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