Projects tagged ‘server’ and ‘udp’


[15 total ]

9 Users

The Netty project is an effort to provide an asynchronous event-driven network application framework and tools for rapid development of maintainable high performance and high scalability protocol ... [More] servers and clients. In other words, Netty is a NIO client server framework which enables quick and easy development of network applications such as protocol servers and clients. It greatly simplifies and streamlines network programming such as TCP and UDP socket server. [Less]
Created about 1 year ago.

1 Users
 

pyquake3 is a Python class (or module) that can query and execute rcon commands on a Quake 3 server.
Created over 3 years ago.

1 Users
   

q3query is a PHP class to send rcon commands to a quake 3 server. It will only work in PHP 5.
Created over 3 years ago.

1 Users
 

Extasys is a fast, accurate and easy to use TCP/UDP socket library for Java, Mono and Microsoft .NET Framework. The power of this socket is the asynchronous data proccessing that offers. If you are ... [More] using sockets then Extasys is the proper tool for your work because we designed this socket to help you to only have to think about the message exchange (the process) and let it do the hard job. News We decided to include IKVM.NET binaries in Extasys for .NET 2.0.0.7 after a few complains about missing binaries during compilation Goals Provide fast and accurate TCP and UDP data transfer Asynchronous processing Less development time Features Dedicated Thread Pool for each TCPServer,TCPClient,UDPServer and UDPClient Multiple listeners per server and multiple connectors per client TCP message collector with character or string message splitter Extasys Help Applications from codemammoth.com Extasys TCP Chat Server - Simple example on how to create your TCP chat server Extasys TCP Chat Client - Simple chat client Extasys TCP Server - Multithreaded TCP server example Extasys TCP Client - TCP Client example Extasys UDP Server - Echo UDP Server Extasys UDP Client - Echo UDP Client Please Donate with PayPal [Less]
Created 12 months ago.

1 Users

Previous experience with [Apache_Mina](http://mina.apache.org) has led me to the view that abstracting IO can enhance performance while making it significantly easier to write protocols. This ... [More] library's goals are to use event multiplexing to create performant minimal-threaded socket applications. Minimal-threaded meaning threads are supported, but may not be necessary. [Less]
Created over 2 years ago.

1 Users

OverviewKryoNet is a Java library that provides a clean and simple API for efficient TCP and UDP client/server network communication using NIO. KryoNet uses the Kryo serialization library to ... [More] automatically and efficiently transfer object graphs across the network. KryoNet runs on both the desktop and on Android. KryoNet is ideal for any client/server application. It is very efficient, so is especially good for games. KryoNet can also be useful for inter-process communication. Running a serverThis code starts a server on TCP port 54555 and UDP port 54777: Server server = new Server(); server.start(); server.bind(54555, 54777);The start method starts a thread to handle incoming connections, reading/writing to the socket, and notifying listeners. This code adds a listener to handle receiving objects: server.addListener(new Listener() { public void received (Connection connection, Object object) { if (object instanceof SomeRequest) { SomeRequest request = (SomeRequest)object; System.out.println(request.text); SomeResponse response = new SomeResponse(); response.text = "Thanks!"; connection.sendTCP(response); } } });Note the Listener class has other notification methods that can be overridden. Typically a listener has a series of instanceof checks to decide what to do with the object received. In this example, it prints out a string and sends a response over TCP. The SomeRequest and SomeResponse classes are defined like this: public class SomeRequest { public String text; }public class SomeResponse { public String text; }Kryo automatically serializes the objects to and from bytes. Connecting a clientThis code connects to a server running on TCP port 54555 and UDP port 54777: Client client = new Client(); client.start(); client.connect(5000, "192.168.0.4", 54555, 54777); SomeRequest request = new SomeRequest(); request.text = "Here is the request!"; client.sendTCP(request);The start method starts a thread to handle the outgoing connection, reading/writing to the socket, and notifying listeners. Note that the thread must be started before connect is called, else the outgoing connection will fail. In this example, the connect method blocks for a maximum of 5000 milliseconds. If it times out or connecting otherwise fails, an exception is thrown (handling not shown). After the connection is made, the example sends a "SomeRequest" object to the server over TCP. This code adds a listener to print out the response: client.addListener(new Listener() { public void received (Connection connection, Object object) { if (object instanceof SomeResponse) { SomeResponse response = (SomeResponse)object; System.out.println(response.text); } } });Registering classesIn order for the above examples to work, the classes that are going to be sent over the network must be registered with the following code: Kryo kryo = server.getKryo(); kryo.register(SomeRequest.class); kryo.register(SomeResponse.class);Kryo kryo = client.getKryo(); kryo.register(SomeRequest.class); kryo.register(SomeResponse.class);This must be done on both the client and server, before any network communication occurs. It is very important that the exact same classes are registered on both the client and server, and that they are registered in the exact same order. Because of this, typically the code that registers classes is placed in a method on a class available to both the client and server. Please see the Kryo serialization library for more information on how objects are serialized for network transfer. Kryo can serialize any object and supports data compression (eg, deflate or delta compression). Remote Method InvocationKryoNet has an easy to use mechanism for invoking methods on remote objects (RMI). This is done by creating an ObjectSpace and registering objects with an ID: ObjectSpace objectSpace = new ObjectSpace(); objectSpace.register(42, someObject); // ... objectSpace.addConnection(connection);Multiple ObjectSpaces can be created for both the client or server side. Once registered, objects can be used on the other side of the registered connections: SomeObject someObject = ObjectSpace.getRemoteObject(connection, 42, SomeObject.class); SomeResult result = someObject.doSomething();The getRemoteObject method returns a proxy object that represents the specified class. When a method on the class is called, a message is sent over the connection and on the remote side the method is invoked on the registered object. The method blocks until the return value is sent back over the connection. Exactly how the remote method invocation is performed can be customized by casting the proxy object to a RemoteObject: SomeObject someObject = ObjectSpace.getRemoteObject(connection, 42, SomeObject.class); ((RemoteObject)someObject).setNonBlocking(true, true); someObject.doSomething();The first true passed to setNonBlocking causes remote method invocations to be non-blocking. When doSomething is invoked, it will not block and wait for the return value. Instead the method will just return null. The second true passed to setNonBlocking indicates that the return value of remote method invocations are to be ignored. This means the server will not waste time or bandwidth sending the result of the remote method invocation. If the second parameter for setNonBlocking is false, the server will send back the remote method invocation return value. There are two ways to access a return value for a non-blocking method invocation: RemoteObject remoteObject = (RemoteObject)someObject; remoteObject.setNonBlocking(true, false); someObject.doSomething(); // ... SomeResult result = remoteObject.waitForLastResponse();RemoteObject remoteObject = (RemoteObject)someObject; remoteObject.setNonBlocking(true, false); someObject.doSomething(); byte responseID = remoteObject.getLastResponseID(); // ... SomeResult result = remoteObject.waitForResponse(responseID);TCP and UDPKryoNet always uses a TCP port. This allows the framework to easily perform reliable communication and have a stateful connection. KryoNet can optionally use a UDP port in addition to the TCP port. While both ports can be used simultaneously, it is not recommended to send an huge amount of data on both at the same time because the two protocols can affect each other. TCP is reliable, meaning objects sent are sure to arrive at their destination eventually. UDP is faster but unreliable, meaning an object sent may never be delivered. Because it is faster, UDP is typically used when many updates are being sent and it doesn't matter if an update is missed. Note that KryoNet does not currently implement any extra features for UDP, such as reliability or flow control. It is left to the developer to make proper use of the UDP connection. ThreadingKryoNet imposes no restrictions on how threading is handled. The Server and Client classes have an update method that accepts connections and reads or writes any pending data for the current connections. The update method should be called periodically to process network events. Both the Client and Server classes implement Runnable and the run method continually calls update until the stop method is called. Handing a client or server to a java.lang.Thread is a convenient way to have a dedicated update thread, and this is what the start method does. If this doesn't fit your needs, call update manually from the thread of your choice. Listeners are notified from the update thread, so should not block for long. Static wrapper classes are provided on the Listener class to change how a listener is notified, such as ThreadedListener. The update thread should never be blocked to wait for an incoming network message, as this will cause a deadlock. LAN server discoveryKryoNet can broadcast a UDP message on the LAN to discover any servers running: InetAddress address = client.discoverHost(54777, 5000); System.out.println(address);This will print the address of the first server found running on UDP port 54777. The call will block for up to 5000 milliseconds, waiting for a response. LoggingKryoNet makes use of the low overhead, lightweight MinLog logging library. The logging level can be set in this way: Log.set(LEVEL_TRACE);KryoNet does minimal logging at INFO and above levels. DEBUG is good to use during development and indicates the total number of bytes for each object sent. TRACE is good to use when debugging a specific problem, but outputs too much information to leave on all the time. MinLog supports a fixed logging level, which will remove logging statements below that level. For efficiency, KryoNet can be compiled with a fixed logging level MinLog JAR. See MinLog for more information. KryoNet versus ?KryoNet makes the assumptions that it will only be used for client/server architectures and that KryoNet will be used on both sides of the network. Because KryoNet solves a specific problem, the KryoNet API can do so very elegantly. The Apache MINA project is similar to KryoNet. MINA's API is lower level and a great deal more complicated. Even the simplest client/server will require a lot more code to be written. MINA also is not integrated with a robust serialization framework and doesn't intrinsically support RMI. The Priobit project is a minimal layer over NIO. It provides TCP networking similar to KryoNet, but without the higher level features. Priobit requires all network communication to occur on a single thread. The Java Game Networking project is a higher level library similar to KryoNet. JGN does not have as simple of an API. [Less]
Created 3 months ago.

0 Users

Jexxus (Java Nexus) encapsulates the Java Sockets API, which reduces the redundancy of writing network code and makes it simpler to create an online program. Contains both server and client ... [More] capabilities. It is extremely easy to set up a server which takes advantage of both the TCP and UDP protocols. To start a server, all you have to do is: Server server = new Server(serverListener, 15652); server.startServer(); You can also let the server listen for UDP packets. In this example, the server will receive TCP packets on port 15652 and UDP packets on port 21669. Server server = new Server(serverListener, 15652, 21669); server.startServer(); To connect a client to the server: ClientConnection conn = new ClientConnection(clientListener, "localhost", 15652); or alternatively with UDP as well-- ClientConnection conn = new ClientConnection(clientListener, "localhost", 15652, 21669); conn.connect(); //send with the TCP Protocol conn.send("Hello TCP".getBytes(), Delivery.RELIABLE); //send with the UDP Protocol conn.send("Hello UDP".getBytes(), Delivery.UNRELIABLE); Try it out! It's really easy to get started. [Less]
Created 12 months ago.

0 Users

SolidGround is a C++ framework intending to offer everything one need to build powerful, distributed, highly-scalable, client-server applications. Its is designed and implemented for speed and power ... [More] , with great interest on the ease of use by the developers. Although in first step it will be released only for Linux, its design allows easy porting to other platforms (planned are Solaris and Windows). Here is a list with what the framework includes: A powerful build system based on CMake (http://www.cmake.org/) which allows easy integration of applications based on the framework. A system library which wraps up threads, synchronization objects, thread specific, file access, socket address, debug logging engine etc. Asynchronous signaling engine. Asynchronous TCP and UDP communication engine, single-channel and multi-channel(for easily implementing proxies and other communication nodes, e.g. chat rooms); Secure Socket support for the asynchronous TCP communication, using OpenSSL library(http://www.openssl.org/); Asynchronous multiplexed IPC (Inter Process Communication) / RPC (Remote Procedure Call) engine with keep-alive support for peer disconnection detection. The protocol allows for sending commands (of any size - one can even send file streams) to a peer process over multiplexed UDP. A nice serialization engine (for now only binary, non portable - used by IPC) A nice asynchronous ready, text protocol engine (parser and response builder) for protocols like IMAP, POP, SMTP etc. A file stream manager for asynchronous usage (e.g. if you want a read-only stream for a file which is locked for writing, the manager will signal you the stream when unlocked) A nice audit/log engine. Doxygen documentation. Lots of test applications, including a central proof of concept multi service server. NOTES Please consider visiting my newly started project based on SolidGround framework: http://code.google.com/p/solidbox/. [Less]
Created about 1 year ago.

0 Users

Trabalho cliente/server para disciplina de Comunicação de Dados e Tele-processamento.
Created 4 months ago.

0 Users

Created 5 months ago.