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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Unigine.Socket Class

Inherits: 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.Runtime.InteropServices;

using Unigine;

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_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.getStream(), 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_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.getStream(), 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 int 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 1;
		}

		// start of the main loop
		public override int 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.get().getPlayer().getControls();

			// 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 1;
		}

	/* ... */

	}
}

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

Members


static Socket ( int type ) #

Creates a socket 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

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

static Socket ( int 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

  • int type - Socket for TCP (SOCKET_STREAM variable) or UDP (SOCKET_DGRAM) connections.
  • int port - Port, on which the socket will be opened.

static Socket ( int 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

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

Socket Cast ( Stream stream ) #

Arguments

  • Stream stream

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.

int 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.

int Bind ( ) #

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

Return value

1 if the address is bound; otherwise, 0.

int Block ( ) #

Sets up a blocking socket.

Return value

1 if the socket is opened; otherwise, 0.

int 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

1 if the socket is set up successfully ; otherwise, 0 is returned.

int Close ( ) #

Closes the socket.

int Connect ( ) #

Initiates a connection on the socket.

Return value

1 if the connection is initialized; otherwise, 0.

int Listen ( int num ) #

Makes the socket listen to connections.

Arguments

  • int num - Maximum number of pending connections.

Return value

1 if the socket has started listening; otherwise, 0.

int 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_DGRAM, PORT);
socket.listenMulticastGroup();

Return value

1 if the sockect has been joined successfully; otherwise, 0.

int Nodelay ( ) #

Enables Nagle's algorithm.

Return value

1 if the algorithm has been enabled successfully; otherwise, 0.

int Nonblock ( ) #

Makes the socket a non-blocking one.

Return value

1 if the has become non-blocking; otherwise, 0.

int 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

1 if the socket is opened successfully; otherwise, 0.

int 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

1 if the socket is opened successfully; otherwise, 0.

int Recv ( int size ) #

Resizes an internal receiving buffer for a socket.

Arguments

  • int size - Receive buffer size in bytes.

Return value

1 if the buffer is resized successfully; otherwise, 0.

int Send ( int size ) #

Resizes an internal sending buffer for a socket.

Arguments

  • int size - Send buffer size in bytes.

Return value

1 if the buffer is resized successfully; otherwise, 0.

int 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

1 if the socket is ready for reading data; otherwise, 0.
Last update: 2019-08-16
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