There are 5 ways to find other systems to connect to:
- Direct IP entry (you already know it)
- LAN Broadcast
- Using the CloudServer/CloudClient plugins
- Using the Lobby server or RoomsPlugin
- Using MasterServer2
The simplest and easiest way from a coding perspective is to either
hardcode an IP address or domain name, or present a GUI to the user
asking them to enter the IP address of the other system they would like
to connect to. Most of the samples use this method. Back when networked
games first came out, this was the only option available.
Advantages:
- Little to no GUI work required of programmers and
artists
- If the IP address or domain name is fixed, such as if
you are running a dedicated server, this is the correct solution
Disadvantages:
- Inflexible
- Users will only be able to play with people they
already know.
Note: Use
127.0.0.1, or localhost, to connect to another instance of RakPeer on
the same computer, or the same application.
RakNet supports the ability to broadcast a packet to find other systems
on a local LAN, with optional data to send and retrieve identifying the
application. The sample LANServerDiscovery
demonstrates this technique.
In RakPeerInterface.h, the Ping function will can do this, as follows
rakPeer->Ping("255.255.255.255",
REMOTE_GAME_PORT, onlyReplyOnAcceptingConnections);
REMOTE_GAME_PORT should be whatever port the other system is running
the application you care about on. onlyReplyOnAcceptingConnections is a
boolean indicating if the other system should reply, even if they have
no connections available for you to connect to.
Open systems will reply with ID_UNCONNECTED_PONG. From the sample:
if (p->data[0]==ID_UNCONNECTED_PONG)
{
RakNet::TimeMS time;
RakNet::BitStream bsIn(packet->data,packet->length,false);
bsIn.IgnoreBytes(1);
bsIn.Read(time);
printf("Got pong from %s with time
%i\n", p->systemAddress.ToString(), RakNet::GetTime() - time);
}
In order to send custom user data, call
RakPeer::SetOfflinePingResponse(customUserData, lengthInBytes); RakNet
will copy the data passed to it and return this data appended to
ID_UNCONNECTED_PONG.
Note: there is a hardcoded define
MAX_OFFLINE_DATA_LENGTH in RakPeer.cpp limiting the length of your
custom user data. Change this value and recompile if your data is
larger than this define.
Advantages:
- You can join games automatically on program startup,
no GUI or user interaction required
- Best way to find games on the LAN
Disadvantages:
The CloudServer/CloudClient plugin can act as a directory server without modification.
Advantages:
- Customizable
- You can subscribe to update notifications when memory has been updated from another system
Disadvantages:
- Only scales to a few hundred users
- You have to host your own server
If you are not using a service that already provides a lobby, on the PC we provide database code that has similar functionality. The lobby server provides a database driven service for players to
interact and start games. It provides features such as friends,
matchmaking, emails, ranking, instant messenging, quick match, rooms,
and room moderation.
See the samples Lobby2Server_PGSQL
and Lobby2Client
for a demonstration of how to use this feature.
Advantages:
- The most flexible solution for players to join games
- Allows users to interact before starting games
- Builds community
- Supports multiple titles
Disadvantages:
- Requires a separate, dedicated server to host the
plugin, and the server must have database support
- Feature is relatively large and complex compared to a
simple game listing, requiring a good investment in time and programming
We host a master server for our customers. See this page for more details.
Advantages:
- Fast
- Easy to use
- You do not have to host a server
Disadvantages:
- Special licensing if you need the server sources
Once you know the IP
address of the remote system(s) to connect to, use
RakPeerInterface::Connect() to initiate an asynchronous
connection attempt. The parameters to connect are:
ConnectionAttemptResult Connect( const char* host, unsigned short remotePort, const char *passwordData, int passwordDataLength, PublicKey *publicKey=0, unsigned connectionSocketIndex=0, unsigned sendConnectionAttemptCount=6, unsigned timeBetweenSendConnectionAttemptsMS=1000, RakNet::TimeMS timeoutTime=0 )
- host is an IP address, or domain name.
- remotePort is the port that the remote system is
listening on, which you passed to the Startup() function
- passwordData is optional binary data to send with the
connection request. If this data does not match what was passed to
RakPeerInterface::SetPassword(), the remote system will reply with
ID_INVALID_PASSWORD.
- passwordDataLength is the length, in bytes, of
passwordData
- publicKey is the public key parameter that was passed to InitializeSecurity() on the remote system. If you don't use security, pass 0.
- connectionSocketIndex is the index into the array of socket descriptors passed to socketDescriptors in RakPeer::Startup() to determine the one to send on.
- sendConnectionAttemptCount is how many datagrams to send before giving up as unable to connect. This is also used for MTU detection, with 3 different MTU sizes. So the default of 12 means send each MTU size 4 times, which should be sufficient to tolerate any reasonable packetloss. Lower values mean that ID_CONNECTION_ATTEMPT_FAILED would be returned to you faster.
- timeBetweenSendConnectionAttemptsMS is how many milliseconds to wait before sending another connection attempt. A good value is 4 times the expected ping.
- timeoutTime is how many milliseconds to wait, for this particular connection, before dropping the remote system if a message cannot be delivered. The default value of 0 means use the global value from SetTimeoutTime().
Connect() will return CONNECTION_ATTEMPT_STARTED for a successful attempt, something else on failure.
Note: Connect()
returning true does NOT mean you are connected. If successful the message ID_CONNECTION_REQUEST_ACCEPTED should be received. If not you will recieve one of the error messages.
Connection closed: ID_DISCONNECTION_NOTIFICATION, ID_CONNECTION_LOST
New connection:
ID_NEW_INCOMING_CONNECTION, ID_CONNECTION_REQUEST_ACCEPTED
Connection attempt failed:
ID_CONNECTION_ATTEMPT_FAILED, ID_REMOTE_SYSTEM_REQUIRES_PUBLIC_KEY, ID_OUR_SYSTEM_REQUIRES_SECURITY, ID_PUBLIC_KEY_MISMATCH, ID_ALREADY_CONNECTED, ID_NO_FREE_INCOMING_CONNECTIONS, ID_CONNECTION_BANNED, ID_INVALID_PASSWORD, ID_INCOMPATIBLE_PROTOCOL_VERSION, ID_IP_RECENTLY_CONNECTED
ID_CONNECTION_ATTEMPT_FAILED is
the generic message meaning no communication was established with the remote system. Possible
reasons include:
- The IP address is wrong
- That system is not running RakNet, or
RakPeerInterface::Startup() was not called on that system
- The remote system has started RakNet, but
RakPeerInterface::SetMaximumIncomingConnections() was not called
- A firewall on either system is blocking UDP packets
on the port you have chosen
- A router on the remote system is blocking incoming
UDP packets on the port you have chosen. See the NAT Punchthrough
plugin to resolve this.
- On Windows Vista, the network driver
security service pack sometimes breaks UDP, not just for RakNet, but in
general, even for DirectPlay. This service pack should be rolled back,
and not installed.
- Secure
connections are enabled, and your system failed the security
check.
- Your IP address was banned with
RakPeerInterface::AddToBanList(). Note that some plugins, such as the connection filter,
have the option to ban IP addresses automatically.
Assuming you are able to connect, it
is time to go onto the section:
Creating
Packets
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