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UnityTransportProvider.cs
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using System;
using System.Collections.Generic;
using UnityEngine;
using Unity.Networking.Transport;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Collections;
using Netick;
using Netick.Unity;
using static StinkySteak.NShooter.Netick.Transport.NetickUnityTransport;
using Unity.Networking.Transport.TLS;
using Unity.Networking.Transport.Relay;
using Unity.Jobs;
#if RELAY_SDK_INSTALLED
using Unity.Services.Relay.Models;
#endif
namespace StinkySteak.NShooter.Netick.Transport
{
public enum ClientNetworkProtocol
{
None = 0,
UDP = 1,
WebSocket = 2,
RelayUDP = 3,
RelayWebSocket = 4,
/// <summary>
/// Will determine protocol based on the platform selected
/// </summary>
Auto = 5,
}
[Flags]
public enum ServerNetworkProtocol
{
None = 0,
UDP = 1 << 0,
WebSocket = 1 << 2,
RelayUDP = 1 << 3,
RelayWebSocket = 1 << 4,
}
[CreateAssetMenu(fileName = "UnityTransportProvider", menuName = "Netick/Transport/UnityTransportProvider", order = 1)]
public class UnityTransportProvider : NetworkTransportProvider
{
[SerializeField] private ClientNetworkProtocol _clientProtocol;
[SerializeField] private ServerNetworkProtocol _serverProtocol;
[SerializeField] private NetworkConfigParameter _parameters;
[Header("Encryption")]
[SerializeField][Tooltip("Per default the client/server communication will not be encrypted. Select true to enable DTLS for UDP and TLS for Websocket.")] private bool _useEncryption;
[Space]
[SerializeField][TextArea(3, 10)] private string _serverCertificate;
[SerializeField][TextArea(3, 10)] private string _serverPrivateKey;
[Space]
[SerializeField][TextArea(3, 10)] private string _serverCommonName;
[SerializeField][TextArea(3, 10)] private string _clientCaCertificate;
private void Reset()
{
NetworkSettings settings = new NetworkSettings();
NetworkConfigParameter param = settings.GetNetworkConfigParameters();
_parameters = param;
}
public void SetProtocol(ClientNetworkProtocol clientProtocol, ServerNetworkProtocol serverProtocol)
{
_clientProtocol = clientProtocol;
_serverProtocol = serverProtocol;
}
public void SetServerSecrets(string serverCertificate, string serverPrivateKey)
{
_serverCertificate = serverCertificate;
_serverPrivateKey = serverPrivateKey;
}
public void SetClientSecrets(string serverCommonName, string caCertificate = null)
{
_serverCommonName = serverCommonName;
_clientCaCertificate = caCertificate;
}
public override NetworkTransport MakeTransportInstance()
{
NetickUnityTransport transport = new();
transport.SetProtocol(GetClientNetworkProtocol(), _serverProtocol);
transport.SetNetworkConfigParameter(_parameters);
transport.SetEncryption(_useEncryption);
transport.SetServerSecrets(_serverCertificate, _serverPrivateKey);
transport.SetClientSecrets(_serverCommonName, _clientCaCertificate);
return transport;
}
private ClientNetworkProtocol GetClientNetworkProtocol()
{
if (_clientProtocol != ClientNetworkProtocol.Auto)
return _clientProtocol;
#if UNITY_WEBGL && !UNITY_EDITOR
return ClientNetworkProtocol.WebSocket;
#else
return ClientNetworkProtocol.UDP;
#endif
}
}
public static class NetickUnityTransportExt { public static NetickUnityTransportEndPoint ToNetickEndPoint(this NetworkEndpoint networkEndpoint) => new NetickUnityTransportEndPoint(networkEndpoint); }
public unsafe class NetickUnityTransport : NetworkTransport
{
public ClientNetworkProtocol ClientProtocol;
public ServerNetworkProtocol ServerProtocol;
public NetworkConfigParameter Parameters;
public bool UseEncryption;
public string ServerCertificate;
public string ServerPrivateKey;
public string ServerCommonName;
public string ClientCaCertificate;
public void SetNetworkConfigParameter(NetworkConfigParameter parameters)
{
Parameters = parameters;
}
public void SetEncryption(bool useEncryption)
{
UseEncryption = useEncryption;
}
public void SetServerSecrets(string serverCertificate, string serverPrivateKey)
{
ServerCertificate = serverCertificate;
ServerPrivateKey = serverPrivateKey;
}
public void SetClientSecrets(string serverCommonName, string caCertificate = null)
{
ServerCommonName = serverCommonName;
ClientCaCertificate = caCertificate;
}
public void SetProtocol(ClientNetworkProtocol clientProtocol, ServerNetworkProtocol serverProtocol)
{
ClientProtocol = clientProtocol;
ServerProtocol = serverProtocol;
}
public struct NetickUnityTransportEndPoint : IEndPoint
{
public NetworkEndpoint EndPoint;
string IEndPoint.IPAddress => EndPoint.Address.ToString();
int IEndPoint.Port => EndPoint.Port;
public NetickUnityTransportEndPoint(NetworkEndpoint networkEndpoint)
{
EndPoint = networkEndpoint;
}
public override string ToString()
{
return $"{EndPoint.Address}";
}
}
public unsafe class NetickUnityTransportConnection : TransportConnection
{
public NetickUnityTransport Transport;
public Unity.Networking.Transport.NetworkConnection Connection;
public override IEndPoint EndPoint => Transport._driver.GetRemoteEndpoint(Connection).ToNetickEndPoint();
public override int Mtu => MaxPayloadSize;
public int MaxPayloadSize;
public NetickUnityTransportConnection(NetickUnityTransport transport)
{
Transport = transport;
}
public unsafe override void Send(IntPtr ptr, int length)
{
if (!Connection.IsCreated)
return;
Transport._driver.BeginSend(NetworkPipeline.Null, Connection, out var networkWriter);
networkWriter.WriteBytesUnsafe((byte*)ptr.ToPointer(), length);
Transport._driver.EndSend(networkWriter);
}
}
private MultiNetworkDriver _driver;
private Dictionary<Unity.Networking.Transport.NetworkConnection, NetickUnityTransportConnection> _connectedPeers = new();
private Queue<NetickUnityTransportConnection> _freeConnections = new();
private Unity.Networking.Transport.NetworkConnection _serverConnection;
private NativeList<Unity.Networking.Transport.NetworkConnection> _connections;
private BitBuffer _bitBuffer;
private byte* _bytesBuffer;
private int _bytesBufferSize = 2048;
private byte[] _connectionRequestBytes = new byte[200];
private NativeArray<byte> _connectionRequestNative = new NativeArray<byte>(200, Allocator.Persistent);
private const string CONNECTION_TYPE_UDP = "udp";
private const string CONNECTION_TYPE_DTLS = "dtls";
private const string CONNECTION_TYPE_WS = "ws";
private const string CONNECTION_TYPE_WSS = "wss";
#if RELAY_SDK_INSTALLED
public static Allocation Allocation;
public static JoinAllocation JoinAllocation;
#endif
private enum RelaySocket
{
UDP,
WebSocket
}
public NetickUnityTransport()
{
_bytesBuffer = (byte*)UnsafeUtility.Malloc(_bytesBufferSize, 4, Unity.Collections.Allocator.Persistent);
}
~NetickUnityTransport()
{
UnsafeUtility.Free(_bytesBuffer, Unity.Collections.Allocator.Persistent);
_connectionRequestNative.Dispose();
}
public override void Init()
{
_bitBuffer = new BitBuffer(createChunks: false);
_connections = new NativeList<Unity.Networking.Transport.NetworkConnection>(Engine.IsServer ? Engine.Config.MaxPlayers : 0, Unity.Collections.Allocator.Persistent);
}
private NetworkDriver ConstructDriverRelay(string connectionType)
{
#if RELAY_SDK_INSTALLED
RelayServerData relayData;
if (Engine.IsServer)
{
if (Allocation == null)
{
throw new Exception("Relay Allocation Request is null");
}
relayData = new RelayServerData(Allocation, connectionType);
}
else
{
if (JoinAllocation == null)
{
throw new Exception("Relay Join Allocation is null");
}
relayData = new RelayServerData(JoinAllocation, connectionType);
}
NetworkSettings settings = GetDefaultNetworkSettings();
settings.WithRelayParameters(ref relayData);
NetworkDriver driver = NetworkDriver.Create(settings);
return driver;
#else
throw new Exception("Unity Relay SDK is missing. If it's already installed, ensure 'RELAY_SDK_INSTALLED' is added to the scripting define symbols");
#endif
}
private string GetRelayConnectionType(RelaySocket socket, bool isSecure)
{
if (socket == RelaySocket.UDP)
{
if (!isSecure)
{
return CONNECTION_TYPE_UDP;
}
return CONNECTION_TYPE_DTLS;
}
if (socket == RelaySocket.WebSocket)
{
if (!isSecure)
{
return CONNECTION_TYPE_WS;
}
return CONNECTION_TYPE_WSS;
}
Debug.LogError("Failed to get relay connection type");
return string.Empty;
}
private NetworkDriver ConstructDriverRelayUDP()
{
bool isSecure = UseEncryption;
string connectionType = GetRelayConnectionType(RelaySocket.UDP, isSecure);
return ConstructDriverRelay(connectionType);
}
private NetworkDriver ConstructDriverRelayWS()
{
bool isSecure = UseEncryption;
string connectionType = GetRelayConnectionType(RelaySocket.WebSocket, isSecure);
return ConstructDriverRelay(connectionType);
}
private NetworkSettings GetNetworkSettings(bool isServer)
{
if (UseEncryption)
return GetSecureNetworkSettings(isServer);
return GetDefaultNetworkSettings();
}
private NetworkSettings GetDefaultNetworkSettings()
{
NetworkSettings settings = new NetworkSettings();
settings.AddRawParameterStruct(ref Parameters);
return settings;
}
private NetworkSettings GetSecureNetworkSettings(bool isServer)
{
NetworkSettings settings = GetDefaultNetworkSettings();
if (isServer)
{
if (string.IsNullOrEmpty(ServerCertificate) || string.IsNullOrEmpty(ServerPrivateKey))
{
throw new Exception("In order to use encrypted communications, when hosting, you must set the server certificate and key.");
}
settings.WithSecureServerParameters(ServerCertificate, ServerPrivateKey);
}
else
{
if (string.IsNullOrEmpty(ServerCommonName))
{
throw new Exception("In order to use encrypted communications, clients must set the server common name.");
}
else if (string.IsNullOrEmpty(ClientCaCertificate))
{
settings.WithSecureClientParameters(ServerCommonName);
}
else
{
settings.WithSecureClientParameters(ClientCaCertificate, ServerCommonName);
}
}
return settings;
}
private NetworkDriver ConstructDriverUDP(bool isServer)
{
#if UNITY_WEBGL && !UNITY_EDITOR
return NetworkDriver.Create(new IPCNetworkInterface());
#else
NetworkSettings networkSettings = GetNetworkSettings(isServer);
return NetworkDriver.Create(new UDPNetworkInterface(), networkSettings);
#endif
}
private NetworkDriver ConstructDriverWS(bool isServer)
{
NetworkSettings networkSettings = GetNetworkSettings(isServer);
return NetworkDriver.Create(new WebSocketNetworkInterface(), networkSettings);
}
private struct NetworkDriverCollections
{
public NetworkDriver DriverUdp;
public NetworkDriver DriverWs;
public NetworkDriver DriverRelayUdp;
public NetworkDriver DriverRelayWs;
public static NetworkDriverCollections ConstructDummy()
{
NetworkDriverCollections collections = new NetworkDriverCollections();
collections.DriverUdp = NetworkDriver.Create(new DummyNetworkInterface());
collections.DriverWs = NetworkDriver.Create(new DummyNetworkInterface());
collections.DriverRelayUdp = NetworkDriver.Create(new DummyNetworkInterface());
collections.DriverRelayWs = NetworkDriver.Create(new DummyNetworkInterface());
return collections;
}
}
private NetworkDriverCollections ConstructClientNetworkDriverCollection(ClientNetworkProtocol clientNetworkProtocol)
{
if (clientNetworkProtocol == ClientNetworkProtocol.None)
{
throw new Exception("No Client Network Protocol Chosen");
}
NetworkDriverCollections drivers = default;
if (clientNetworkProtocol == ClientNetworkProtocol.UDP)
drivers.DriverUdp = ConstructDriverUDP(false);
if (clientNetworkProtocol == ClientNetworkProtocol.WebSocket)
drivers.DriverWs = ConstructDriverWS(false);
if (clientNetworkProtocol == ClientNetworkProtocol.RelayUDP)
drivers.DriverRelayUdp = ConstructDriverRelayUDP();
if (clientNetworkProtocol == ClientNetworkProtocol.RelayWebSocket)
drivers.DriverRelayWs = ConstructDriverRelayWS();
return drivers;
}
private NetworkDriverCollections ConstructServerNetworkDriverCollection(ServerNetworkProtocol serverNetworkProtocol)
{
if (serverNetworkProtocol == ServerNetworkProtocol.None)
{
throw new Exception("No Server Network Protocol Chosen");
}
NetworkDriverCollections drivers = default;
if (serverNetworkProtocol.HasFlag(ServerNetworkProtocol.UDP))
drivers.DriverUdp = ConstructDriverUDP(true);
if (serverNetworkProtocol.HasFlag(ServerNetworkProtocol.WebSocket))
drivers.DriverWs = ConstructDriverWS(true);
if (serverNetworkProtocol.HasFlag(ServerNetworkProtocol.RelayUDP))
drivers.DriverRelayUdp = ConstructDriverRelayUDP();
if (serverNetworkProtocol.HasFlag(ServerNetworkProtocol.RelayWebSocket))
drivers.DriverRelayWs = ConstructDriverRelayWS();
return drivers;
}
public override void Run(RunMode mode, int port)
{
bool isServer = mode == RunMode.Server;
if (isServer)
{
RunServerMode(port);
return;
}
RunClientMode();
}
private void RunServerMode(int port)
{
NetworkDriverCollections drivers = ConstructServerNetworkDriverCollection(ServerProtocol);
NetworkDriver driverUdp = drivers.DriverUdp;
NetworkDriver driverWs = drivers.DriverWs;
NetworkDriver driverRelayUdp = drivers.DriverRelayUdp;
NetworkDriver driverRelayWs = drivers.DriverRelayWs;
MultiNetworkDriver multiDriver = MultiNetworkDriver.Create();
int listenPort = port;
if (ServerProtocol == ServerNetworkProtocol.None)
{
throw new Exception($"No Server Protocol was chosen");
}
if (ServerProtocol.HasFlag(ServerNetworkProtocol.UDP))
{
BindAndListenDriverTo(in driverUdp, listenPort);
multiDriver.AddDriver(driverUdp);
listenPort++;
}
if (ServerProtocol.HasFlag(ServerNetworkProtocol.WebSocket))
{
BindAndListenDriverTo(in driverWs, listenPort);
multiDriver.AddDriver(driverWs);
listenPort++;
}
if (ServerProtocol.HasFlag(ServerNetworkProtocol.RelayUDP))
{
BindAndListenDriverTo(in driverRelayUdp, listenPort);
multiDriver.AddDriver(driverRelayUdp);
listenPort++;
}
if (ServerProtocol.HasFlag(ServerNetworkProtocol.RelayWebSocket))
{
BindAndListenDriverTo(in driverRelayWs, listenPort);
multiDriver.AddDriver(driverRelayWs);
listenPort++;
}
_driver = multiDriver;
for (int i = 0; i < Engine.Config.MaxPlayers; i++)
_freeConnections.Enqueue(new NetickUnityTransportConnection(this));
}
private void RunClientMode()
{
NetworkDriverCollections drivers = ConstructClientNetworkDriverCollection(ClientProtocol);
NetworkDriver driverUdp = drivers.DriverUdp;
NetworkDriver driverWs = drivers.DriverWs;
NetworkDriver driverRelayUdp = drivers.DriverRelayUdp;
NetworkDriver driverRelayWs = drivers.DriverRelayWs;
MultiNetworkDriver multiDriver = MultiNetworkDriver.Create();
NetworkDriver.Create();
if (ClientProtocol == ClientNetworkProtocol.UDP)
multiDriver.AddDriver(driverUdp);
if (ClientProtocol == ClientNetworkProtocol.WebSocket)
multiDriver.AddDriver(driverWs);
if (ClientProtocol == ClientNetworkProtocol.RelayUDP)
multiDriver.AddDriver(driverRelayUdp);
if (ClientProtocol == ClientNetworkProtocol.RelayWebSocket)
multiDriver.AddDriver(driverRelayWs);
_driver = multiDriver;
for (int i = 0; i < Engine.Config.MaxPlayers; i++)
_freeConnections.Enqueue(new NetickUnityTransportConnection(this));
}
private void BindAndListenDriverTo(in NetworkDriver driver, int port)
{
NetworkEndpoint endpoint = NetworkEndpoint.AnyIpv4.WithPort((ushort)port);
if (driver.Bind(endpoint) != 0)
{
Debug.LogError($"Failed to bind to port {port}");
return;
}
driver.Listen();
}
public override void Shutdown()
{
if (_driver.IsCreated)
_driver.Dispose();
_connections.Dispose();
}
public override void Connect(string address, int port, byte[] connectionData, int connectionDataLength)
{
int clientDriverId = 1;
var endpoint = NetworkEndpoint.Parse(address, (ushort)port);
if (connectionData != null)
{
_connectionRequestNative.CopyFrom(connectionData);
_serverConnection = _driver.Connect(clientDriverId, endpoint, _connectionRequestNative);
}
else
_serverConnection = _driver.Connect(clientDriverId, endpoint);
}
public override void Disconnect(TransportConnection connection)
{
var conn = (NetickUnityTransport.NetickUnityTransportConnection)connection;
if (conn.Connection.IsCreated)
_driver.Disconnect(conn.Connection);
}
public override void PollEvents()
{
_driver.ScheduleUpdate().Complete();
if (Engine.IsClient && !_serverConnection.IsCreated)
return;
// reading events
if (Engine.IsServer)
{
// clean up connections.
for (int i = 0; i < _connections.Length; i++)
{
if (!_connections[i].IsCreated)
{
_connections.RemoveAtSwapBack(i);
i--;
}
}
// accept new connections in the server.
Unity.Networking.Transport.NetworkConnection c;
while ((c = _driver.Accept(out var payload)) != default)
{
if (_connectedPeers.Count >= Engine.Config.MaxPlayers)
{
_driver.Disconnect(c);
continue;
}
if (payload.IsCreated)
payload.CopyTo(_connectionRequestBytes);
bool accepted = NetworkPeer.OnConnectRequest(_connectionRequestBytes, payload.Length, _driver.GetRemoteEndpoint(c).ToNetickEndPoint());
if (!accepted)
{
_driver.Disconnect(c);
continue;
}
var connection = _freeConnections.Dequeue();
connection.Connection = c;
_connectedPeers.Add(c, connection);
_connections.Add(c);
connection.MaxPayloadSize = NetworkParameterConstants.MTU - _driver.GetDriverForConnection(connection.Connection).MaxHeaderSize(NetworkPipeline.Null);
NetworkPeer.OnConnected(connection);
}
for (int i = 0; i < _connections.Length; i++)
HandleConnectionEvents(_connections[i], i);
}
else
HandleConnectionEvents(_serverConnection, 0);
}
private void HandleConnectionEvents(Unity.Networking.Transport.NetworkConnection conn, int index)
{
DataStreamReader stream;
NetworkEvent.Type cmd;
while ((cmd = _driver.PopEventForConnection(conn, out stream)) != NetworkEvent.Type.Empty)
{
// game data
if (cmd == NetworkEvent.Type.Data)
{
if (_connectedPeers.TryGetValue(conn, out var netickConn))
{
stream.ReadBytesUnsafe(_bytesBuffer, stream.Length);
_bitBuffer.SetFrom(_bytesBuffer, stream.Length, _bytesBufferSize);
NetworkPeer.Receive(netickConn, _bitBuffer);
}
}
// connected to server
if (cmd == NetworkEvent.Type.Connect && Engine.IsClient)
{
var connection = _freeConnections.Dequeue();
connection.Connection = conn;
_connectedPeers.Add(conn, connection);
_connections.Add(conn);
connection.MaxPayloadSize = NetworkParameterConstants.MTU - _driver.GetDriverForConnection(connection.Connection).MaxHeaderSize(NetworkPipeline.Null);
NetworkPeer.OnConnected(connection);
}
// disconnect
if (cmd == NetworkEvent.Type.Disconnect)
{
if (_connectedPeers.TryGetValue(conn, out var netickConn))
{
TransportDisconnectReason reason = TransportDisconnectReason.Shutdown;
NetworkPeer.OnDisconnected(netickConn, reason);
_freeConnections.Enqueue(netickConn);
_connectedPeers.Remove(conn);
}
else
{
if (Engine.IsClient)
NetworkPeer.OnConnectFailed(ConnectionFailedReason.Refused);
}
if (Engine.IsClient)
_serverConnection = default;
if (Engine.IsServer)
_connections[index] = default;
}
}
}
private struct DummyNetworkInterface : INetworkInterface
{
public NetworkEndpoint LocalEndpoint { get => default; }
public int Initialize(ref NetworkSettings settings, ref int packetPadding) => 0;
public void Dispose() { }
public JobHandle ScheduleReceive(ref ReceiveJobArguments arguments, JobHandle dep) => dep;
public JobHandle ScheduleSend(ref SendJobArguments arguments, JobHandle dep) => dep;
public int Bind(NetworkEndpoint endpoint) => 0;
public int Listen() => 0;
}
}
}