This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Unigine.Socket Class

Inherits from: Stream

This class provides basic functionality for network interaction using stream sockets.

Usage Example

In this example we create UDP sockets: server and five clients.

  • The server sends broadcast packets containing the ID of the receiving client.
  • Each client processes only the messages, that were addressed to it.
  • In the world's Update() method the server sends messages addressed to clients 2 and 5.

In the AppWorldLogic.cs we do the following:

  • First, we describe our client and server and declare server and array of clients.
  • In the AppWorldLogic.Init() method we initialize our clients.
  • In the AppWorldLogic.Update() we check which keys were pressed and send messages to corresponding clients:
    • Client 2 - on ENTER key
    • Client 5 - on WASD keys
    Here we also call Update() method for all clients to process server's messages.
Source code (C#)
//AppWorldLogic.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;

namespace UnigineApp
{
	static class Constants
	{
		// UDP port to be used
		public const int UDP_PORT = 8889;
		// UDP receive buffer size
		public const int RECV_SIZE = 7;
		// UDP send buffer size
		public const int SEND_SIZE = 7;
	}

	/// Class representing the Server Socket
	class ServerSocket
	{
		Socket socket;

		/// Server constructor
		public ServerSocket()
		{
			// creating a UDP socket
			socket = new Socket(Socket.SOCKET_TYPE.DGRAM);

			// opening a socket on the specified port with a specified broadcast address
			socket.Open("127.255.255.255", Constants.UDP_PORT);

			// setting the size of the sending buffer
			socket.Send(Constants.SEND_SIZE);

			// setting the socket as a broadcasting one
			socket.Broadcast();

			// setting the socket as a non-blocking one
			socket.Nonblock();
		}

		/// Server destructor
		~ServerSocket()
		{
			// closing the socket
			socket.Close();
		}

		/// method sending a message to a certain client
		public void send_message(short client_num, string message)
		{
			// preparing a message to be received by a client with a given client_id
			Blob blob = new Blob();
			blob.Clear();
			blob.WriteShort(client_num);
			blob.Write(Marshal.StringToHGlobalUni(message), (uint)message.Length);

			// getting message size
			uint size = blob.GetSize();

			// setting current position to start
			blob.SeekSet(0);

			// sending the message
			socket.WriteStream(blob, size);

			blob.Clear();
		}
	};

	/// Class representing the Client Socket
	class ClientSocket
	{
		Socket socket;
		int id = 0;

		/// Client constructor
		public ClientSocket()
		{
			// creating a UDP socket
			socket = new Socket(Socket.SOCKET_TYPE.DGRAM);

			// opening a socket on the specified port 
			socket.Open(Constants.UDP_PORT);

			// setting the size of the receiving buffer
			socket.Recv(Constants.RECV_SIZE);

			// binding the socket to an address figured out from the host used for socket initialization
			socket.Bind();

			// setting the socket as a non-blocking one
			socket.Nonblock();
		}

		/// Client destructor
		~ClientSocket()
		{

			// closing the socket
			socket.Close();
		}

		public void setID(int num)
		{
			// setting client's ID
			id = num;
		}

		/// method checking for received packes from the server
		public int update()
		{
			// preparing a blob to read the message into
			Blob temp_blob = new Blob();
			temp_blob.Clear();

			// reading data from the socket
			socket.ReadStream(temp_blob, Constants.RECV_SIZE);

			if (temp_blob.GetSize() > 0)
			{
				// setting current position to start
				temp_blob.SeekSet(0);

				// getting client's ID
				short num_client = temp_blob.ReadShort();

				// checking if the received message is addressed to this particular client and processing it
				if (num_client == id)
					Log.Message("\nClient[{0}] - OPERATION_CODE: {1}", id, temp_blob.ReadLine());
			}
			return 1;
		}
	};

	class AppWorldLogic : WorldLogic
	{
		//declaring server and client sockets
		ServerSocket server_socket;
		ClientSocket[] clients = new ClientSocket[5];

		// World logic, it takes effect only when the world is loaded.
		// These methods are called right after corresponding world script's (UnigineScript) methods.

		public AppWorldLogic()
		{
		}

		public override bool Init()
		{

			server_socket = new ServerSocket();
			// Write here code to be called on world initialization: initialize resources for your world scene during the world start.
			for (int i = 0; i < 5; i++)
			{
				clients[i] = new ClientSocket();
				clients[i].setID(i + 1);
			}
			return true;
		}

		// start of the main loop
		public override bool Update()
		{
			// Write here code to be called before updating each render frame: specify all graphics-related functions you want to be called every frame while your application executes.
			Controls controls = Game.Player.Controls;

			// sending messages on keys pressed to clients 2 and 5
			if (controls.ClearState(Controls.STATE_USE) == 1)
				server_socket.send_message(2, "S");
			else if (controls.ClearState(Controls.STATE_FORWARD) == 1)
				server_socket.send_message(5, "F");
			else if (controls.ClearState(Controls.STATE_BACKWARD) == 1)
				server_socket.send_message(5, "B");
			else if (controls.ClearState(Controls.STATE_MOVE_LEFT) == 1)
				server_socket.send_message(5, "L");
			else if (controls.ClearState(Controls.STATE_MOVE_RIGHT) == 1)
				server_socket.send_message(5, "R");

			// updating clients
			for (int i = 0; i < 5; i++)
				clients[i].update();

			return true;
		}

		/* ... */

	}
}

See Also#

A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/systems/ folder:

  • socket_00
  • socket_01
  • socket_02
  • socket_03
  • socket_04

Socket Class

Enums

SOCKET_TYPE#

NameDescription
STREAM = 0Socket for TCP packets.
DGRAM = 1Socket for UDP packets.

Members


Socket ( Socket.SOCKET_TYPE type ) #

Creates a socket of the specified type. When the socket receives data, packets from all network interfaces will be received. When the socket sends data, the default IP address will be used.

Arguments

Socket ( Socket.SOCKET_TYPE type, int port ) #

Creates a socket for TCP or UDP connections and opens it on a given port. When the socket receives data, packets from all network interfaces will be received. When the socket sends data, the default IP address will be used.

Arguments

  • Socket.SOCKET_TYPE type - Socket type for TCP or UDP connections.
  • int port - Port, on which the socket will be opened.

Socket ( Socket.SOCKET_TYPE type, string host, int port ) #

Creates a socket for TCP or UDP connections and opens it on a given host and a given port. The host specifies the address, from and to which data will be sent.

Arguments

  • Socket.SOCKET_TYPE type - Socket type for TCP or UDP connections.
  • string host - Host, on which the socket will be opened.
  • int port - Port, on which the socket will be opened.

int GetFD ( ) #

Returns the socket file descriptor.

Return value

Socket file descriptor.

string GetHost ( ) #

Returns the host name on which the socket is opened.

Return value

Host name.

int GetPort ( ) #

Returns the port number on which the socket is opened.

Return value

Port number.

bool Accept ( Socket socket ) #

Accepts a connection on the socket.

Arguments

  • Socket socket - Socket that is bound to an address and listens to connections.

Return value

1 if the connection is accepted; otherwise, 0.

bool Bind ( ) #

Binds the socket to an address figured out from the host used for socket initialization.

Return value

true if the address is bound; otherwise, false.

bool Block ( ) #

Sets up a blocking socket.

Return value

true if the socket is opened; otherwise, false.

bool Broadcast ( ) #

Sets up a broadcast socket. To create a broadcast socket, you need to create it with a broadcast host address first and then use this function.

Return value

true if the socket is set up successfully; otherwise, false is returned.

void Close ( ) #

Closes the socket.

bool Connect ( ) #

Initiates a connection on the socket.

Return value

true if the connection is initialized; otherwise, false.

bool Listen ( int num ) #

Makes the socket listen to connections.

Arguments

  • int num - Maximum number of pending connections.

Return value

true if the socket has started listening; otherwise, false.

bool ListenMulticastGroup ( ) #

Joins the socket to a multicast group. Available for UDP sockets only.
Notice
The socket class doesn't allow creating a multicast server.
Source code (C#)
const int PORT = 8888;
Socket socket = new Socket(Socket.SOCKET_TYPE.DGRAM, PORT);
socket.listenMulticastGroup();

Return value

true if the sockect has been joined successfully; otherwise, false.

bool Nodelay ( ) #

Enables Nagle's algorithm.

Return value

true if the algorithm has been enabled successfully; otherwise, false.

bool Nonblock ( ) #

Makes the socket a non-blocking one.

Return value

true if the has become non-blocking; otherwise, false.

bool Open ( int port ) #

Opens the socket on a given port. When the socket receives data, packets from all network interfaces will be received. When the socket sends data, the default IP address will be used.

Arguments

  • int port - Port number, on which the socket will be opened.

Return value

true if the socket is opened successfully; otherwise, false.

bool Open ( string host, int port ) #

Opens the socket on a given port. When the socket receives data, packets from all network interfaces will be received. When the socket sends data, the default IP address will be used.

Arguments

  • string host - Host name, on which the socket will be opened.
  • int port - Port number, on which the socket will be opened.

Return value

true if the socket is opened successfully; otherwise, false.

bool Recv ( int size ) #

Resizes an internal receiving buffer for a socket.

Arguments

  • int size - Receive buffer size in bytes.

Return value

true if the buffer is resized successfully; otherwise, false.

bool Send ( int size ) #

Resizes an internal sending buffer for a socket.

Arguments

  • int size - Send buffer size in bytes.

Return value

true if the buffer is resized successfully; otherwise, false.

bool IsReadyToRead ( int timeout_usec = 0 ) #

Returns a value indicating whether the socked is ready for reading data, waiting if necessary, to perform synchronous I/O.

Arguments

  • int timeout_usec - The maximum time for to wait for the socket's response, in microseconds. By default, the timeout is 0

Return value

true if the socket is ready for reading data; otherwise, false.

bool IsReadyToWrite ( int timeout_usec = 0 ) #

Returns a value indicating whether the socked is ready for writing data, waiting if necessary, to perform synchronous I/O.

Arguments

  • int timeout_usec - The maximum time for to wait for the socket's response, in microseconds. By default, the timeout is 0

Return value

true if the socket is ready for writing data; otherwise, false.
Last update: 2024-12-13
Build: ()