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(-)b/net/gamenetworkingsockets/Makefile (+23 lines)
Added Link Here
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# Created by: Karsten Pedersen <kpedersen@disroot.org>
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PORTNAME=		gamenetworkingsockets
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PORTVERSION=		1.3.0
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CATEGORIES=		net
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USE_GITHUB=		yes
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GH_ACCOUNT=		ValveSoftware
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GH_PROJECT=		GameNetworkingSockets
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GH_TAGNAME=		v${PORTVERSION}
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MAINTAINER=		kpedersen@disroot.org
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COMMENT=		GameNetworkingSockets is a basic transport layer for games
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LICENSE=		BSD3CLAUSE
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LIB_DEPENDS=		libprotobuf.so:devel/protobuf
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USES=			cmake
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CMAKE_ARGS=		-DGAMENETWORKINGSOCKETS_BUILD_EXAMPLES=OFF \
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			-DGAMENETWORKINGSOCKETS_BUILD_TESTS=OFF
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.include <bsd.port.mk>
(-)b/net/gamenetworkingsockets/distinfo (+3 lines)
Added Link Here
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TIMESTAMP = 1622467923
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SHA256 (ValveSoftware-GameNetworkingSockets-1.3.0-v1.3.0_GH0.tar.gz) = f473789ae8a8415dd1f5473793775e68a919d27eba18b9ba7d0a14f254afddf9
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SIZE (ValveSoftware-GameNetworkingSockets-1.3.0-v1.3.0_GH0.tar.gz) = 10921035
(-)b/net/gamenetworkingsockets/files/patch-include_steam_steamclientpublic.h (+11 lines)
Added Link Here
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--- include/steam/steamclientpublic.h.orig	2021-05-31 13:43:13 UTC
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+++ include/steam/steamclientpublic.h
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@@ -1257,7 +1257,7 @@ typedef void *BREAKPAD_HANDLE;
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 	#define VALVE_CALLBACK_PACK_LARGE
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 #else
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-	#if defined(__linux__) || defined(__APPLE__) 
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+	#if defined(__linux__) || defined(__APPLE__)  || defined(__FreeBSD__)
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 	// The 32-bit version of gcc has the alignment requirement for uint64 and double set to
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 	// 4 meaning that even with #pragma pack(8) these types will only be four-byte aligned.
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 	// The 64-bit version of gcc has the alignment requirement for these types set to
(-)b/net/gamenetworkingsockets/pkg-descr (+27 lines)
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GameNetworkingSockets is a basic transport layer for games. The features are:
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- Connection-oriented API (like TCP)
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- ... but message-oriented (like UDP), not stream-oriented.
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- Supports both reliable and unreliable message types
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- Messages can be larger than underlying MTU. The protocol performs
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  fragmentation, reassembly, and retransmission for reliable messages.
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- A reliability layer significantly more sophisticated than a basic
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  TCP-style sliding window. It is based on the "ack vector" model
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  from DCCP (RFC 4340, section 11.4) and Google QUIC and discussed
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  in the context of games by Glenn Fiedler. The basic idea is for the
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  receiver to efficiently communicate to the sender the status of
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  every packet number (whether or not a packet was received with that
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  number). By remembering which segments were sent in each packet,
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  the sender can deduce which segments need to be retransmitted.
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- Encryption. AES-GCM-256 per packet, Curve25519 for key exchange
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  and cert signatures. The details for shared key derivation and
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  per-packet IV are based on the design used by Google's QUIC
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  protocol.  Tools for simulating packet latency/loss, and detailed
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  stats measurement IPv6 support Peer-to-peer networking:
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WWW: https://github.com/ValveSoftware/GameNetworkingSockets
(-)b/net/gamenetworkingsockets/pkg-plist (+17 lines)
Added Link Here
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include/GameNetworkingSockets/steam/isteamnetworkingmessages.h
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include/GameNetworkingSockets/steam/isteamnetworkingsockets.h
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include/GameNetworkingSockets/steam/isteamnetworkingutils.h
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include/GameNetworkingSockets/steam/steam_api_common.h
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include/GameNetworkingSockets/steam/steamclientpublic.h
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include/GameNetworkingSockets/steam/steamclientpublic.h.orig
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include/GameNetworkingSockets/steam/steamnetworkingcustomsignaling.h
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include/GameNetworkingSockets/steam/steamnetworkingsockets.h
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include/GameNetworkingSockets/steam/steamnetworkingsockets_flat.h
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include/GameNetworkingSockets/steam/steamnetworkingtypes.h
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include/GameNetworkingSockets/steam/steamtypes.h
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include/GameNetworkingSockets/steam/steamuniverse.h
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lib/cmake/GameNetworkingSockets/GameNetworkingSockets-%%CMAKE_BUILD_TYPE%%.cmake
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lib/cmake/GameNetworkingSockets/GameNetworkingSockets.cmake
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lib/cmake/GameNetworkingSockets/GameNetworkingSocketsConfig.cmake
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lib/libGameNetworkingSockets.so
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lib/libGameNetworkingSockets_s.a

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