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
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
var 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 packets 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()
{
}
private void 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);
}
}
// start of the main loop
private void Update()
{
// sending messages on keys pressed to clients 2 and 5
if (Input.IsKeyDown(Input.KEY.E))
server_socket.send_message(2, "E");
else if (Input.IsKeyDown(Input.KEY.W))
server_socket.send_message(5, "W");
else if (Input.IsKeyDown(Input.KEY.A))
server_socket.send_message(5, "A");
else if (Input.IsKeyDown(Input.KEY.S))
server_socket.send_message(5, "S");
else if (Input.IsKeyDown(Input.KEY.D))
server_socket.send_message(5, "D");
// updating clients
for (int i = 0; i < 5; i++)
clients[i].update();
}
/* ... */
}
}
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#
Name | Description |
---|---|
STREAM = 0 | Socket for TCP packets. |
DGRAM = 1 | Socket 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_TYPE type - Socket type for TCP or UDP connections.
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
true if the connection is accepted; otherwise, false.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 blocking; 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. If the socket has been switched to the non-blocking mode, this method will wait for a connection for up to 10 seconds. If the socket is blocking (either by default, or set intentionally), the timeout period is defined either by OS. This method blocks the thread in which it is called, regardless of whether the socket is set as blocking or non-blocking.Return value
true if the connection is initialized; otherwise, false.bool Connect ( size_t timeout_ms ) #
Initiates the connection on a socket. This method will wait for a connection up to the time set as the argument. This method blocks the thread in which it is called, regardless of whether the socket is set as blocking or non-blocking.Arguments
- size_t timeout_ms - Timeout during which the thread is blocked by this method, in ms.
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 socket 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 for the specified timeout period 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 for the specified timeout period 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.The information on this page is valid for UNIGINE 2.19.1 SDK.
Last update:
2025-02-18
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