It looks like RakNet is long dead unfortunately 
(https://github.com/facebookarchive/RakNet).

On Wednesday, 16 September 2020 at 00:18:16 UTC+2 [email protected] wrote:

> Amazingly late 6-years-later inquiry: Do you have any updates on this? "I 
> seem to remember that in my last support mail thread with Kevin Jenkins he 
> mentioned a way to run the update loop without threading"
>
> My developers are having some struggles with RakNet > Emscripten due to 
> the multithreading.
>
> On Monday, July 7, 2014 at 2:10:15 PM UTC-4 Floh wrote:
>
>> Yes, NaCl has separate socket wrapper classes (PP::UDPSocket etc...) and 
>> doesn't try to emulate the common socket API (unless that's changed 
>> recently).
>>
>> It looks like RakNet has a socket wrapper class which handles platform 
>> specifics (see RakNetSocket2_XXX: 
>> https://github.com/OculusVR/RakNet/tree/master/Source), and I know that 
>> there's at least one thread which does the send/recv for open connections 
>> (search for UpdateNetworkLoop and RakThread: 
>> https://github.com/OculusVR/RakNet/blob/master/Source/RakPeer.cpp) but 
>> the important threaded stuff seems to be isolated in a 
>> RakPeer::RunUpdateCycle() call (the thread just calls this repeatedly), and 
>> I seem to remember that in my last support mail thread with Kevin Jenkins 
>> he mentioned a way to run the update loop without threading but I need to 
>> dig this out from my mail archives.
>>
>> -Floh.
>>
>> Am Montag, 7. Juli 2014 19:48:30 UTC+2 schrieb Alon Zakai:
>>
>>> Interesting!
>>>
>>> This should just work if it uses async unix sockets, hopefully that's 
>>> the case. I wonder why they needed to port to NaCl? I guess because they 
>>> have their own APIs for everything?
>>>
>>> - Alon
>>>
>>> On Mon, Jul 7, 2014 at 8:40 AM, Floh <[email protected]> wrote:
>>>
>> RakNet has been aquired by OculusVR and is now on github under an open 
>>>> source license:
>>>>
>>>> https://github.com/OculusVR/RakNet
>>>>
>>>> The low-level feature set is similar to ENET (guaranteed messaging over 
>>>> UDP), but it also has a number of higher level features (voice chat, 
>>>> object 
>>>> replication, RPC, etc...). We're using RakNet for 5 years now and it is a 
>>>> solid and low-overhead messaging library, it's also used in many other 
>>>> game 
>>>> projects, and as far as I know it is also the networking layer in the 
>>>> Unity 
>>>> engine.
>>>>
>>>> The most exciting thing to me is that open-sourcing the lib could 
>>>> enable an emscripten port (there is already a Native Client port which 
>>>> probably could be used as a starting point).
>>>>
>>>> It's probably also a good idea to create a "RakNet lite" which doesn't 
>>>> have all the high-level bells'n'whistles (connection management and 
>>>> messaging are the really important features imho).
>>>>
>>>> Cheers,
>>>> -Floh.
>>>>
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