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UnityLockstep | Modern Lockstep with clientside prediction and rollback | Networking library

 by   proepkes C# Version: 0.0.5 License: MIT

 by   proepkes C# Version: 0.0.5 License: MIT

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kandi X-RAY | UnityLockstep Summary

UnityLockstep is a C# library typically used in Networking, Unity applications. UnityLockstep has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.
Currently the rollback of adding and changing entities should be stable. If you spawn or navigate entities in multiple game-instances, all simulations will end up in a synced state, no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition.
Support
Support
Quality
Quality
Security
Security
License
License
Reuse
Reuse

kandi-support Support

  • UnityLockstep has a low active ecosystem.
  • It has 368 star(s) with 112 fork(s). There are 32 watchers for this library.
  • It had no major release in the last 12 months.
  • There are 1 open issues and 1 have been closed. There are no pull requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of UnityLockstep is 0.0.5
UnityLockstep Support
Best in #Networking
Average in #Networking
UnityLockstep Support
Best in #Networking
Average in #Networking

quality kandi Quality

  • UnityLockstep has 0 bugs and 0 code smells.
UnityLockstep Quality
Best in #Networking
Average in #Networking
UnityLockstep Quality
Best in #Networking
Average in #Networking

securitySecurity

  • UnityLockstep has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • UnityLockstep code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.
UnityLockstep Security
Best in #Networking
Average in #Networking
UnityLockstep Security
Best in #Networking
Average in #Networking

license License

  • UnityLockstep is licensed under the MIT License. This license is Permissive.
  • Permissive licenses have the least restrictions, and you can use them in most projects.
UnityLockstep License
Best in #Networking
Average in #Networking
UnityLockstep License
Best in #Networking
Average in #Networking

buildReuse

  • UnityLockstep releases are available to install and integrate.
  • Installation instructions are available. Examples and code snippets are not available.
  • UnityLockstep saves you 52257 person hours of effort in developing the same functionality from scratch.
  • It has 60494 lines of code, 0 functions and 331 files.
  • It has low code complexity. Code complexity directly impacts maintainability of the code.
UnityLockstep Reuse
Best in #Networking
Average in #Networking
UnityLockstep Reuse
Best in #Networking
Average in #Networking
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UnityLockstep Key Features

Modern Lockstep with clientside prediction and rollback

UnityLockstep Examples and Code Snippets

No Code Snippets are available at this moment for UnityLockstep.

See all Code Snippets related to Networking

Community Discussions

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QUESTION

Multicast being sent over hardware address of default gateway address instead of ethernet multicast address

Asked 2022-Mar-10 at 14:07

I have this code to send multicast messages to a group. There are no errors while running the program but when I monitor packets in Wireshark the ethernet destination of my packets are of my default gateway instead of something like 01-00-5e-xx-xx-xx

The code:


#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <string.h>

#include <sys/socket.h>
#include <sys/types.h>
#include <arpa/inet.h>
#include <netdb.h>
#include <netinet/in.h>

void main(int argc, char **argv){
    int sockfd;
    struct in_addr interface;
    struct sockaddr_in group;
    char readbuf[1024];

    if((sockfd=socket(AF_INET,SOCK_DGRAM,0))<0){
        perror("socket error");
    }

    memset(&group,0,sizeof(group));
    group.sin_family=AF_INET;
    group.sin_addr.s_addr=inet_addr("244.244.244.1");
    group.sin_port=htons(5555);



    char loop=0;
    if(setsockopt(sockfd,IPPROTO_IP,IP_MULTICAST_LOOP,&loop,sizeof(loop))<0){
        perror("setsockopt error(IP_MULTICAST_LOOP)");
    }

    interface.s_addr=inet_addr("192.168.1.69");
    if(setsockopt(sockfd,IPPROTO_IP,IP_MULTICAST_IF,&interface,sizeof(interface))<0){
        perror("setsockopt error(IP_MULTICAST_IF)");
    }

    for(;;){
        fgets(readbuf,sizeof(readbuf),stdin);
        if(sendto(sockfd,readbuf,sizeof(readbuf),0,(struct sockaddr *)&group,sizeof(struct sockaddr))==-1){
            perror("sendto error");
        }
    }

}

ANSWER

Answered 2022-Mar-10 at 14:07

244.244.244.1 is not a valid multicast address.

Multicast address are in the range of 224.0.0.1 - 239.255.255.255. The address you're sending to is not in that range. So the outgoing MAC address is not a multicast MAC.

Change the destination IP to be in the range of multicast IP addresses and you'll see a proper multicast MAC address.

Source https://stackoverflow.com/questions/71419150

Community Discussions, Code Snippets contain sources that include Stack Exchange Network

Vulnerabilities

No vulnerabilities reported

Install UnityLockstep

Open Server.LiteNetLib/Server.LiteNetLib.sln
Run Server-project (Console), enter "1" when asked for room-size
Open SampleScene in Unity
Hit play and wait until connection to server is established
Holding right mouse button will continously spawn new agents, press 'X' to navigate all agents to your current mouse position
Build and run the Unityproject
Start the server. The roomsize will default to 2 after a few seconds of no input
Hit play in Unity so you should now have two instances of the game running
Wait until both players are connected to the server. The server will display a message when the simulation has started.
For controls, same as above

Support

For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .

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