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SLikeNet™ is an Open Source/Free Software cross-platform network engine written in C++ and specifially designed for games (and applications which have comparable requirements on a network engine like games) building upon the discontinued RakNet network engine which had more than 13 years of active development.
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SLikeNet™ 0.1.0 =============== Copyright © 2016-2017 SLikeSoft™ UG (haftungsbeschränkt) Part of the documentation in this readme file was taken from RakNet 4.082 readme files. These sections are marked with [partially copied from RakNet]. Please see licenses/RakNet license.txt for the underlying license and related copyright. The latest version and information are available at https://www.slikenet.com/ Table of Contents 0. Quickstart 1. What is SLikeNet? 1.1 History of SLikeNet 1.2 Version scheme and deprecation process 1.2.1 Pre 1.0 releases 1.2.2 Alpha releases 1.2.3 Beta releases 1.2.4 1.x.y releases 1.2.5 2.x.y and following releases 1.2.6 Client / Server compatibility 1.2.7 API deprecation and dropping support for 3rd party versions 1.3 Changes between RakNet (4.081/4.082) and SLikeNet 2. System/Depedency requirements 2.1 Limitations on supported OSs, build environments, and 3rd party libraries 2.2 Compiler support 2.3 OS support 2.4 3rd party libraries/dependencies 2.4.1 Boost 2.4.2 BZip2 2.4.3 FMOD Ex 2.4.4 Independent JPEG Group's free JPEG software 2.4.5 Irrlicht Engine 2.4.6 irrKlang 2.4.7 Jansson 2.4.8 libcatid 2.4.9 Microsoft DirectX SDK / Microsoft Windows SDK 2.4.10 MiniUPnP client 2.4.11 MySQL 2.4.12 NVIDIA Cg Toolkit 2.4.13 NVIDIA Compress YCoCg-DXT 2.4.14 Ogre3D 2.4.15 OpenSSL 2.4.16 PortAudio 2.4.17 PostgreSQL 2.4.18 Autodesk Scaleform GFx 2.4.19 speex 2.4.20 SQLite 2.4.21 Steamworks SDK 2.4.22 SWIG 2.4.23 Xdelta 2.4.24 XMLParser library 3. Getting Started 3.1 Downloading SLikeNet 3.1.1 Download from the webpage 3.1.1.1 Verifying the file integrity 3.1.1.2 Validating the download package 3.1.2 Downloading via SVN 3.1.3 Downloading via GIT 3.2 Using SLikeNet on Windows 3.2.1 Using prebuilt SLikeNet libraries with Microsoft Visual Studio 3.2.2 Building SLikeNet yourself with Microsoft Visual Studio 3.2.3 Provided default libraries 3.3 Using SLikeNet with Linux and OSX 3.3.1 Building SLikeNet 3.4 RakNet compatibility mode 3.4.1 Migrating from RakNet to SLikeNet 3.4.2 Building RakNet compatibility mode yourself 3.4.3 In-place replacement of RakNet 3.5 Development notes on differences between RakNet and SLikeNet 3.5.1 General notes 3.5.2 Retail configuration 3.5.3 OSX usage of @rpath for install_name 4. Dependent Extensions 4.1 AutopatcherMySQLRepository 4.2 AutopatcherPostgreRepository 4.3 BspCollision 4.4 DXTCompressor 4.5 IrrlichtDemo 4.6 MySQLInterface 4.7 Ogre3DInterpDemo 4.8 Matrices 4.9 PostgreSQLInterface 4.10 Rackspace 4.11 SQLite3Plugin / SQLite3ClientLogger / SQLite3ServerLogger 4.12 Swig / DLL_Swig 5. Samples 5.1 AutopatcherClient 5.2 AutopatcherClientGFx3.0 5.3 AutopatcherClientRestarter 5.4 AutopatcherClient_SelfScaling 5.5 AutopatcherServer 5.6 AutoPatcherServer_MySQL 5.7 AutopatcherServer_SelfScaling 5.8 ChatExample 5.9 CloudClient 5.10 CloudServer 5.11 CommandConsoleClient 5.12 CommandConsoleServer 5.13 ComprehensivePCGame 5.14 CrashReporter 5.15 DirectoryDeltaTransfer 5.16 Encryption 5.17 FCM2Host 5.18 FCM2Host_Simultaneous 5.19 FCM2VerifiedJoinSimultaneous 5.20 FullyConnectedMesh 5.21 iOS ChatClient 5.22 LANServerDiscovery 5.23 Lobby2Server_PGSQL 5.24 MessageFilter 5.25 NATCompleteClient 5.26 NATCompleteServer 5.27 PacketLogger 5.28 PHPDirectoryServer2 5.29 Ping 5.30 RackspaceConsole 5.31 RakVoice 5.32 RakVoiceDSound 5.33 RakVoiceFMOD / RakVoiceFMODAsDLL / RakVoiceFMODUsingDLL 5.34 ReadyEvent 5.35 ReplicaManager3 5.36 RoomsPlugin 5.37 Router2 5.38 RPC3 5.39 RPC4 5.40 SendEmail 5.41 SteamLobby 5.42 TeamManager 5.43 Timestamping 5.44 TwoWayAuthentication 5.45 UDP Forwarder 5.46 WinPhone8 6. Help and Support 6.1 Documenation 6.2 Contact Information and Support 7. A word on licensing 7.1 SLikeNet licensing (core and extended) 7.2 Licensed Code 7.2.1 (core) RakNet 7.2.2 (core) DR_SHA1.cpp/.h (SHA-1 algorithm - version 2.1) 7.2.3 (core) Rand.cpp (Mersenne Twister random number generator MT19937) 7.2.4 (core) KBhit.h 7.2.5 (core) FindBoost.cmake 7.2.6 (DependentExtension/Autopatcher) ApplyPatch.cpp, CreatePatch.cpp 7.2.7 (DependentExtension/DXTCompressor) OpenGLWindow.hpp 7.2.8 (DependentExtension/IrrlichtDemo) FindIrrlicht.cmake, FindIrrKlang.cmake 7.2.9 (DependentExtension/IrrlichtDemo) CDemo.cpp/.h, CMainMenu.cpp/.h, main.cpp 7.2.10 (DependentExtension/speex related) FindSpeex.cmake, FindSpeexDSP.cmake 7.2.11 (DependentExtension/Swig) arrays_csharp.i 7.2.12 (Samples/nacl_sdk) httpd.py 7.2.13 (Samples/Ogre3D related) FindOGRE.cmake, FindOIS.cmake, FindPkgMacros.cmake, PreprocessorUtils.cmake 7.2.14 (Samples/Ogre3D related) BspCollision.cpp 8. Thanks / Acknowledgements 9. Trademark Notes / Affiliation Statement 0. Quickstart If you want to get started quickly simply follow these directions: Windows™: see chapter 3.2.1 and use the prebuilt libraries Linux®/OSX: see chapter 3.3.1 Migrating from RakNet to SLikeNet: see chapter 3.4.1 For quick instructions to comply with license requirements see: licenses/_quick_licensing_slikenet_core.txt and licenses/_quick_licensing_slikenet_extended.txt 1. What is SLikeNet? SLikeNet™ is an Open Source/Free Software cross-platform network engine written in C++ and specifially designed for games (and applications which have comparable requirements on a network engine like games) building upon the discontinued RakNet network engine which had more than 13 years of active development. SLikeNet currently supports Windows, Linux and Mac with limited support for iPhone®, Android™, and Windows Phone™ 8. SLikeNet is not a simple rebranding of RakNet, but rather incorporates already in its initial version several bug- and security fixes as well as changes to bring the engine back on track with recent compiler and language changes. 1.1 History of SLikeNet Like many teenagers in the 90th and in the early years of the 21st century the developers have been quite into the area of computer games. One of them actually took his hobby over to the professional life and started a career in the games industry. Of special interest for him was the area of multiplayer/network engines which he also took as the topic for his diploma thesis. Unfortunately, even after a decade in the industry and despite his passion for that area, he didn't get the chance to directly work on a multiplayer integration and could only invest his own spare time in this area. 2014 finally came the opportunity to change that when RakNet (http://www.jenkinssoftware.com/), which was developed for over 13 years by Kevin Jenkins / Jenkins Software LLC, got acquired by Oculus VR, LLC. and was put under an open source license. Initially the developers thought about mainly becoming an active member of the community. However, it turned out that since GitHub® wasn't opened up, no organized community established itself and the idea of the development of RakNet being taken over by the community didn't come true. While there were quite a few talented developers who provided patches on GitHub and helped with providing support, there didn't seem to be any endevour to get an organizational structure around the continuous development of RakNet. Hence, to the developers of SLikeNet the question arose how they could actually help out here and what would be the best way to ensure that RakNet will continue to thrive for several years to come. The conclusion was to found a company (SLikeSoft™) and continue the work RakNet left behind under a fresh name. That should provide a strong fundament and basis for the community to rely on that their ideas, bugfixes, and features won't get lost but rather will be integrated/handled in an organized manner. 1.2 Version scheme and deprecation process SLikeNet is using the Semantic Versioning (version 2.0.0) authored by Tom Preston-Werner. See http://semver.org/ for details. 1.2.1 Pre 1.0 releases The initial versions on the way towards the 1.0.0 release will use the version number 0.x.y to reflect the current (early) development stage of SLikeNet. However, since SLikeNet is heavily based on the very well tested RakNet library, we consider already these early versions way more stable than what you would normally excpect from a library with such a version number. Furthermore, since our aim for SLikeNet 1.0.0 is to keep ABI/API/Protocol compaitibilty with RakNet 4.081/4.082, we consider the API/ABI/Protocol of the 0.x.y releases already stable and do planto change them only in order to fix (undesired/unintended) API/ABI/Protocol incompatibility with RakNet which might have slipped in during development. Hence, in contrast to what the Semantic Versioning 2.0.0 permits, we are considering the 0.1.0 API being stable, already. 1.2.2 Alpha releases Starting wirh 1.0.0, for each new release we will go through a >= 2-weeks alpha release period. During this period we will only implement bugfixes which are considered safe or are fixes for regressions. Anything else will be postponed and scheduled for a following version. If significant changes need to be made for the released alpha version, we will release another alpha version and restart the 2-weeks test period. The version numbering for alpha releases will be x.y.z-alpha.d where d begins with 1 and is incremented by 1 for each successive alpha release of the same version. 1.2.3 Beta releases After the alpha version passed without major rework and the risk assessment concurred, we will release a beta version of the new version which starts the beta test phase of at least 2 weeks. During that period we will only fix regressions introduced in the new versions. Anything else will be postponed and scheduled for a following version. If there is a regression fix during the beta phase, we will release a new beta version and restart the 2 week test period. The version numbering will be x.y.z-beta.d where d begins with 1 and is incremented by 1 for each successive beta release of the same version. 1.2.4 1.x.y releases The 1.x.y releases will ensure API, ABI, and protocol compatibility with RakNet 4.081/4.082. This way we allow everybody currently using RakNet in their product to perform a simple in-place test of SLikeNet with as little work as possible. In principle it will allow you to test SLikeNet by simply replacing the RakNet DLLs without even having to recompile your game/application. If you linked RakNet statically, all you need to do is to link against the SLikeNet library. No other changes should be required. You can even run a client built with RakNet 4.082 and connect it to a SLikeNet 1.x.y server (or vice versa). 1.2.5 2.x.y and following releases 2.0.0 will be the first release which breaks backwards compatibility with RakNet. This allows us to integrate performance improvements and new features which would otherwise be impossible to realize with keeping backwards compatibility with RakNet. The server as well as the connecting clients will require both at least running SLikeNet 2.0.0 in order to work together. 1.2.6 Client / Server compatibility Any x.y.z version will always be compatible with any other x.y.z version as long as x is the same (or differs by only 1 digit and is at least 2). For instance: Running a server on 3.0.0 allows clients running 2.x.y up to 4.x.y to connect to that server. From the other point of view: A client running version 4.0.0 can connect to any server running 3.x.y up to 5.x.y. 1.2.7 API deprecation and dropping support for 3rd party versions From time to time we need to deprecate APIs/functions/classes/etc. In some cases this is done in order to keep the network engine maintainable, in other cases we might have to deprecate APIs for security reasons. For versions >= 2.0.0 we will make sure that any API which is deprecated is still available for the next major release (i.e. if we deprecate a version in 2.x.y, it will still be available for all 3.x.y releases but will be dropped in 4.0.0). The same goes for the deprecation of old 3rd party libraries. There are however a couple of cases where we might deviate from this procedure. Examples could be that security fixes require us to deprecate an API or 3rd party library already earlier or we might deprecate 3rd party library versions which are incompatible with new compilers. To comply with the Semantic Versioning 2.0.0 we will announce the deprecation of the API/3rd-party library version at least in a sub version of the current major release branch and then remove it in the following major release. For instance, if we learn that there's a security flaw in SLikeNet 2.0.5 which requires a change to the API we mark the problematic function deprecated and release 2.1.0. In the following 3.0.0 release the function will then be removed. 1.3 Changes between RakNet (4.081/4.082) and SLikeNet RakNet 4.081 was the final release of RakNet with 4.082 having been in development. SLikeNet is based on the sourcecode of RakNet 4.082 and aims for API, ABI, and protocol compatibility with RakNet 4.081/4.082. That way it's possible to use (and evaluate) SLikeNet as an in-place replacement for RakNet. The major differences/improvements of SLikeNet over RakNet are: - added support for the latest compilers and dropped support for older compilers - added support for newer versions of 3rd-party libraries - security enhancements (f.e. by fixing buffer overflows, using security enhanced CRT functions, replacing obsolete less secure CRT functions with up-to-date ones, etc.) - replaced Multi-Byte Character support with Unicode support - warning free compiling/linking (i.e. warnings RakNet triggered when building the source were resolved) - easier way to get started with SLikeNet by providing precompiled libraries and easily loadable/upgradable solution/project files for recent Visual Studio versions - extended documentation - countless bugfixes and improvements (see changelog.txt for details) There are also a couple of restrictions SLikeNet has when comparing its feature set with RakNet. Some of them are going to be dealt with in later versions, some of them however are not planned to be resolved. If any of the missing features/support is causing you trouble to try out SLikeNet, drop us a note (see chapter 6) and we'll see whether we find a solution for you. There are mainly the following reasons behind this decision: a) license restrictions prevent us to provide the same support RakNet used to provide (marked with "licensing" in the following list) b) we intentionally dropped support, so to reduce the maintenance work and be able to make use of new language and 3rd-party-library features (marked with "deprecated" in the following list) c) especially for the first versions we had to prioritize the work and had to postpone work on certain parts but are planning to do so in later versions (marked with "later in the following list) The following list presents the known restrictions: - dropped support for old/outdated libraries (deprecated) - dropped support for old compilers (deprecated) - removed the following source code files/directories: - DependentExtensions/DXTCompressor/External/include/*.h (deprecated) - DependentExtensions/DXTCompressor/External/include/GL/glext.h (deprecated) - DependentExtensions/IrrlichtDemo/irrKlang-1.1.3/*.* (licensing) - DependentExtensions/IrrlichtDemo/irrKlang.dll (licensing) - Samples/Marmalade (licensing) - Samples/AutopatcherClientGFx3.0/GFxPlayerTinyD3D9.cpp (licensing) - Samples/Lobby2ClientGFx3.0/GFxPlayerTinyD3D9.cpp (licensing) - Samples/RoomsBrowserGFx3/GFxPlayerTinyD3D9.cpp (licensing) - dropped support for the following platforms (licensing): - Xbox 360® - PlayStation® Vita - Playstation 3 - limited support for iOS, Android, Windows Phone 8 (later) - limited support for Samples and Tests (later) - limited support for RakVoiceFMOD (later) - limited support for SWIG and the C# interface (later) - missing support for server related features like Lobby3, MaterServer, MasterServer2, etc. (later) 2. System/Depedency requirements 2.1 Limitations on supported OSs, build environments, and 3rd party libraries SLikeNet supports a brought variety of different compilers, OSs, build tools, and 3rd part libraries. We are aiming to provide a stable environment for our users to have SLikeNet build with the supported compilers/build tools/3rd party librares and run on all the supported OSs. Obviously it's unfeasible to test each release with all possible combinations of compilers(-versions), on all OSs, and with all versions of the 3rd party dependencies. Therefore, we decided to restrict the full support as follows: Compiler/Build tools: We only provide full support for the latest patch release of a compiler. That means that for the Visual Studio 2013 compiler we only support VS 2013 Update 5 (but not Update 1 to Update 4 and also not the unpatched Visual Studio 2013 compiler). OSs: We test SLikeNet on the fully patched earliest and on the latest version of the supported OS. Full support is only provided for the operation systems listed below. For instance we support Microsoft™ Windows XP but only if Service Pack 3 is installed (and all available OS patches are applied). Windows XP without any service pack or only SP1/SP1a/SP2 installed is unsupported. 3rd party libraries: 3rd party libraries are tested with the earliest supported version and the latest supported one. Furthermore, we are only supporting the latest patch release of a 3rd-party library. As an example this means that we support Boost 1.46.1 but not Boost 1.46.0. By restricting the support we certainly don't mean that SLikeNet won't work with a compiler version, 3rd party library version or OS version which is not listed here. It simply means that we haven't tested that combination and you might run into issues or warnings might show up during the build. SLikeNet however might still work just fine. If your prefered (build) environment is not listed here and you'd like to get full support for it, please contact us (see chapter 6) so we can see whether we can add full support for your combination. If a compiler/OS/3rd party is listed as supported, we are considering any issue SLikeNet runs into with that environment a problem we have to deal with. If however you are running into problems with an unsupported combination (for instance the code not being compilable with an ancient version of Visual Studio like VC6) we might in the end ask you to upgrade to one of the supported compilers/OSs/3rd-party libraries. A special note on Xcode® / OSX support: Our test capabilities are limited on OSX atm. Therefore, we cannot test SLikeNet at the moment on any other compiler than the one listed below. Since RakNet originally supported the OSXSDK 10.5+ we are listing that version as limited support. If you are testing SLikeNet with an older version of Xcode and are running into any issues, we'd appreciate a short note (preferably with the compiler error output). Xbox 360/Playstation Vita/Playstation 3: RakNet originally supported these platforms. Presumably due to license restrictions the support couldn't be made open source however. If you require support for these platforms, please contact us (see chapter 6). 2.2 Compiler support Microsoft Visual Studio™: 2010 SP1, 2012 Update 1, 2013 Update 5, 2015 Update 3, 2017 15.2 (26430.16) GNU Compiler Collection: 4.6.4, 4.7.4, 4.8.5, 4.9.3, 5.4.0 Xcode: 7.3.1 (limited support for 3.0+ with OSXSDK 10.5+) CMake®: 2.6.4 2.8.12.2, 3.0.2, 3.1.3, 3.2.3, 3.3.2, 3.4.3, 3.5.2, 3.6.3, 3.7.2 2.3 OS support Microsoft Windows: Windows XP (SP3), Windows XP x64 (SP2), Windows Vista® (SP2), Windows 7 (SP1), Windows 8.1, Windows 10 (1607 / 1703) Linux: Ubuntu 14.04/16.04 OSX: 10.12 (Sierra) (limited support for 10.5 (Leopard) and later) 2.4 3rd party libraries/dependencies While the SLikeNet core engine does not rely on any 3rd party library, several samples, dependent extensions and also certain optional SLikeNet features make heavy use of 3rd party libraries/code. This chapter provides an overview of which 3rd party libraries are used for which configurations/samples and which versions are supported. 3rd party libraries which are bundled with SLikeNet are marked as such. For these we also list the 3rd party library's license and reference the location of the license file. 2.4.1 Boost Description: Boost provides free peer-reviewed portable C++ source libraries. URL: https://www.boost.org/ Supported versions: 1.34.1, 1.35.0, 1.36.0, 1.37.0, 1.38.0, 1.39.0, 1.40.0, 1.41.0, 1.42.0, 1.43.0, 1.44.0, 1.45.0, 1.46.1, 1.47.0, 1.48.0 Used in: - Ogre3dInterpDemo (see 4.7) - RPC3 (see 5.38) 2.4.2 BZip2 Description: bzip2 is a freely available, patent free, high-quality data compressor. URL: http://www.bzip.org/ Supported versions: 1.0.6 (bundled) Used in: - AutopatcherClient_SelfScaling (see 5.4) - AutopatcherClientGFx3.0 (see 5.2) - AutopatcherMySQLRepository (see 4.1) - AutopatcherPostgreRepository (see 4.2) - AutopatcherServer (see 5.5) - AutopatcherServer_MySQL (see 5.6) - AutopatcherServer_SelfScaling (see 5.7) License: BSD style License License file(s): licenses/bzip2 license.txt 2.4.3 FMOD® Ex Description: FMOD is a sound effects engine for video games and applications developed by Firelight Technologies Pty Ltd. URL: https://www.fmod.com/ Supported versions: 4.38.07+ Used in: - RakVoiceFMOD (see 5.33) 2.4.4 Independent JPEG Group's free JPEG software Description: A package containing C software to implement JPEG image encoding, decoding, and transcoding. URL: http://www.ijg.org/ Supported versions: version 7 (6b for Microsoft DirectX® - 8d for Irrlicht Engine) (version 7 is bundled) Used in: - Irrlicht Engine (see 2.4.5) - Microsoft DirectX (see 2.4.9) - SQLite3ServerLogger (see 4.11) License: Independent JPEG Group License License file(s): licenses/jpglib license v6b.txt, licenses/jpglib license v7.txt, licenses/jpglib license v8d.txt Note: A different license (GPL) applies to ansi2knr.c. This source code file is however not used by the SQLite3ServerLogger integration and hence doesn't have any license implications there. For the usage in Microsoft DirectX and the Irrlicht Engine we can't make an explicit statement, though. 2.4.5 Irrlicht Engine Description: The Irrlicht Engine is an open source high performance realtime 3D engine wirtten in C++. URL: http://irrlicht.sourceforge.net/ Supported versions: 1.8.4 (some binary files bundled) Dependencies: - Independent JPEG Group's free JPEG software (see 2.4.4) Used in: - IrrlichtDemo (see 4.5) License: libpng™/zlib license License file(s): licenses/Irrlicht Engine License.txt, libpng license.txt, zlib license.txt 2.4.6 irrKlang Description: irrKlang is a cross platform sound library for C++, C# and all .NET languages. URL: http://www.ambiera.com/irrklang/ Supported versions: 1.1.3 Used in: - IrrlichtDemo (see 4.5) 2.4.7 Jansson Description: Jansson is a C library for encoding, decoding and manipulating JSON data. URL: http://www.digip.org/jansson/ Supported versions: 2.4 (bundled) Used in: - AutopatcherServer_SelfScaling (see 5.7) - ComprehensivePCGame (see 5.13) - Rackspace (see 4.10) License: MIT License License file(s): licenses/Jansson License.txt 2.4.8 libcatid Description: CatId Common Code Library - a collection of different code snippets. URL: https://github.com/catid/libcat Supported versions: 1.0 (bundled) Used in: - Core (if LIBCAT_SECURITY is set to 1) License: Modified BSD License License file(s): licenses/libcatid license.txt 2.4.9 Microsoft DirectX SDK / Microsoft Windows SDK Description: DirectX is a set of low-level APIs for creating games and other high-performance multimedia applications. Note: As of Windows SDK 8.0 DirectX was integrated into the Windows SDK and is no longer shipped as a separate SDK. URL: https://msdn.microsoft.com/library/windows/apps/hh452744 Supported versions: DirectX SDK June 2010 (Matrices contains modified DX sample source code and uses some DX resource files) / WinPhone8: Windows SDK 8.0, 8.0A, 8.1, 8.1A, 10 (builds: 10.0.10240.0, 10.0.10586.212, 10.0.14393.795, 10.0.15063.0) Dependencies: - Independent JPEG Group's free JPEG software (see 2.4.4) Used in: - AutopatcherClientGFx3.0 (see 5.2) - Matrices (see 4.8) - Ogre3D (see 2.4.14) - RakVoiceDSound (see 5.32) - WinPhone8 (see 5.46) License: Microsoft Software License Terms - Microsoft DirectX Software Development Kit (SDK) License file(s): licenses/DirectX SDK EULA.txt 2.4.10 MiniUPnP client Description: A UPnP Internet Gateway Device (IGD) control point. URL: http://miniupnp.free.fr/ Supported versions: 1.7 pre-release (1.5 for IrrlichtDemo) (bundled) Used in: - ComprehensivePCGame (see 5.13) - IrrlichtDemo (see 4.5) - NATCompleteClient (see 5.25) License: Modified BSD License License file(s): licenses/MiniUPnP License.txt Notes: bsdqueue.h has separate license terms (also licensed under the Modified BSD License, however). 2.4.11 MySQL® Description: MySQL is the world's most popular open source database. URL: https://www.mysql.com/ Supported versions: 5.1.30 Used in: - AutopatcherMySQLRepository (see 4.1) - AutoPatcherServer_MySQL (see 5.6) - MySQLInterface (see 4.6) 2.4.12 NVIDIA® Cg Toolkit Description: The Cg Toolkit is a legacy NVIDIA toolkit allowing to use programmable shading with Cg. URL: https://developer.nvidia.com/cg-toolkit Supported versions: 2.2 (bundled) Used in: - DXTCompressor (see 4.4) License: NVIDIA licese License file(s): licenses/NVIDIA Cg Toolkit.txt 2.4.13 NVIDIA Compress YCoCg-DXT Description: This example demonstrates how a pixel shader can be used to compress a dynamically rendered color map into a texture, using both the DXT1 and YCoCg-DXT5 texture formats. URL: http://developer.download.nvidia.com/SDK/10/opengl/samples.html#compress_YCoCgDXT Supported versions: version downloaded 04/17/2017 (partially bundled with modifications) Used in: - DXTCompressor (see 4.4) License: NVIDIA license, GLEW: Modified BSD License and MIT License License file(s): licenses/NVIDIA Compress YCoCg-DXT.txt, licenses/glut license.txt Notes: NVIDIA Compress YCoCg-DXT contains a version of GLUT which appears to have been a continuation by Mark J. Kilgard of the discontinued OpenGL Utility Toolkit. The contained glut.h header file suggests it is freely distributable and doesn't specify a separate license. Furthermore, it bundles GLEW (The OpenGL Wrangler Extension Library) 1.5.0. 2.4.14 Ogre3D Description: OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce games and demos utilising 3D harware. URL: http://www.ogre3d.org/ Supported versions: 1.7.4 Dependencies: - Microsoft DirectX SDK (see 2.4.9) Used in: - BspCollision (see 4.3) - Ogre3DInterpDemo (see 4.7) 2.4.15 OpenSSL® Description: OpenSSL is an open source project that provides a robust, commercial-grade, and full-featured toolkit for the Transport Layer Security (TLS) and Secure Socket Layer (SSL) protocols. It is also a general-purpose cryptography library. URL: https://www.openssl.org/ Supported versions: 1.0.0d (bundled) Used in: - Core (if OPEN_SSL_CLIENT_SUPPORT is set to 1) License: BSD-style license License file(s): licenses/OpenSSL License.txt 2.4.16 PortAudio Description: PortAudio is a free, cross-platform, open-source, audio I/O library. URL: http://www.portaudio.com/ Supported versions: v18.1 (bundled) Used in: - RakVoice (see 5.31) License: MIT-style License License file(s): PortAudio License.txt 2.4.17 PostgreSQL® Description: PostgreSQL is a powerful, open source object-relational database system. URL: https://www.postgresql.org/ Supported versions: 9.1.24 Used in: - AutopatcherPostgreRepository (see 4.2) - AutopatcherServer (see 5.5) - AutopatcherServer_SelfScaling (see 5.7) - PostgreSQLInterface (see 4.9) - Lobby2Server_PGSQL (see 5.23) 2.4.18 Autodesk® Scaleform® GFx Description: Autodesk Scaleform middleware provides a design-driven workflow for creating powerful and immersive user interface (UI) environments for PCs, game consoles, mobile devies, and consumer electronics. URL: https://www.autodesk.com/products/scaleform/overview Supported versions: 3.x Used in: - AutopatcherClientGFx3.0 (see 5.2) 2.4.19 speex Description: Speex is an OpenSource/Free Software patent-free audio compression format designed for speech. URL: https://www.speex.org/ Supported versions: 1.1.12 (bundled) Used in: - RakVoice (see 5.31) - RakVoiceDSound (see 5.32) - RakVoiceFMOD (see 5.33) - RakVoiceFMODAsDLL (see 5.33) - RakVoiceFMODUsingDLL (see 5.33) License: Modified BSD License License file(s): licenses/speex license.txt 2.4.20 SQLite® Description: SQLite is a self-contained, high-reliability, embedded, full-featured, public-domain, SQL database engine. SQLite is the most used database engine in the world. URL: https://www.sqlite.org/ Supported versions: 3.6.13 (bundled) Used in: - BspCollision (see 4.3) - Matrices (see 4.8) - SQLite3Plugin (see 4.11) - SQLite3ClientLogger (see 4.11) - SQLite3ServerLogger (see 4.11) License: Public Domain License file(s): n/A 2.4.21 Steamworks® SDK Description: Steamworks is a free suite of tools available to any developer to use in their game or software on Steam®. URL: https://partner.steamgames.com/ Supported versions: 1.15-1.23a Used in: - SteamLobby (see 5.41) 2.4.22 SWIG Description: SWIG is a software development tool that connects programs written in C and C++ with a variety of high-level programming languages. URL: http://www.swig.org/ Supported versions: 2.0.1 Used in: - Swig (see 4.12) 2.4.23 Xdelta Description: Xdelta is a C library and command-line tool for delta compression using VCDIFF/RFC 3284 steams. URL: http://xdelta.org/ Supported versions: 3.0.6 Used in: - AutopatcherServer_SelfScaling (see 5.7) 2.4.24 XMLParser library Description: This is a basic XML parser written in ANSI C++ for portability. URL: http://www.applied-mathematics.net/tools/xmlParser.html Supported versions: 2.44 (bundled) Used in: - RoomsBrowserGFx3 (not yet documented) License: Modified BSD License License file(s): licenses/xmlParser license.txt 3. Getting Started We provide different ways to build and integrate SLikeNet yourself. For Windows, we also provide prebuilt libraries to make it as painless as possible for you to get started. Furthermore, if you are currently using RakNet 4.081/4.082, we provide a compatibility mode which allows you to build SLikeNet without any code changes on your side as an in-place replacement (see chapter 3.4). If you are using RakNet via DLLs/shared objects you can even replace the DLLs directly with the correct counterparts of SLikeNet to give it a try. Note that we also ship the RakNet help as part of SLikeNet. The help files are located in Help/RakNet and provide references, documentation, and tutorials which are still useful even if you are using SLikeNet. Unless you define the macro RAKNET_COMPATIBILITY for your build, you should rename the namespace RakNet -> SLikeNet and use the includes: <slikenet/foo.h> (instead of simply including <foo.h>). See chapter 3.5 for further details. Otherwise, most of the samples/tutorials provided in the help documentation should still run with SLikeNet the same way. In the following chapters [SLikeNet] corresponds to the path you extracted the SLikeNet package to. 3.1 Downloading SLikeNet We provide the following ways to download SLikeNet: 3.1.1 Download from the webpage The main download source is via our webpage. Just go to https://www.slikenet.com/ and download the version there. We provide different kind of packages. The packages not marked as "source" are containing prebuilt libraries to simplify getting started and reducing the maintenance overhead, since they do not require setting up a build environment for SLikeNet. Since the packages are however quite large, we also provide the source packages which contain the complete package (including source code and documentation) except for the large prebuild libraries. ZIP and RAR archives are containing the source cource code and text files with Windows line endings while the TAR.GZ archive contains the files with Linux line endings. 3.1.1.1 Verifying the file integrity The used RAR, TAR.GZ, and ZIP archives have built-in checksums to verify the data integrity of the package. You can use the different archive tools to ensure the package was downloaded correctly and isn't broken. In addition to this, you can calculate the MD5, SHA-1, SHA-256, or SHA-512 hash of the archive and compare it against the hash value noted at the download page. 3.1.1.2 Validating the download package In order to validate the downloaded package was really published by SLikeNet and wasn't altered with by someone else, ASCII armored signatures are provided for each download package (using an OpenPGP key). The corresponding key can be downloaded from the homepage: https://www.slikesoft.com/?page_id=111, the webpage's foaf.rdf-file or from a public key server. Fingerprint: 90BDC5B9C28EBCAD5805930806DED38809EECFCA 3.1.2 Downloading via SVN The latest development version can always be acquired directly via our Subversion® repository at https://www.slikesoft.com/svn/slikenet/. Released versions are tagged (i.e. https://www.slikesoft.com/svn/slikenet/tags/) while the main development trunk is located under https://www.slikenet.com/svn/slikenet/trunk/ . We suggest you use a Subversion client to get your copy from that repository. A list of available Subversion clients is located here: https://subversion.apache.org/packages.html . 3.1.3 Downloading via GIT® In addition to the main SVN repository, we also provide SLikeNet as a fork of RakNet on GitHub. If you are mainly using GIT, this might be the way you wanna got to acquire a copy of SLikeNet. 3.2 Using SLikeNet on Windows 3.2.1 Using prebuilt SLikeNet libraries with Microsoft Visual Studio Following is a step-by-step instruction on how to set up a C++ project using the Visual Studio IDE. 1. Right click your project in the Solution explorer -> Properties 2. C/C++ -> General -> Additional Include Directories: add [SLikeNet]\Source\include 3. Linker -> General -> Additional Library Directories: add [SLikeNet]\Lib\prebuild\[VS_2010] (where VS_2010 should be replaced with the version of the IDE being used) 4. Linker -> Input -> Additional Dependencies: add the correct library (see chapter 3.2.3) That's all you need to get started using SLikeNet. No additional steps are requried. You won't even have to compile SLikeNet yourself. 3.2.2 Building SLikeNet yourself with Microsoft Visual Studio If you need a special configuration which we don't provide or if you simply want to build SLikeNet yourself: 1. Open SLikeNet.sln with Visual Studio 2. VS2010: skip this step VS2012: Select "Update" in the pop-up dialog: "Update VC++ Compiler and Libraries" VS2013/VS2015: Select "OK" in the pop-up dialog: "Upgrade VC++ Compiler and Libraries" VS2017: Select "OK" in the pop-up dialog: "Retarget Projects" 3. Adjust NativeFeatureIncludesOverrides.h and define any optional macros to enable (or disable) certain features 4. Select the correct configuration (Debug, Release or Retail; with or without Unicode support) and the correct machine type (Win32 or x64) 5. Build the appropriate project: - DLL: to build SLikeNet as a dynamic link library - LibStatic: to build SLikeNet as a static library See chapter 3.4 if you want to build SLikeNet for an in-place replacement of RakNet. 3.2.3 Provided default libraries We ship several libraries which can be used without having to compile SLikeNet yourself. The prebuilt libraries are located under [SLikeNet]/Lib/prebuild/[VS_2010]. VS_2010 corresponds to the Visual Studio version the contained libraries have been built with/for. The naming scheme follows the following pattern: SLikeNet libraries: SLikNet(_DLL)_[Debug|Release|Retail]( - Unicode)_[core|ext]_[Win32|x64] RakNet compatibility libraries RakNet(_DLL)_[Debug|Release|Retail]_[core|ext]_[Win32|x64] _DLL indicates the library is built as a dynamic link library. The absence of _DLL indicates that it's a static library. Debug|Release|Retail correspond to the configuration (see chapter 3.5.2 for details). "- Unicode" indicates the library is built with the Unicode character set. We do not provide this configuration by default with the RakNet compatibility mode, since RakNet did not provide such configuration. Following the "- Unicode" marker is either the _core or _ext (for extended) marker. A core configuration is built with the bare minimum settings for SLikeNet which means: no ipv6, no OpenSSL, and no LIBCAT support. The extended configuration is built with these three features enabled. The last marker indicates whether it's a 32-bit (Win32) or a 64-bit (x64) library. 3.3 Using SLikeNet with Linux and OSX 3.3.1 Building SLikeNet To build SLikeNet on Linux or OSX, you need a supported version of CMake and a supported compiler version. See chapter 2.2 for a list of what is supported. 1. Create a directory which you will use as the root-directory for SLikeNet (we refer to that directory as [SLikeNetRootDirectory]) 2. Extract the SLikeNet package to [SLikeNetRootDirectory]/source 3. Adjust [SLikeNetRootDirectory]/source/Source/NativeFeatureIncludesOverrides.h and define any optional macros to enable (or disable) certain features 4. Create a new directory: [SLikeNetRootDirectory]/cmake 5. Change the directory to [SLikeNetRootDirectory]/cmake 6. Run cmake ../source 7. Run make This will build SLikeNet as a static as well as the shared object library. Please note that at the moment the generated libraries using CMake are still named RakNet. This will be changed in SLikeNet 0.2.0. 3.4 RakNet compatibility mode 3.4.1 Migrating from RakNet to SLikeNet SLikeNet provides a simple way to migrate from RakNet to SLikeNet. All you need to do is to make sure that your project defines RAKNET_COMPATIBILITY in NativeFeatureIncludesOverrides.h, redirect your include and library folders to the SLikeNet ones (see chapter 3.2.1 for how this is done with Visual Studio), adjust the .lib filename, and rebuild you game/application without further modifications. Note that you can also continue pointing your include directory to [SLikeNet]/Source (instead of [SLikeNet]/Source/include as it is described in chapter 3.2.1). That way you can more easily switch between RakNet and SLikeNet if you need to. 3.4.2 Building RakNet compatibility mode yourself If you want to build SLikeNet in RakNet compatibility mode yourself on Windows, follow the steps described in chapter 3.2.2, ensure RAKNET_COMPATIBILITY is defined in NativeFeatureIncludesOverrides.h and build the corresponding project listed under RakNet_Backwards_Compatibility in the SLikeNet solution. Note that at the moment SLikeNet only provides building the RakNet compatibility mode on Windows. 3.4.3 In-place replacement of RakNet A very handy way to give SLikeNet a try is to simply replace the DLL of your application with the corresponding one provided by SLikeNet. You can find the DLLs under [SLikeNet]/Lib/prebuild/[VS_2010]. Replace your existing DLL with the SLikeNet version and start your application. If everything goes well, your game/application will start and run without any issues and no further changes required. Since the protocol was kept compatible with RakNet, you can even run the server using RakNet and the client(s) run(ning) SLikeNet (or vice versa). 3.5 Development notes on differences between RakNet and SLikeNet 3.5.1 General notes There are a couple of differences between RakNet and SLikeNet when it comes to using the libraries which are noteworthy: 1. (except for RakNet compatibility mode) You should include SLikeNet headers via <slikenet/foobar.h> where RakNet required you to include only <foobar.h>. 2. (except for RakNet compatibility mode) You need to use the SLikeNet namespace where previously you used the RakNet namespace. 3. RAKNET_VERSION, RAKNET_VERSION_NUMBER, RAKNET_VERSION_NUMBER_INT, and RAKNET_DATE were kept due to backwards compatibility with RakNet but were updated to 4.082 and 7/26/2017 respectively and will stay at these values for all SLikeNet 1.x.x releases. In order to distinguish between different SLikeNet versions, you should use the newly introduced SLIKENET_VERSION, SLIKNET_VERSION_NUMBER, SLIKENET_VERSION_NUMBER_INT, and SLIKNET_DATE macros. 3.5.2 Retail configuration RakNet only shipped with a debug and a release configuration while SLikeNet ships 3 different configurations: debug, release, and retail. The debug configuration provides full debugging support without any kind of optimization. The focus of this configuration lies in debugging capabilities (and not on performance). This is in principle the same what RakNet provided. The release configuration provides partial debugging mode with optimizations but configured so it's usable for larger games. In particular the whole program optimization (WPO) and link time code generation (LTCG) is disabled (since this can significantly increase build times on larger projects). The retail configuration is the configuration intended to be used when building the versions which will be shipped to users/customers. It's configured to provide the best performance and no debugging overhead whatsoever. WPO and LTCG are enabled in this configuration too. To use the retail configuration you also need to define the _RETAIL macro (usually you'd do that via the project properties). Note that the RakNet 4.081/4.082 configurations were a bit inconsistent. By default the release configuration for RakNet DLL was built with WPO/LTCG enabled while for RakNet Static it was disabled. So if you want to use the corresponding SLikeNet libraries for what RakNet used as the release configurations, you'd use the retail configuration for the dynamic library and the release configuration in case of a static library. 3.5.3 OSX usage of @rpath for install_name SLikeNet uses the @rpath for the directory portion of the "install_name" field of shared libraries, if CMake >= 2.8.18 is used. See the CMake documentation regarding MACOSX_RPATH for further details. Since this property was introduced in CMake 2.8.18 building SLikeNet with CMake 2.6.4 will not use this property and instead set the "install_name" field to an absolute path like RakNet did. 4. Dependent Extensions [partially copied from RakNet] SLikeNet contains several dependent extensions which extend the core functionality of SLikeNet. Following lists and describes the available extensions: 4.1 AutopatcherMySQLRepository Description: Autopatcher Server implemented using MySQL providing patch information and asynchronous database queries to AutopatcherClient. Dependencies: - BZip2 (see 2.4.2) - MySQL (see 2.4.11) - MySQLInterface (see 4.6) Notes: A database with the specified name must be created manually (i.e. run: "CREATE DATABASE myDatabaseName"). When asked to "Enter DB scheme:" enter "myDatabaseName". The max packet size should be increased to 1000M. 4.2 AutopatcherPostgreRepository Description: Autopatcher Server implemented using PostgreSQL providing patch information and asynchronous database queries to AutopatcherClient. Dependencies: - BZip2 (see 2.4.2) - PostgreSQL (see 2.4.17) - PostgreSQLInterface (see 4.9) 4.3 BspCollision Description: Sample project demonstrating the usage of the SQLite3ClientLogger. Dependencies: - Ogre3D (see 2.4.14) - SQLite (see 2.4.20) 4.4 DXTCompressor Description: Image data compressor. Dependencies: - NVIDIA Cg Toolkit (see 2.4.12) - NVIDIA Compress YCoCg-DXT (see 2.4.13) Notes: The following source code files, which carry a specific license, are taken directly from the NVIDIA Compress YCoCg-DXT library: - FrameBufferRenderBuffer.hpp: Simplified BSD License - Copyright (c) 2005, Aaron Lefohn (lefohn@cs.ucdavis.edu), Adam Moerschell (atmoerschell@ucdavis.edu) - ShaderSource.h: MIT License - Copyright (c) NVIDIA Corporation. 4.5 IrrlichtDemo Description: Demonstrates Irrlicht modified with SLikeNet for peer to peer multiplayer. Dependencies: - Irrlicht Engine (see 2.4.5) - irrKlang (see 2.4.6) - MiniUPnP client (see 2.4.10) Notes: Due to license restrictions we are currently not able to bundle irrKlang with our sourcecode. To compile the IrrlichtDemo you will have to download irrKlang separately, put the header files and library file in the IrrlichtDemo/irrKlang-1.1.3 directory and the irrKlang.dll in the IrrlichtDemo directory. See slikenetstuff.cpp for most of the netowrking code. Once the user presses "Start Demo" InstantiateRakNetClasses() is called. It allocates all SLikeNet classes including the dependent plugins. It also tries to connect to the NATCompleteServer. Upon an established connection to the NATPunchthroughServer (see ID_CONNECTION_REQUEST_ACCEPTED), UPNP will run to open the router, if possible. It tries to open the external port connected to the NATPunchthroughServer and maps that to the internal port used by SLikeNet. If this succeds, NATPunchthrough should automatically succeed for this system. Next, the cloduServer will be queried for active connections. If any connection is returned, NATPunchthroughClient::OpenNATGroup() is called to open the router for those systems and these systems are connected to. If there are no existing games or a failure occurs, a new game is started. Incoming packets are checked in UpdateRakNet(). If the NAT punchrough failed, we use the proxy server instead. CDemo derives from UDPProxyClientResultHandler, which will get the results of the proxy connection attempt via its callback interfaces. When another user connects with us (i.e. ID_NEW_INCOMING_CONNECTION or ID_CONNECTION_REQUEST_ACCEPTED), we create a new connection object and call ReplicaManager3::PushConnection(). This tells the automatic object replication system that this connection is ready to participate in the game. On pushing a new connection to ReplicaManager3, all existing Replica3 objects are sent to that server. In the case it's our own player (i.e. PlayerReplica) which was created via InstantiateRakNetClasses. PlayerReplica derives from BaseIrrlichtReplica which derives from Replica3. BaseIrrlichtReplica implements all the interfaces necessary for peer to peer multiplayer; particularly returning QueryConstruction_PeerToPeer, QueryRemoteConstruction_PeerToPeer, and QuerySerialization_PeerToPeer. It also has a member variable position which is used by all derived classes. This variable is automatically synchronized in SerializeConstruction() and Serialize(). PlayerReplica additionally serializes playerName, isMoving, isDead, and rotationAroundYAxis. playerName never changes, so is sent only in SerializeConstruction(). isMoving and isDead are serialized per-tick, and are used to control what animation is played on remote systems. rotationAroundYAxis is the camera rotation, which rotates the player on the remote system. Both, position and rotationAroundYAxis, are interpolated on the remote system using positionDeltaPerMS and rotationDeltaPerMS. When we deserialize either of these values, the amount is added per-tick based on the amount of time elapsed until the real position is reached. This happens in Update(), which is called from the CDemo. When the player presses the shoot button, CDemo::shoot() is called. If the player is not dead, CDemo::shootFromOrigin() is called which behaves the same as in the original demo. It creates a moving ball to hit the nearest terrain object. In the same function, a new instance of BallReplica is created and referenced. ReplicaManager3 will automatically transmit this new object to connected systems (including systems which connect later). BallReplica is initialized with the same parameters as the animated particle created in shootFromOrigin(). Its position is a different variable, but the math works the same so the replicated object is always in the same spot as the particle you see. BallReplica::PostDeserializeConstruction() is called on remote systems when a new ball is created. It calls shootFromOrigin() to create the particle visible effect. It also causes the remote player with the same creatingSystemGUID to play the attack animation. creatingSystemGUID is a value automatically set by ReplicaManager3 and identifies which system originally instantiated this object. Note that the position variable in BallReplica works differently than with PlayerReplica. In PlayerReplica, it is updated from the remote system because it can change at random. In BallReplica, it represents only the origin of when the ball was created and doesn't otherwise change. This can be done because the path the ball takes is deterministic. This saves bandwidth and programming. In BallReplica::Update(), if this is our own ball, we check if the ball has existed long enough that it should hit a wall. If so, we destroy it and send out this destruction packet to the other systems. In BallReplica::Update(), if this is a ball created by a remote system, we check if the ball has hit our own player. The function GetSyndeyBoundingBox() is needed because our own player has no model (i.e. it's only a camera). Were the game to use other models, we would need to calculate the bounding box for whatever player model we would be using. If we die, PlayerReplica::deathTimeout is set and is sent to the remote systems in PlayerReplica::Serialize() as a single boolean read into the isDead member variable. That's it. There's a known issue in the implementation: Because the ball effet in Irrlicht and the BallReplica class for the actual gameplay are disjoint, were a player to disconnect and his ball deleted, the visible effect would still be there. This issue could be fixed by adding a reference to the particle effect and removing the particle when the ball is destroyed. 4.6 MySQLInterface Description: Interface class for MySQL integration. Dependencies: - MySQL (2.4.11) 4.7 Ogre3DInterpDemo Description: Demonstrates how to lag a client in the past using the interpolation history class in order to get smooth visuals despite the choppy input. Depdendencies: - Boost (see 2.4.1) - Ogre3D (see 2.4.14) Notes: Start two instances on the same computer, press 's' on one and 'c' on the other. Hold down space to see the actual networking. 4.8 Matrices Description: DirectX Matrices sample used to copy the backbuffer to the main memory in order to send it to the SQLiteClientLoggerPlugin. Dependencies: - Microsoft DirectX SDK (see 2.4.9) - SQLite (see 2.4.20) 4.9 PostgreSQLInterface Description: Interface class for PostgreSQL integration. Dependencies: - PostgreSQL (see 2.4.17) 4.10 Rackspace Description: Communication class for the Rackspace Cloud Servers using API v2.0 Dependencies: - Jansson (see 2.4.7) 4.11 SQLite3Plugin / SQLite3ClientLogger / SQLite3ServerLogger Description: Passes calls to sqlite3_exec over the network. SQLite3ClientLogger and SQLite3ServerLogger extend this to using an SQLite database for logging. Dependencies: - Independent JPEG Group's free JPEG software (SQLite3SeverLogger only - see 2.4.4) - DXTCompressor (SQLite3SeverLogger only - see 4.4) - SQLite (see 2.4.20) 4.12 Swig / DLL_Swig Description: Generates a C# interface for the SLikeNet DLL. Dependencies: - SWIG (see 2.4.22) 5. Samples [partially copied from RakNet] SLikeNet contains different samples which can also be used as the basis (or direct integration) of certain functionality. The following chapters provide an overview of all the samples: 5.1 AutopatcherClient Description: Console application to provide patching capabilities to an end-user's application. 5.2 AutopatcherClientGFx3.0 Description: Skinnable GUI client using Autodesk Scaleform GFX to provide patching capabilities to an end-user's application. Dependencies: - BZip2 (see 2.4.2) - Microsoft DirectX SDK (see 2.4.9) - Autodesk Scaleform GFx (see 2.4.18) 5.3 AutopatcherClientRestarter Description: Client application to restart the autopatcher process if it got stuck and needs a manual restart. This application should be shipped alongside a client application which uses the Autopatcher. 5.4 AutopatcherClient_SelfScaling Description: Provides patching capabilities to an end-user's application for the AutopatcherServer_SelfScaling project. Dependencies: - BZip2 (see 2.4.2) 5.5 AutopatcherServer Description: This is a sample implementation of the autopatcher server implemented using PostgreSQL. Dependencies: - BZip2 (see 2.4.2) - PostgreSQL (see 2.4.17) - PostgreSQLInterface (see 4.9) 5.6 AutoPatcherServer_MySQL Description: This is a sample implementation of the autopatcher server implemented using MySQL. Dependencies: - BZip2 (see 2.4.2) - MySQL (see 2.4.11) - MySQLInterface (see 4.6) Notes: A database with the specified name must be created manually (i.e. run: "CREATE DATABASE myDatabaseName"). When asked to "Enter DB scheme:" enter "myDatabaseName". The max packet size should be increased to 1000M. 5.7 AutopatcherServer_SelfScaling Description: Expanded version of AutopatcherServer. It will self-scale to load, using the Rackspace Cloud to add additional servers when all servers are full. Load balancing is accomplished with the help of ClouseServer / ClouseClient. DynDNS is used to point to the host of the system. Dependencies: - BZip2 (see 2.4.2) - Jansson (see 2.4.7) - PostgreSQL (see 2.4.17) - PostgreSQLInterface (see 4.9) - (OPTIONAL) Xdelta (see 2.4.23) Notes: SLikeNet must be compiled with OPEN_SSL_CLIENT_SUPPORT set to 1. xdelta is optionally used to generate patches. 5.8 ChatExample Description: Sample of a simple text-based client/server chat. 5.9 CloudClient Description: Associated with the CloudServer project, this sample provides a directory server implementation. Notes: The application connects to whichever instance of the CloudServer project was passed on the command line. After connection UploadInstanceToCloud(), GetClientSubscription(), and GetServers() are called. UploadInstanceToCloud() uploads the own instance to the cloud. GetClientSubscription() returns a list of all clients. GetServers() returns the list of running servers with the connection counts. ID_CLOUD_GET_RESPONSE is returned if GetServers()/GetClientSubscription() has results. In case of GetServers() it will also reconnect to the server with the least connections (i.e. client-based load balancing). ID_CLOUD_SUBSCRIPTION_NOTIFICATION is returned when the subscription to the client list changes. 5.10 CloudServer Description: Provides ways for queries on remote systems but does not provide a way to discover these. Notes: Using the command line passed domain name: - the server acts as host, if connecting to own IP - the server acts as host and points the domain name to our own IP, if connecting to another system fails - the server treats any already existing system on the domain name as host For the host connection the TwoWayAuthentication plugin is used to validate that the system is actually a host by checking a pre-designated password. Using a local CloudClient instance, querying the cloud server. The retrieved list is then the list of other servers (including internal and external IPs). The internal IP is used first to establish a connection, in case it's a co-located server. If that fails, the external IP is used. After that connection process the local CloudClient instance uploads our own internal and external IP to the CloudServer. Two lists are used to restrict (via CloudServerQueryFilter) reads to internal IPs (stored in CloudServerList,1). FullyConnectedMesh2::AddParticipant() is used to determine the host of the server. When the host changes to the local server, the DynDNS class is used to update the DNS to point to the new host. Load balancing is client-based (see CloudClient). Following plugins can be opted in on the server: - AutopatcherServer (provided that all server use the same database) - DeltaDirectoryTransfer - FileListTransfer - Lobby2 (database operations only; no login or presence) - NATTypeDetection Following plugins can be opted in but require that interacting clients are on the same server (hence connect the client to all relevant servers, if required): - NATPunchthroughServer - TeamManager (entire team must be on the same server) - RoomsPlugin (all users that interact with each other must be on the same server) Following plugins are active implicitly: - UDPProxyCoordinator (supporting multiple UDPProxyServers but only a single coordinator) 5.11 CommandConsoleClient Description: Used for console-based remote text administration of servers, this console project connects to a server running RakNetTransport with the ConsoleServer. 5.12 CommandConsoleServer Description: Tests the ConsoleServer class which provide means to administer servers remotely through text commands. telnet and SLikeNet's protocol are supported. 5.13 ComprehensivePCGame Description: This sample demonstrates complete network functionality found in typical PC peer to peer games via the integration of UPNP, HTTPConnection2, NATPunchthrough, TeamManager, ReplicaManager3, FullyConnectedMesh2, RPC4, and ReadyEvent. Dependencies: - Jansson (see 2.4.7) - MiniUPnP client (see 2.4.10) - (OPTIONAL) NATCompleteServer (see 5.26) Notes: Following describes the network flow of the sample: - Initially the CONNECTING_TO_SERVER phase is entered to connect to a NAT punchthrough server and connects to the master server. The NAT punchthrough server must be running at a minimum FeatureList::NAT_PUNCHTHROUGH_SERVER. If NAT_PUNCHTHROUGH_SEVER is set to 1, the server must be running FeatureList::NAT_TYPE_DETECTION_SERVER. - If NAT_TYPE_DETECTION_SERVER is set to 1, the DETERMINE_NAT_TYPE phase is entered and the result of this is stored in myNatType. Otherwise, the SEARCH_FOR_GAMES phase is entered. - SearchForGames() sends a GET request to the master server. In the background, HTTPConnection2 uses TCPInterface to connect to the server and to send the command. If it succeeds, TCPInterface returns a valid SystemAddress structure from HasCompleteConnectionAttempt() and later HTTPConnection2::GetResponse() returns true. - Upon HTTPConnection2::GerResponse() returning true, if parsed JSON body for a GET operation has a body, this indicates that other systems have uploaded rooms. The user is presented the options to join, create or search for rooms. - In CreateRoom() PostRoomToMaster() is called. PostRoomToMaster() iterates through the list of users (from the Context of CreateRoom()) and serializes the natType of each of the users. It also serializes the game->gameName variable. Other data such as the names of users, score, locked value, etc. can be serialized too. Two Team classes are instantiates as the game supports two teams. TM_World::ReferenceTeam() is called right away because you can join teams at any time. However, ReplicaManager3::Reference() is not called yet, because we do not want to replicate game objects (including teams) until the host is known from ID_FCM2_NEW_HOST. Lastly, FullyConnectedMesh2::ResetHostCalculation() is called. This resets the internal timer that tracks basically how long the multiplayer game has been playing. This is necessary because the order of how the host migrates follows how long each session has been running. - If the user presses 'j' to join a room, NatPunchthroughClient::OpenNAT() is called. Upon ID_NAT_PUNCHTHROUGH_SUCCEEDED, RakPeerInterface::Connect() is called. Upon ID_NAT_PUNCHTHROUGH_SUCCEEDED, RakPeerInterface::Connect() is called to connect to that system. This system is whichever system last uploaded the session, which is the responsibility of the session host. Note that even if it wasn't the session host, the program would still operate correctly provided that the system connected to has the correct list of participants in the FullyConnectedMesh2 plugin. Also note that the process of joining a session is asynchronous and does not modify data on the server or affect the game in operation. The game phase is updated to NAT_PUNCH_TO_GAME_HOST. - If the connection attempt in the previous step fails, or the connection is lost while in the NAT_PUNCH_TO_GAME_HOST phase, the rooms are searched again. - If the connection attempt succeeds, FullyConnectedMesh2::ResetHostCalculation() is called. ID_USER_PACKET_ENUM is then transmitted without data to indicate that this is a request message to join a game. - Upon ID_USER_PACKET_ENUM, either FullyConnectedMesh2::StartVerifiedJoin() is called or ID_USER_PACKET_ENUM+1 is returned if the session is not joinable. StartVerifiedJoin() ultimately returns ID_FCM2_VERIFIED_JOIN_START, ID_FCM2_VERIFIED_JOIN_ACCEPT, or ID_FCM2_VERIFIED_JOIN_REJECTED to the requester. - ID_FCM2_VERIFIED_JOIN_START means the requester has to perform additional connection steps before the game session can be joined. NatPunchthroughClient::OpenNAT() is performed on each system returned from FullyConnectedMesh2::GetVerifiedJoinRequiredProcessingList(). It may not be necessary to call OpenNAT() on each of these systems (for example if UPNP succeeded) but there's no harm in doing so and it simplifies the code flow. If ID_NAT_PUNCHTHROUGH_SUCCEEDED is returned, the system is connected. FullyConnectedMesh2 reads connection attempt successes, failures, and NAT punchthrough failures automatically. When all systems in the GetVerifiedJoinRequiredProcessingList() have been processed, the system that sent StartVerifiedJoin() is notified automatically. The process will continue with ID_FCM2_VERIFIED_JOIN_START or stop with ID_FCM2_VERIFIED_JOIN_ACCEPTED or ID_FCM2_VERIFIED_JOIN_REJECTED. - Assuming ID_FCM2_VERIFIED_JOIN_ACCEPTED completed, FullyConnectedMesh2::AddParticipant() is called internally on all systems automatically. This leads to ID_FCM2_NEW_HOST being returned to the program. If this is the first time ID_FCM2_NEW_HOST has been calculated (which is when two systems first connect), all FullyConnectedMesh2 participants added in the previous step are registered with ReplicaManager2, TeamManager, and ReadyEvent in RegisterGameParticipant(). If the host is already known, the new partiicipant(s) are read using GetVerifiedJoinAcceptedAdditionalData() in the ID_FCM2_VERIFIED_JOIN_ACCEPTED block and added with RegisterGameParticipant(). - Registering remote systems and game objects with ReplicaManager3 leads to ID_REPLICA_MANAGER_DOWNLOAD_COMPLETE on each system. Each system creates its own user, so that ID_REPLICA_MANAGER_DOWNLOAD_COMPLETE arrives once from each remote system for that user. Additionally, the host sends the two Team objects. When all downloads are complete from all systems, ReplicaManager3::GetAllConnectionDownloadCompleted() returns true and the game can proceed. - The Game class is implemented as a static object. This means it is created locally on each system rahter than via a network command. It is also not destroyed when a remote system disconnects. Refer to the retuns calls from QueryConstruction(), QueryActionOnPopConnection(), and other operations for further details. Note that no statement exists in SampleConnectionRM3::AllocReplica() to create a game instance, as it's not necessary. - The Team class is created remotely by the host via QueryConstruction(). The host also serializes the object. The Team object is not destroyed when the original system that created it disconnects. The host can change. Therefore, whoever is currently the host according to FullyConnectedMesh2 automatically takes over replication duties. - The User class is created and serialized by whichever system created it. When that system disconnects, the User object is deleted automatically due to the return value from QueryActionOnPopConnection(). - Teams and team members are managed by the TeamManager plugin. The data used by TeamManager is TM_Team in the Team class and TM_TeamMember in the User class. The only thing of note is that TM_Team and TM_TeamMember is referenced when created by the network in DeserializeConstruction(), but deserialized in PostDeserializeConstruction(). This is because deserialization of the TM_TeamMember requires that any TM_Team objects that team references has already been created. - PostRoomToMaster() is called by the host whenever users leave (in the User-dtor) or are created (in User::PostDeserializeConstruction()). This is to update the current user count returned from the master server. PostRoomToMaster() is also called by the new host whenever a new system becomes host, so connecting systems know which system to connect to. - When a system exits a room by pressing 'e', all connections are closed except the connection to the NAT punchthrough server. The state data maintained by each plugin is cleared. The room entry on the cloud is deleted (only does something, if we are host). 5.14 CrashReporter Description: Demonstrates the crash reporter system. When the application crashes, this generates and optionally emails or saves a mini-dump. 5.15 DirectoryDeltaTransfer Description: Demonstration of the DirectoryDeltaTansfer plugin (a patching system without dependencies on a database). 5.16 Encryption Description: Sample project to demonstrate the secure connectivity feature of SLikeNet. 5.17 FCM2Host Description: Demonstrates the FullyConnectedMesh2 plugin host migration. 5.18 FCM2Host_Simultaneous Description: Another demonstration of the FullyConnectedMesh2 plugin host migration. 5.19 FCM2VerifiedJoinSimultaneous Description: Demonstration of two systems calling StartVerifiedJoin() simultaneously 5.20 FullyConnectedMesh Description: Sample of the FullyConnectedMesh2 plugin. 5.21 iOS ChatClient Description: iOS sample chat client (equivalent to ChatExampleClient) connecting to a chat server (see ChatExampleServer) 5.22 LANServerDiscovery Description: Demonstrates how to find other servers on a LAN. 5.23 Lobby2Server_PGSQL Description: Database backend for the Lobby2 system supporting users, clans, friends, and other persistent information. Dependencies: - PostgreSQL (2.4.17) 5.24 MessageFilter Description: Sample project showing the use of the message filter plugin which can be used to filter out network messages on a filter-set basis. For instance one could have a spectator filter to prevent spectators sending gameplay messages. 5.25 NATCompleteClient Description: Client to demonstrates all NAT components in a sample project. Dependencies: - MiniUPnP client (see 2.4.10) 5.26 NATCompleteServer Description: Server to demonstrates all NAT components in a sample project. 5.27 PacketLogger Description: Shows how to use the PacketLogger plugin(s). 5.28 PHPDirectoryServer2 Description: Sample to setup a php-based administration page to interact with SLikeNet. Notes: SLikeNet uses a php page to hold listings of running games. For example, one might run a server with the name "MyServer" and the game mode "Deathmatch" and wants to let people know that this server is running. Other people would connect to the webpage to download the list of running servers. Following functions are available: - Admin: When the php page is running and no password file exists, prompt the user to enter two password: upload and download. The user must set both passwords before any other functionality is available. Once the passwords have been set, the password file is created. The file must not be readable by the general public and passwords must be checked for syntax such that they can be used in subsequent operations and passed in the URL. There are otherwise no restrictions on what password can be used. Once the two passwords are set, the only way to change them is to delete the file that stores the passwords. After doing so, the page will once again prompt to set the two passwords. If in any operation the password is required but missing (or incorrect), the operation will be ignored. - Upload: The user executes Directoryserver.php?query=upload&uploadPassword=yyy . The body of the message contains the data to be stored. Every odd indexed field is the column name. Every even indexed field is the value. Fields are separated by ASCII value 1. Column names will always contain at a minimum __GAME_PORT and __GAME_NAME. A column name __System_Address with corresponding value is automatically added to the input based on the IP address of the system doing the upload. If the body of the message also contains __System_Address as a column name, use that instead of the automatically generated column. A column name __SEC_AFTER_EPOCH_SINCE_LAST_UPDATE with a corresponding value is automatically added to the input, based on the current time of the update. If the __System_Address, __GAME_PORT, and __GAME_NAME fields all match an existing entry, the entry will be overwritten. Input example: __GAME_PORT?1235?__GAME_NAME?My game?MapType?Deathmatch?Number of players?5 Stored example: __GAME_PORT=1235 __GAME_NAME=My game MapType=Deathmatch NumberOfPlayer=5 __System_Address="1.2.4.5" __SEC_AFTER_EPOCH_SINCE_LAST_UPDATE=1234567 - Download: The user executes DirectoryServer.php?query=download&downloadPassword=xxx . This returns all rows stored that are less than 60 seconds old. The output format is the same as the input, except that ASCII value 2 is used to separate rows. Output example with two rows returned: __GAME_PORT?12345?__GAME_NAME?My game?__SystemAddress?1.2.4.5?__SEC_AFTER_EPOCH_SINCE_LAST_UPDATE?1234567?MapType?Deathmatch?Number of player?5?__GAME_PORT?1236?__GAME_NAME?My game 2?__System_Address?1.2.4.5?__SEC_AFTER_EPOCH_SINCE_LAST_UPDATE?1888888?MapType?Deathmatch?Number of players?3 Not all entries necessarily have the same number of types of columns. - Upload and download: The user executes DirectoryServer.php?query=upDown&downloadPassword=xxx&uploadPassword=yyy . Query results are prepared the same way as if the user would have executed DirectoryServer.php?query=download. Table data is added the same way as if the user would have executed DirectoryServer.php?query=upload. The data uploaded in this request is skipped for this download request. - Expire rows: If a row is more than 60 seconds old, the record is removed. - Vieweing: Viewing the webpage with no commands should display the uploaded entires. No password is required for vieweing the webpage. Two test applications are provided as part of this sample. The first test application repeatedly queries and updates the data over time. The second test application is a game that uploads and downloads at the same time the game is started. 5.29 Ping Description: Simple project demonstrating pinging. 5.30 RackspaceConsole Description: Allows to control Rackspace API servers through a console. Notes: To use RackspaceConsole OPEN_SSL_CLIENT_SUPPORT must be set to 1. 5.31 RakVoice Description: Sample project to show how to use the RakVoice class. Dependencies: - PortAudio (see 2.4.16) - speex (see 2.4.19) Notes: Using speex, the input data is encoded, transmitted using SLikeNet, and then decoded again. 5.32 RakVoiceDSound Description: Sample project showing how to use Rakvoice together with DirectSound. Dependencies: - Microsoft DirectX SDK (see 2.4.9) - speex (see 2.4.19) 5.33 RakVoiceFMOD / RakVoiceFMODAsDLL / RakVoiceFMODUsingDLL Description: Sample project showing how to use RakVoice together with FMOD. Dependencies: - FMOD Ex (see 2.4.3) - speex (see 2.4.19) Notes: Using speex, the input data is encoded, transmitted using SLikeNet, and then decoded again. FMODVoiceAdapter can be reused for simple integration of FMOD in other applications. 5.34 ReadyEvent Description: Demonstrates how to use the ReadyEvent plugin (for example to have a group of peers all execute a command at the same time). 5.35 ReplicaManager3 Description: Demonstrates how the ReplicaManager3 class is used to distribute and autoserializes objects. 5.36 RoomsPlugin Description: Sample to demonstrate using the independent Lobby2 room system. 5.37 Router2 Description: Shows how to use the Router2 plugin to setup and forward connections through an intermediate (already connected to) system. 5.38 RPC3 Description: Demonstrates how to use the RPC3 plugin to issue remote procedure calls where the call format is very similar to a local function call. Dependencies: - Boost (see 2.4.1) 5.39 RPC4 Description: Demonstrates how to use the RPC4 plugin which is a simpler version of the RPC3 plugin without the boost dependency. 5.40 SendEmail Description: A sample project to use TCP to connect to a mail host using the EmailSender class. 5.41 SteamLobby Description: Demonstrates the integration of the Steam lobby and NAT traversal sockets. Dependencies: - Steamworks SDK (see 2.4.21) Notes: To use SteamLobby, MAXIMUM_MTU_SIZE must be set to 1200. 5.42 TeamManager Description: Demonstrates the TeamManager in a typical in-game lobby setting with users being able to switch between 3 teams. The sample uses the TeamBalancer, ReplicaManager3, and FullyConnectedMesh2 plugins. Notes: Before using TeamBalancer and ReplicaManager3, we wait until we know who the host is of the session. We do not know this until one other system connects, at which point we get ID_FCM2_NEW_HOST. This is the purpose behind the two calls to SetAutoManageConnections(). When we do know the host, we call RegisterFullyConnectedMesh2Participants() to register all prior connections with ReplicaManager3 and TeamBalancer. Once we get ID_NEW_INCOMING_CONNECTION and ID_CONNECTION_REQUEST_ACCEPTED while we already know the host, we also register those connections with PushConnection() and AddParticipant(). ReplicaManager3 handles object replication to new participants. SerializeConstructionExisting() is called on all teams. The User object is replicated using SerializeConstruction() to send the initial state data. The Team and User classes contain corresponding instances of TM_Team and TM_TeamMember, so SerializeConstruction() is called on those instances. We reference the Team objects before the User objects with ReplicaManager3 first in order to ensure that the Team objects are serialized first. TeamBalancer requires this, since TM_TeamMember::DeserializeConstruction() needs to be able to look up teams in order for these to have been previously registered with TeamBalancer and deseralized. The setup has one team "REFEREE_TEAM" joinable only through a direct request. The other teams are subject to autobalancing. Examples of intended operation: - If there are two players on team one and no players on team two, when autobalancing is turned on the second player will be forced from team one to team two. - If there are two players on team one and one player on team two, when autobalancing is turned on the second player will be forced off team one and set to no team. - If there are two players on team one and the team limit for team one is reduced to 1, the second player to join team one is kicked off. - If there is one player on team one, one player on team two, and autobalancing is turned on, normally neither player can switch teams without the other player leaving first. However, if both players use RequestTeamSwitch() to switch to each other's teams, they swap teams. - If team one is full or unjoinable due to unbalanced teams, anyone who requests to join team one has that team added to their requested list. If someone leaves team one, the team size is increased, or team balancing is turned off, requesting players join the vacated slots in order of request. 5.43 Timestamping Description: Illustrates how to use timestamps. Notes: Connect to the server and press 'c' or 's' respectively. The time that shows up on the remote system should be roughly half your ping. 5.44 TwoWayAuthentication Description: Shows how to use the TwoWayAuthentication plugin 5.45 UDP Forwarder Description: Demonstrates the UDP Forwarder class usage and how it forwards diagrams from one system to another. 5.46 WinPhone8 Description: Sample for Win Phone 8 integration. Dependencies: - Microsoft DirectX SDK (see 2.4.9) License: Microsoft Permissive License (Ms-PL) License file(s): licenses/Microsoft Permissive License.rtf 6. Help and Support 6.1 Documenation This readme.txt file contains the most up-to-date information and supersedes any older documentation, in case of contradicting statements. The changelog.txt covers the changes of the different releases. Help/Doxygen contains the complete reference manual generated with Doxygen in Microsoft Compiled HTML Help format (SLikeNetManual.chm) and in html format (Help/Doxygen/html/index.html). Help/RakNet contains the documentation which was shipped with RakNet 4.081/4.082 and is provided for cases where updated documentation isn't available yet. 6.2 Contact Information and Support We provide different ways to contact us for support requests: - bulletin board: http://www.slikesoft.com/forum/ - by email: support@slikesoft.com - contact form: https://www.slikesoft.com/?page_id=187&lang=en - IRC: #slikenet on irc.freenode.net For security relevant issues, please use either the contact form or send us a mail. 7. A word on licensing SLikeNet is completely open source (including any licensed code or bundled 3rd-party library). This means that you can use SLikeNet free of any charge in your product (even if it's a commercial product you are making money with). SLikeNet itself is distributed under the MIT license. You can find the license in the license.txt provided alongside this readme.txt file. SLikeNet is however heavily based on RakNet (which is licensed under the Simplified BSD License). See chapter 7.2.1 for further details. In addition to that, SLikeNet also contains code licensed under different licenses/conditions and bundles 3rd-party libraries which also carry their own licenses. For an overview of the licenses of bundled 3rd party libraries, please refer to chapter 2.4. Chapter 7.1 gets into the details on SLikeNet's own license and chapter 7.2 covers the RakNet license as well as other licensed code (which is not particularly a 3rd party library). For help to comply with the license requirements, we provide some quick licensing instructions, which is explained in chapter 7.1 as well. 7.1 SLikeNet licensing (core and extended) The SLikeNet core only relies on RakNet licensed code and code/libraries under public domain or provided under a free license. It does not rely on any 3rd-party library. This means that to comply to the license requirements the only relevant licenses are the SLikeNet license (see license.txt in the same directory as this readme.txt file) and the licenses listed under chapter 7.2 marked with the (core)-prefix. This also applies to the prebuilt libraries marked with "_core". If you are using the prebuilt libraries marked with "_ext" in addition to the licenses mentioned above, you have to comply to the the OpenSSL license (see chapter 2.4.15) and the libcatid license (see chapter 2.4.8). Depending on the core feature you enable, the sample you are using, or the dependent extension you utilize, additional 3rd-party libraries might be required. Please see chapter 2.4 for a list of the 3rd-party libraries and their associated licenses. If you are distributing the SLikeNet source, we also explicitly permit you to rename (and move) the license.txt file to a different location within the package without having to update all the references to the location of the license.txt file, as long as you make it clear in any acoompanying documentation where to locate the license terms and clarify that the sourcecode references outdated locations. In cases where SLikeNet contains modifications to 3rd-party code/libraries, we provide the modifications under the 3rd-party code's/libraries' own license in addition to providing these under the MIT license so to allow our modifications to also being utilized under the same license as the author of the 3rd-party code/library provided his/her own code for. This is mainly done so to not enforce additional license requirements, if someone wants to incorporate our modifications in their own usage of the 3rd party code/library. Where this applies, the copyright/license header in the particular source code file states so. To simplify handling licensing requirements for the majority of the users, we provide simplified instructions for the two default combinations (core and extended) SLikeNet is shipped with. These instructions are located under licenses/_quick_licensing_slikenet_core.txt and licenses/_quick_licensing_slikenet_extended.txt. Also we'd like to state that you are not allowed (without prior written permission from SLikeSoft) to suggest that you, your company, and/or your product is affiliated with SLikeSoft. In addition to the licensing requirements, we'd appreciate if you are considering the following legally NON binding requests: - send us a short mail (info@slikesoft.com) to let us know that you are using our library in your product - mention in your product / on your webpage that you are using SLikeNet (provide a link to https://www.slikenet.com/ on your webpage) - allow us to put your product/company name on our webpage as a reference that you are using SLikeNet As mentioned: None of these optional requests are binding. If you don't feel like following any of these requests, we are still glad you decided to use our network library, nevertheless. 7.2 Licensed Code This chapter provides an overview of 3rd-party code directly incorporated into the SLikeNet core. Unless otherwise noted, license texts are directly located in the corresponding source code file. 7.2.1 (core) RakNet The basis of SLikeNet is RakNet (which SLikeNet is derived from). As a result of this, the RakNet license applies to a big portion of the SLikeNet source code. Also the majority of the documentation generated using Doxygen is directly taken from RakNet and hence the RakNet license applies to this documentation as well, as it does to the documentation shipped under Help/RakNet. Last but not least, part of the documentation in sections in this readme file were copied from the RakNet documentation and slightly modified. These sections are marked with: "[partially copied from RakNet]" and the RakNet license applies to this copied/modified documentation as well. RakNet is licensed under the Simplified BSD License and also comes with the grant of patent rights. License file(s): licenses/RakNet License.txt, licenses/RakNet Patents.txt 7.2.2 (core) DR_SHA1.cpp/.h (SHA-1 algorithm - version 2.1) This is a 100% free public domain implementation of the SHA-1 algorithm by Dominik Reichl (dominik.reichl@t-online.de) / http://www.dominik-reichl.de/ . 7.2.3 (core) Rand.cpp (Mersenne Twister random number generator MT19937) This is the 'Mersenne Twister' random number generator MT19937 which generated pseudorandom integers uniformly distributed in 0..(2^32 -1) starting from any odd seed in 0..(2^32 -1). It is a recode by Shawn Cokus (Cokus@math.washington.edu) from March 8th, 1998 of a version by Takuji Nishimura (who had suggestions from Topher Cooper and Marc Rieffel in July-August 1997). The licensing is free: http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/MT2002/elicense.html "Until 2001/4/6, MT had been distributed under GNU Public License, but after 2001/4/6, we decided to let MT be used for any purpose, including commercial use. 2002-versions of mt19937ar.c mt19937ar-cok.c are considered to be usable freely." The authors asked to be sent an e-mail to (with an appropriate reference to your work) to Makoto Matsumoto and Takuji Nishimaru (matumoto@math.keio.ac.jp) as well as CC Shawn Cokus (Cokus@math.washington.edu). 7.2.4 (core) KBhit.h _kbhit() and _getch() implementation for Linux/UNIX by Chris Giese (geezer@execpc.com) / http://my.execpc.com/~geezer . His source is public domain. 7.2.5 (core) FindBoost.cmake Modified version of the FindBoost module shipped with CMake 2.8.10.2 https://cmake.org/ . The sourcecode is licensed under the Modified BSD License. 7.2.6 (DependentExtension/Autopatcher) ApplyPatch.cpp, CreatePatch.cpp These source code files which are part of the Autopatcher dependent extension contain code which is copyright 2003-2005 by Colin Percival and licensed under the Simplified BSD license. 7.2.7 (DependentExtension/DXTCompressor) OpenGLWindow.hpp This source code file which is part of the DXTCompressor dependent extesion is based on code written by Jeff Molofee 2000. Acknoledgements go to Frederic Echols for cleaning up and optimizing the code. It carries no particular license note but asks to let Jeff Molofee know if the code was found useful via http://nehe.gamedev.net . 7.2.8 (DependentExtension/IrrlichtDemo) FindIrrlicht.cmake, FindIrrKlang.cmake CMake modules to locate the corresponding libraries. These files are copyright (c) 2006 by Andreas Schneider (mail@cynapses.org) and licensed under the New BSD license. License file(s): licenses/FindIrrlicht CMake License.txt 7.2.9 (DependentExtension/IrrlichtDemo) CDemo.cpp/.h, CMainMenu.cpp/.h, main.cpp These are sample files taken from the Irrlicht Engine. The files are copyright 2005-2009 by Nikolaus Gebhardt (actual copyright years vary for each file) (irrlicht@users.sourceforge.net) / http://irrlicht.sourceforge.net . The underlying license is based on the zlib/libpng license. Since the Irrlicht Engine is based in part on the work of the Independent JPEG Group, zlib, and libpng, you have to also comply to these licenses as well. It's also asked for (but not legally required) to acknowledge that you use the Irrlicht Engine, libpng, and zlib in your product. License file(s): licenses/Irrlicht Engine License.txt, licenses/jpglib license v8d.txt, license/libpng license.txt, licenses/zlib license.txt 7.2.10 (DependentExtension/speex related) FindSpeex.cmake, FindSpeexDSP.cmake CMake modules to locate the corresponding libraries. These files are copyright (c) 2006 by Andreas Schneider (mail@cynapses.org) and licensed under the New BSD license. License file(s): licenses/FindIrrlicht CMake License.txt 7.2.11 (DependentExtension/Swig) arrays_csharp.i SWIG library file containing a two approaches to marshalling arrays. Being a file located inside the Lib directory of the SWIG library, no particular license applies. The software is free to be used on any terms one wishes. Since the original file contains a license reference, we put the license note into the licenses-directory, nevertheless. License file(s): licenses/SWIG library files license.txt 7.2.12 (Samples/nacl_sdk) httpd.py This file was taken from the Native Client SDK and is Copyright (c) 2012 The Chromium Authors. It is provided under the Modified BSD License. License file(s): licenses/nacl license.txt 7.2.13 (Samples/Ogre3D related) FindOGRE.cmake, FindOIS.cmake, FindPkgMacros.cmake, PreprocessorUtils.cmake CMake modules to locate the corresponding libraries. The source files are part of OGRE (Object-oriented Graphics Rendering Engine) http://www.ogre3d.org/ . They are provided as public domain. 7.2.14 (Samples/Ogre3D related) BspCollision.cpp This is a sample file to demonstrate integration into Ogre3D. The source file is part of OGRE (Object-oriented Graphics Rendering Engine) http://www.ogre3d.org/ and Copyright (c) 2000-2006 Torus Knot Software Ltd. It is provided completely free without an explicit license requirement. 8. Thanks / Acknowledgements First of all we'd like to thank Kevin Jenkins for his year long work on RakNet. Without his work SLikeNet wouldn't have seen the light of day at all. Second, we'd like to thank Oculus VR, LLC. which put the RakNet source code under the Simplified BSD License. Without having done that, it would have been impossible for us to continue the effort wich went into the RakNet library. Further, we'd like to thank the following contributors who handed in pull requests to the RakNet project on GitHub which are incorporated in SLikeNet: - Alex Howland: https://github.com/alliekins (pull request: 48) - Hunter Mayer: https://github.com/orionnoir (pull request: 31) - Jalmari Ikävalko: https://github.com/tzaeru (pull request: 56) - lenky0401: https://github.com/lenky0401 (pull request: 60) - Peter Hille: https://github.com/png85 (pull request: 7) - Rhys Kidd: https://github.com/Echelon9 (pull requests: 10 and 14) - Tim Ullrich: https://github.com/tullrich (pull request: 63) - Tobias Kahlert: https://github.com/SrTobi (pull requests: 51, 54, and 57) We'd also like to thank those contributors who have requested to remain anonymous and/or those who we could not contact at all (due to lack of contact information). If you spot your contribution in our library and haven't been mentioned in the acknowledgement section, simply send us a mail and we'll update the section as soon as possible. Last but not least, we also acknowledge all the work of the developers and companies related to incorporated/depending 3rd-party libraries (see chapter 2.4) and code snippets (see chapter 7.2). To comply with the license requirements, we further list these acknowledgement statements: This product includes software developed by the OpenSSL Project for use in the OpenSSL Toolkit. (http://www.openssl.org/) This product includes cryptographic software written by Eric Young (eay@cryptsoft.com) This product includes software written by Tim Hudson (tjh@cryptsoft.com) this software is based in part on the work of the Independent JPEG Group This software contains source code provided by NVIDIA Corporation. 9. Trademark Notes / Affiliation Statement Neither SLikeNet nor SLikeSoft is affiliated in any means to any company or other 3rd-party product mentioned in either the source code or the accompanying documentation. Mentioning of product and company names are solely done for the purpose of referencing the actual 3rd-part product or its associated company. While we tried hard to take best care for properly handling trademarks and follow each trademark holder's guideline with appropriate usage of their property, we can't rule out that some trademark slipped by and didn't get referenced below. Hence, please understand that this list has no obligation of being complete. If a name is not listed in this section or you spot a mistake of how use the trademark we'd appreciate to be dropped a note so we can correct the mistake/oversight. In general we mark trademarks with ™ and registered trademarks with ® upon first use of the trademark. Any following usages of the same trademark implies the corresponding trademark symbol. Subversion is a registered trademark of the Apache Software Foundation iPhone and Xcode are registered trademarks of Apple Inc. Autodesk and Scaleform are registered trademarks of Autodesk, Inc. FMOD is a registered trademark of Firelight Technologies Pty Ltd. GITHUB is a registered trademark of GitHub, Inc. libpng is a trademark of Glenn Randers-Pehrson Android is a trademark of Google Inc. SQLite is a registered trademark of Hipp, Wyrick & Company, Inc Linux® is the registered trademark of Linus Torvalds in the U.S. and other countries. CMake is a registered trademark of Kitware, Inc. DirectX, Windows Vista, Windows Phone, and Xbox 360 are registered trademarks of Microsoft Corporation. Microsoft, Visual Studio, and Windows are trademarks of Microsoft Corporation. MySQL is a registered trademark of MySQL AB NVIDIA is a registered trademark of NVIDIA Corporation OpenSSL is a registered trademark of the OpenSSL Software Foundation, Inc. SLikeSoft and SLikeNet are trademarks of SLikeSoft UG (haftungsbeschränkt) GIT is a registered trademark of Software Freedom Conservancy, Inc. Playstation is a registered trademark of Sony Interactive Entertainment Inc. PostgreSQL is a registered trademark of the PostgreSQL Community Association of Canada Steam and Steamworks are registered trademarks of Valve Corporation.
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SLikeNet™ is an Open Source/Free Software cross-platform network engine written in C++ and specifially designed for games (and applications which have comparable requirements on a network engine like games) building upon the discontinued RakNet network engine which had more than 13 years of active development.
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