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Created December 23, 2013 22:28
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Basic connection testing for reliable udp
//
// Author: John Carruthers ([email protected])
//
// Copyright (C) 2013 John Carruthers
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
using System;
using System.Net;
using System.Net.Sockets;
using FragLabs.Network.ReliableUdp;
using FragLabs.Network.ReliableUdp.Synchronization;
namespace FragLabs.Network.SocketTest
{
class Program
{
/// <summary>
/// Client 1.
/// </summary>
private static Socket _client1;
/// <summary>
/// Synchronization client for client1.
/// </summary>
private static ISynchronizationClient _clientSync1;
/// <summary>
/// Client 2.
/// </summary>
private static Socket _client2;
/// <summary>
/// Synchronization client for client2.
/// </summary>
private static ISynchronizationClient _clientSync2;
/// <summary>
/// Connection count.
/// </summary>
private static int _connectCount;
static void Main(string[] args)
{
/*
* Step 1: Create endpoints for communcations.
*/
var clientEndpoint1 = new IPEndPoint(IPAddress.Any, 23124);
var clientEndpoint2 = new IPEndPoint(IPAddress.Any, 23125);
/*
* Step 2: Create the syncronization clients.
* These handle the initial connection state of the reliable udp streams and typically
* use an out of band communcations server when used over the internet.
* For local use a basic client that requires prior knowledge of endpoints can be used.
*/
_clientSync1 = new BasicPunchSynchronizationClient(clientEndpoint2);
_clientSync2 = new BasicPunchSynchronizationClient(clientEndpoint1);
/*
* Step 3: Create the sockets.
*/
_client1 = new ReliableUdpSocket(clientEndpoint1, _clientSync1);
_client2 = new ReliableUdpSocket(clientEndpoint2, _clientSync2);
/*
* Step 4: Connect the sockets.
*/
var saea1 = new SocketAsyncEventArgs();
saea1.RemoteEndPoint = _clientSync1.RemoteEndpoint;
saea1.Completed += ConnectComplete;
var saea2 = new SocketAsyncEventArgs();
saea2.RemoteEndPoint = _clientSync2.RemoteEndpoint;
saea2.Completed += ConnectComplete;
_client1.ConnectAsync(saea1);
_client2.ConnectAsync(saea2);
Console.ReadLine();
}
private static void ConnectComplete(object sender, SocketAsyncEventArgs socketAsyncEventArgs)
{
if (socketAsyncEventArgs.SocketError == SocketError.Success)
{
Console.WriteLine("Connection established.");
if (++_connectCount == 2)
{
Console.WriteLine("Sockets ready for data");
}
}
else
{
Console.WriteLine("Connection failed.");
}
}
}
}
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