents<InputField> () [0];
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InputField port = port_go.GetComponents<InputField> () [0];
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Debug.Log ("Disconnecting from: " + addr.text + ":" + port.text);
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Debug.Log ("Disconnect(): " + zt.Disconnect (server_connection_socket));
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}
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public void SendMessage()
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{
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//zt_test_network ();
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GameObject go = GameObject.Find ("inputMessage");
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InputField msg = go.GetComponents<InputField> () [0];
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Thread sendThread = new Thread(() => {
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Debug.Log ("Sending Message: " + msg.text);
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byte error = 0;
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zt.Send (server_connection_socket, msg.text.ToCharArray (), msg.text.ToCharArray ().Length, out error);
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Debug.Log ("Send(): " + error);
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});
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sendThread.IsBackground = true;
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sendThread.Start();
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}
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void Start()
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{
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// Set defaults
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InputField input;
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GameObject go;
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go = GameObject.Find ("inputNetworkID");
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input = go.GetComponents<InputField> () [0];
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input.text = "565799d8f6e1c11a";
|
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go = GameObject.Find ("inputServerAddress");
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input = go.GetComponents<InputField> () [0];
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input.text = "172.22.211.245";
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go = GameObject.Find ("inputServerPort");
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input = go.GetComponents<InputField> () [0];
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input.text = "8887";
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go = GameObject.Find ("inputMessage");
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input = go.GetComponents<InputField> () [0];
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input.text = "Welcome to the machine";
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// Create new instance of ZeroTier in separate thread
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zt = new ZeroTierLLAPI ("/Users/Joseph/utest2/nc_565799d8f6e1c11a");
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/* This new instance will communicate via a named pipe, so any
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* API calls (ZeroTier.Connect(), ZeroTier.Send(), etc) will be sent to the service
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* via this pipe.
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*/
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}
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// Terminate the ZeroTier service when the application quits
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void OnApplicationQuit() {
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Debug.Log ("OnApplicationQuit()");
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zt.Terminate ();
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}
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// Update is called once per frame
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void Update () {
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/*
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if (text) {
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text.text = IsRunning() ? "ZeroTier Status: Online" : "ZeroTier Status: Offline";
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}
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*/
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// ---
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int recHostId;
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int connectionId;
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int channelId;
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byte[] recBuffer = new byte[1024];
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int bufferSize = 1024;
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int dataSize;
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byte error;
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NetworkEventType recData = zt.Receive(out recHostId, out connectionId, out channelId, recBuffer, bufferSize, out dataSize, out error);
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switch (recData)
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{
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case NetworkEventType.Nothing:
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break;
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case NetworkEventType.ConnectEvent:
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Debug.Log("NetworkEventType.ConnectEvent");
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break;
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case NetworkEventType.DataEvent:
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Debug.Log("NetworkEventType.DataEvent");
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break;
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case NetworkEventType.DisconnectEvent:
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Debug.Log("NetworkEventType.DisconnectEvent");
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break;
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}
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// ---
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/*
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GameObject go = GameObject.Find ("_txtStatusIndicator");
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Text text = go.GetComponents<Text> () [0];
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text.text = zt.IsRunning () ? "ZeroTier Service: ONLINE" : "ZeroTier Service: OFFLINE";
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*/
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// Rotate ZTCube when ZT is running
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/*
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if (zt.IsRunning ()) {
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go = GameObject.Find ("ZTCube");
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Vector3 rotvec = new Vector3 (10f, 10f, 10f);
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go.transform.Rotate (rotvec, speed * Time.deltaTime);
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}
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GameObject go = GameObject.Find("ZTCube");
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Text text = go.GetComponents<Text> ()[0];
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*/
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}
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}
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175
integrations/Unity3D/Assets/ZeroTierLLAPI.cs
Normal file
175
integrations/Unity3D/Assets/ZeroTierLLAPI.cs
Normal file
@@ -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 <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;
|
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|
||||
// 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)
|
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{
|
||||
rpc_path = path;
|
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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)
|
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{
|
||||
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;
|
||||
}
|
||||
}
|
||||
305
integrations/Unity3D/Assets/ZeroTierSockets.cs
Executable file
305
integrations/Unity3D/Assets/ZeroTierSockets.cs
Executable file
@@ -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 <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
|
||||
}
|
||||
246
integrations/Unity3D/Assets/ZeroTierSockets_Demo.cs
Normal file
246
integrations/Unity3D/Assets/ZeroTierSockets_Demo.cs
Normal file
@@ -0,0 +1,246 @@
|
||||
/*
|
||||
* 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
29
integrations/Unity3D/Assets/ZeroTierUtils.cs
Normal file → Executable 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.Net;
|
||||
using System;
|
||||
|
||||
0
integrations/Unity3D/Assets/smcs.rsp
Normal file → Executable file
0
integrations/Unity3D/Assets/smcs.rsp
Normal file → Executable file
@@ -8,23 +8,24 @@
|
||||
|
||||
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;
|
||||
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 : ");
|
||||
|
||||
Reference in New Issue
Block a user