InGame-unalkalkan / ValveSockets-CSharp

Managed C# wrapper for GameNetworkingSockets library by Valve Software

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

alt logo

PayPal Bountysource Coinbase

This repository provides a managed C# wrapper for GameNetworkingSockets library which is created and maintained by Valve Software. You will need to build the native library with all required dependencies before you get started.

The wrapper is updated in accordance with the releases of the native library.

Building

A managed assembly can be built using any available compiling platform that supports C# 3.0 or higher.

Define VALVESOCKETS_INLINING to enable aggressive inlining for performance critical functionality.

Define VALVESOCKETS_SPAN to enable support for Span. Please, follow these steps to enable fast access to native memory blocks and improve performance.

Usage

Before starting to work, the library should be initialized using Valve.Sockets.Library.Initialize(); function.

After the work is done, deinitialize the library using Valve.Sockets.Library.Deinitialize(); function.

.NET environment

Start a new server:
NetworkingSockets server = new NetworkingSockets();
Address address = new Address();

address.SetAddress("::0", port);

uint listenSocket = server.CreateListenSocket(ref address);

StatusCallback status = (info, context) => {
	switch (info.connectionInfo.state) {
		case ConnectionState.None:
			break;

		case ConnectionState.Connecting:
			server.AcceptConnection(info.connection);
			break;

		case ConnectionState.Connected:
			Console.WriteLine("Client connected - ID: " + info.connection + ", IP: " + info.connectionInfo.address.GetIP());
			break;

		case ConnectionState.ClosedByPeer:
			server.CloseConnection(info.connection);
			Console.WriteLine("Client disconnected - ID: " + info.connection + ", IP: " + info.connectionInfo.address.GetIP());
			break;
	}
};

#if VALVESOCKETS_SPAN
	MessageCallback message = (in NetworkingMessage netMessage) => {
		Console.WriteLine("Message received from - ID: " + netMessage.connection + ", Channel ID: " + netMessage.channel + ", Data length: " + netMessage.length);
	};
#else
	const int maxMessages = 20;

	NetworkingMessage[] netMessages = new NetworkingMessage[maxMessages];
#endif

while (!Console.KeyAvailable) {
	server.DispatchCallback(status);

	#if VALVESOCKETS_SPAN
		server.ReceiveMessagesOnListenSocket(listenSocket, message, 20);
	#else
		int netMessagesCount = server.ReceiveMessagesOnListenSocket(listenSocket, netMessages, maxMessages);

		if (netMessagesCount > 0) {
			for (int i = 0; i < netMessagesCount; i++) {
				ref NetworkingMessage netMessage = ref netMessages[i];

				Console.WriteLine("Message received from - ID: " + netMessage.connection + ", Channel ID: " + netMessage.channel + ", Data length: " + netMessage.length);

				netMessage.Destroy();
			}
		}
	#endif

	Thread.Sleep(15);
}
Start a new client:
NetworkingSockets client = new NetworkingSockets();
Address address = new Address();

address.SetAddress("::1", port);

uint connection = client.Connect(ref address);

StatusCallback status = (info, context) => {
	switch (info.connectionInfo.state) {
		case ConnectionState.None:
			break;

		case ConnectionState.Connected:
			Console.WriteLine("Client connected to server - ID: " + connection);
			break;

		case ConnectionState.ClosedByPeer:
			client.CloseConnection(connection);
			Console.WriteLine("Client disconnected from server");
			break;

		case ConnectionState.ProblemDetectedLocally:
			client.CloseConnection(connection);
			Console.WriteLine("Client unable to connect");
			break;
	}
};

#if VALVESOCKETS_SPAN
	MessageCallback message = (in NetworkingMessage netMessage) => {
		Console.WriteLine("Message received from server - Channel ID: " + netMessage.channel + ", Data length: " + netMessage.length);
	};
#else
	const int maxMessages = 20;

	NetworkingMessage[] netMessages = new NetworkingMessage[maxMessages];
#endif

while (!Console.KeyAvailable) {
	client.DispatchCallback(status);

	#if VALVESOCKETS_SPAN
		client.ReceiveMessagesOnConnection(connection, message, 20);
	#else
		int netMessagesCount = client.ReceiveMessagesOnConnection(connection, netMessages, maxMessages);

		if (netMessagesCount > 0) {
			for (int i = 0; i < netMessagesCount; i++) {
				ref NetworkingMessage netMessage = ref netMessages[i];

				Console.WriteLine("Message received from server - Channel ID: " + netMessage.channel + ", Data length: " + netMessage.length);

				netMessage.Destroy();
			}
		}
	#endif

	Thread.Sleep(15);
}
Create and send a new message:
byte[] data = new byte[64];

sockets.SendMessageToConnection(connection, data);
Copy payload from a message:
byte[] buffer = new byte[1024];

netMessage.CopyTo(buffer);
Set a hook for debug information:
DebugCallback debug = (type, message) => {
	Console.WriteLine("Debug - Type: " + type + ", Message: " + message);
};

NetworkingUtils utils = new NetworkingUtils();

utils.SetDebugCallback(DebugType.Everything, debug);

Unity

Usage is almost the same as in the .NET environment, except that the console functions must be replaced with functions provided by Unity. If the NetworkingSockets.DispatchCallback() will be called in a game loop, then keep Unity run in background by enabling the appropriate option in the player settings.

API reference

Enumerations

SendType

Definitions of a flags for NetworkingSockets.SendMessageToConnection() function:

SendType.Unreliable unreliable, delivery of message is not guaranteed, the message may be delivered out of order.

SendType.Reliable reliable ordered, a message must be received by the target connection and resend attempts should be made until the message is delivered.

SendType.NoNagle a message will not be grouped with other messages within a timer.

SendType.NoDelay a message will not be buffered if it can't be sent relatively quickly.

IdentityType

Definitions of identity type for NetworkingIdentity structure:

IdentityType.Invalid unknown or invalid.

IdentityType.IPAddress IPv4/IPv6 address.

IdentityType.SteamID Steam identifier.

ConnectionState

Definitions of connection states for ConnectionInfo.state field:

ConnectionState.None dummy state, the connection doesn't exist or has already been closed.

ConnectionState.Connecting in-progress of establishing a connection initiated by NetworkingSockets.Connect() function.

ConnectionState.FindingRoute if the server accepts the connection, then this connection switch into the rendezvous state, but the end-to-end route is still have not yet established (through the relay network).

ConnectionState.Connected a connection request initiated by NetworkingSockets.Connect() function has completed.

ConnectionState.ClosedByPeer a connection has been closed by the peer, but not closed locally. If there are any messages in the inbound queue, they can be retrieved. Otherwise, nothing may be done with the connection except to close it using NetworkingSockets.CloseConnection() function. The connection still exists from an API perspective and must be closed to free up resources.

ConnectionState.ProblemDetectedLocally a disruption in the connection has been detected locally. Attempts to send further messages will fail. Any remaining received messages in the queue are available. The connection still exists from an API perspective and must be closed to free up resources.

ConfigurationScope

Definitions of configuration scopes:

Global

SocketsInterface

ListenSocket

Connection

ConfigurationDataType

Definitions of configuration data types:

Int32

Int64

Float

String

FunctionPtr

ConfigurationValue

Definitions of configuration values:

FakePacketLossSend

FakePacketLossRecv

FakePacketLagSend

FakePacketLagRecv

FakePacketReorderSend

FakePacketReorderRecv

FakePacketReorderTime

FakePacketDupSend

FakePacketDupRecv

FakePacketDupTimeMax

TimeoutInitial

TimeoutConnected

SendBufferSize

SendRateMin

SendRateMax

NagleTime

IPAllowWithoutAuth

LogLevelAckRTT

LogLevelPacketDecode

LogLevelMessage

LogLevelPacketGaps

ConfigurationValueResult

Definitions of configuration value results:

BadValue

BadScopeObject

BufferTooSmall

OK

OKInherited

DebugType

Definitions of debug types:

None

Bug

Error

Important

Warning

Message

Verbose

Debug

Everything

Result

Definitions of operation result:

Result.OK success.

Result.Fail generic failure.

Result.NoConnection failed network connection.

Result.InvalidParam a parameter is incorrect.

Result.InvalidState called object was in an invalid state.

Result.Ignored target is ignoring a sender.

Delegates

Socket callbacks

Provides per socket events.

StatusCallback(StatusInfo info, IntPtr context) notifies when dispatch mechanism on the listen socket returns a connection state. A reference to the delegate should be preserved from being garbage collected.

Library callbacks

Provides per application events.

DebugCallback(DebugType type, string message) notifies when debug information with the desired verbosity come up. A reference to the delegate should be preserved from being garbage collected.

Structures

Address

Contains marshalled structure with an IP address and port number.

Address.ip IP address in bytes.

Address.port port number.

Address.IsLocalHost checks if identity is localhost.

Address.GetIP() gets an IP address in a printable form.

Address.SetLocalHost(ushort port) sets localhost with a specified port.

Address.SetAddress(string ip, ushort port) sets an IP address (IPv4/IPv6) with a specified port.

StatusInfo

Contains marshalled data with connection state.

StatusInfo.connection connection ID.

StatusInfo.connectionInfo essentially ConnectionInfo structure with marshalled data.

ConnectionInfo

Contains marshalled data with connection info.

ConnectionInfo.identity identifier of an endpoint.

ConnectionInfo.userData user-supplied data set using NetworkingSockets.SetConnectionUserData() function.

ConnectionInfo.listenSocket listen socket for this connection.

ConnectionInfo.address remote address of an endpoint.

ConnectionInfo.state high-level state of the connection described in the ConnectionState enumeration.

ConnectionInfo.endReason basic cause of the connection termination or problem.

ConnectionInfo.endDebug explanation in a human-readable form for connection termination or problem. This is intended for debugging diagnostic purposes only, not for displaying to users. It might have some details specific to the issue.

ConnectionInfo.connectionDescription debug description includes the connection handle, connection type, and peer information.

ConnectionStatus

Contains marshalled data with connection status for frequent requests.

ConnectionStatus.state high-level state of the connection described in the ConnectionState enumeration.

ConnectionStatus.ping current ping in milliseconds.

ConnectionStatus.connectionQualityLocal connection quality measured locally (percentage of packets delivered end-to-end in order).

ConnectionStatus.connectionQualityRemote packet delivery success rate as observed from the remote host.

ConnectionStatus.outPacketsPerSecond current outbound packet rates from recent history.

ConnectionStatus.outBytesPerSecond current outbound data rates from recent history.

ConnectionStatus.inPacketsPerSecond current inbound packet rates from recent history.

ConnectionStatus.inBytesPerSecond current inbound data rates from recent history.

ConnectionStatus.sendRateBytesPerSecond estimated rate at which data can be sent to a peer. It could be significantly higher than ConnectionStatus.outBytesPerSecond, meaning the capacity of the channel is higher than the sent data.

ConnectionStatus.pendingUnreliable number of bytes pending to be sent unreliably. This is data that recently requested to be sent but has not yet actually been put on the wire.

ConnectionStatus.pendingReliable number of bytes pending to be sent reliably. The reliable number also includes data that was previously placed on the wire but has now been scheduled for re-transmission. Thus, it's possible to observe increasing of the bytes between two checks, even if no calls were made to send reliable data between the checks. Data that is awaiting the Nagle delay will appear in these numbers.

ConnectionStatus.sentUnackedReliable number of bytes of reliable data that has been placed the wire, but for which not yet received an acknowledgment, and thus might have to be re-transmitted.

NetworkingIdentity

Contains marshalled data of networking identity.

NetworkingIdentity.type description of a networking identity.

NetworkingIdentity.IsInvalid checks if identity has the invalid type.

NetworkingIdentity.GetSteamID() gets Steam ID.

NetworkingIdentity.SetSteamID(ulong steamID) sets Steam ID.

NetworkingIdentity.EqualsTo(ref NetworkingIdentity identity) checks if two identities are identical.

NetworkingMessage

Contains marshalled data of networking message.

NetworkingMessage.identity identifier of a sender.

NetworkingMessage.userData user-supplied data set using NetworkingSockets.SetConnectionUserData() function.

NetworkingMessage.timeReceived local timestamp when the message was received.

NetworkingMessage.messageNumber message number assigned by a sender.

NetworkingMessage.data payload of a message.

NetworkingMessage.length length of the payload.

NetworkingMessage.connection connection ID from which the message came from.

NetworkingMessage.channel channel number the message was received on.

NetworkingMessage.CopyTo(byte[] destination) copies payload from the message to the destination array.

NetworkingMessage.Destroy() destroys the message. Should be called only when the message obtained using NetworkingSockets.ReceiveMessagesOnListenSocket() function.

Classes

NetworkingSockets

Contains a managed pointer to the sockets.

NetworkingSockets.CreateListenSocket(ref Address address) creates a socket and returns a socket ID that listens for incoming connections which initiated by NetworkingSockets.Connect() function.

NetworkingSockets.Connect(ref Address address) initiates a connection to a foreign host. Returns a local connection ID.

NetworkingSockets.AcceptConnection(Connection connection) accepts an incoming connection that has received on a listen socket. When a connection attempt is received (perhaps after a few basic handshake packets have been exchanged to prevent trivial spoofing), a connection interface object is created in the ConnectionState.Connecting state and a StatusCallback() is called. Returns a result described in the Result enumeration.

NetworkingSockets.CloseConnection(Connection connection, int reason, string debug, bool enableLinger) disconnects from the host and invalidates the connection handle. Any unread data on the connection is discarded. The reason parameter is an optional user-supplied code that will be received on the other end and recorded (when possible) in backend analytics. The value should be less than Library.maxCloseReasonValue. The debug parameter is an optional human-readable diagnostic string that will be received on the other end and recorded (when possible) in backend analytics. If the user wishes to put the socket into a lingering state, where an attempt is made to flush any remaining sent data, the linger parameter should be enabled, otherwise reliable data is not flushed. If the connection has already ended, the reason code, debug string and linger parameter is ignored. Returns true on success or false on failure.

NetworkingSockets.CloseListenSocket(ListenSocket socket, string remoteReason) destroys the listen socket, and all the client sockets generated by accepting connections on the listen socket. The remote reason determines what cleanup actions are performed on the client sockets being destroyed. If cleanup is requested and the user has requested the listen socket bound to a particular local port to facilitate direct IPv4 connections, then the underlying UDP socket must remain open until all clients have been cleaned up. Returns true on success or false on failure.

NetworkingSockets.SetConnectionUserData(Connection peer, long userData) sets a user-supplied data for the connection. Returns true on success or false on failure.

NetworkingSockets.GetConnectionUserData(Connection peer) returns a user-supplied data or -1 if a handle is invalid or if any data has not be set for the connection.

NetworkingSockets.SetConnectionName(Connection peer, string name) sets a name for the connection, used mostly for debugging.

NetworkingSockets.GetConnectionName(Connection peer, StringBuilder name, int maxLength) fetches connection name to the mutable string. Returns true on success or false on failure.

NetworkingSockets.SendMessageToConnection(Connection connection, byte[] data, int length, SendType flags) sends a message to the host on the connected socket. The length and send type parameters are optional. Multiple flags can be specified at once. Returns a result described in the Result enumeration. Pointer IntPtr to a native buffer can be used instead of a reference to a byte array.

NetworkingSockets.FlushMessagesOnConnection(Connection connection) if the Nagle is enabled (it's enabled by default) then the message will be queued up the Nagle time before being sent, to merge small messages into the same packet. Call this function to flush any queued messages and send them immediately on the next transmission time. Returns a result described in the Result enumeration.

NetworkingSockets.ReceiveMessagesOnConnection(Connection connection, NetworkingMessage[] messages, int maxMessages) fetches the next available messages from the socket for a connection. Returns a number of messages or -1 if the connection handle is invalid. The order of the messages returned in the array is relevant. Reliable messages will be received in the order they were sent. If any messages are obtained, message.Destroy() should be called for each of them to free up resources.

NetworkingSockets.ReceiveMessagesOnListenSocket(ListenSocket socket, NetworkingMessage[] messages, int maxMessages) fetches the next available messages from the socket. Returns a number of messages or -1 if the connection handle is invalid. Delivery order of messages among different clients is not defined. They may be returned in an order different from what they were actually received. Delivery order of messages from the same client is well defined, and thus the order of the messages is relevant. If any messages are obtained, message.Destroy() should be called for each of them to free up resources.

NetworkingSockets.GetConnectionInfo(Connection connection, ref ConnectionInfo info) gets information about the specified connection. Returns true on success or false on failure.

NetworkingSockets.GetQuickConnectionStatus(Connection connection, ConnectionStatus status) gets a brief set of connection status that can be displayed to the user in-game. Returns true on success or false on failure.

NetworkingSockets.GetDetailedConnectionStatus(Connection connection, StringBuilder status, int statusLength) gets detailed connection stats in a printable form. Returns 0 on success, -1 on failure, or > 0 if a capacity of the mutable string is not enough.

NetworkingSockets.GetListenSocketAddress(ListenSocket socket, ref Address address) gets local IP and port number of a listen socket. Returns true on success or false on failure.

NetworkingSockets.CreateSocketPair(Connection connectionOne, Connection connectionTwo, bool useNetworkLoopback) creates a pair of connections that are talking to each other e.g. a loopback communication. The two connections will be immediately placed into the connected state, and no callbacks will be called. After this, if either connection is closed, the other connection will receive a callback, exactly as if they were communicating over the network. By default, internal buffers are used, completely bypassing the network, the chopping up of messages into packets, encryption, copying the payload, etc. This means that loopback packets, by default, will not simulate lag or loss. Enabled network loopback parameter will cause the socket pair to send packets through the local network loopback device on ephemeral ports. Fake lag and loss are supported in this case, and CPU time is expended to encrypt and decrypt.

NetworkingSockets.DispatchCallback(StatusCallback callback, IntPtr context) dispatches one callback per call if available. Optional context parameter may be specified for StatusCallback delegate.

NetworkingUtils

Time returns a current local monotonic time in microseconds. It never reset while the application remains alive.

FirstConfigurationValue gets the lowest numbered configuration value available in the current environment.

SetDebugCallback(DebugType detailLevel, DebugCallback callback) sets a callback for debug output.

SetConfiguratioValue(ConfigurationValue configurationValue, ConfigurationScope configurationScope, IntPtr scopeObject, ConfigurationDataType dataType, IntPtr value) sets a configuration value according to ConfigurationValue, ConfigurationScope, and ConfigurationDataType enumerations.

GetConfigurationValue(ConfigurationValue configurationValue, ConfigurationScope configurationScope, IntPtr scopeObject, out ConfigurationDataType dataType, out IntPtr result, out IntPtr resultLength) gets a configuration value according to ConfigurationValue, ConfigurationScope, and ConfigurationDataType enumerations.

Library

Contains constant fields.

Library.maxCloseMessageLength the maximum length of the reason string in bytes when a connection is closed.

Library.maxCloseReasonValue the maximum value of the reason code when a connection is closed.

Library.maxMessageSize the maximum size of a single message that can be sent.

Library.Initialize(StringBuilder errorMessage) initializes the native library. Error message parameter is optional and should be used to determine error during initialization. The capacity of a mutable string for an error message must be equal to Library.maxErrorMessageLength.

Library.Deinitialize() deinitializes the native library. Should be called after the work is done.

About

Managed C# wrapper for GameNetworkingSockets library by Valve Software

License:MIT License


Languages

Language:C# 100.0%