Lite reliable UDP library for .NET Standard 2.0 (Mono, .NET Core, .NET Framework)
HighLevel API Part: LiteEntitySystem
OLD BRANCH (and examples) for 0.9.x
( Warning! Master branch can be unstable! )
- Lightweight
- Small CPU and RAM usage
- Small packet size overhead ( 1 byte for unreliable, 4 bytes for reliable packets )
- Simple connection handling
- Peer to peer connections
- Helper classes for sending and reading messages
- Multiple data channels
- Different send mechanics
- Reliable with order
- Reliable without order
- Reliable sequenced (realiable only last packet)
- Ordered but unreliable with duplication prevention
- Simple UDP packets without order and reliability
- Fast packet serializer (Usage manual)
- Automatic small packets merging
- Automatic fragmentation of reliable packets
- Automatic MTU detection
- Optional CRC32C checksums
- UDP NAT hole punching
- NTP time requests
- Packet loss and latency simulation
- IPv6 support (using separate socket for performance)
- Connection statisitcs
- Multicasting (for discovering hosts in local network)
- Unity support
- Support for .NET8 optimized socket calls (much less gc)
- Supported platforms:
- Windows/Mac/Linux (.NET Framework, Mono, .NET Core, .NET Standard)
- Lumin OS (Magic Leap)
- Monogame
- Godot
- Unity 2018.3 (Desktop platforms, Android, iOS, Switch)
- Minimal supported Unity is 2018.3. For older Unity versions use 0.9.x library versions
- Always use library sources or OpenUPM package instead of precompiled DLL files ( because there are platform specific #ifdefs and workarounds for unity bugs )
EventBasedNetListener listener = new EventBasedNetListener();
NetManager client = new NetManager(listener);
client.Start();
client.Connect("localhost" /* host ip or name */, 9050 /* port */, "SomeConnectionKey" /* text key or NetDataWriter */);
listener.NetworkReceiveEvent = (fromPeer, dataReader, deliveryMethod, channel) =>
{
Console.WriteLine("We got: {0}", dataReader.GetString(100 /* max length of string */));
dataReader.Recycle();
};
while (!Console.KeyAvailable)
{
client.PollEvents();
Thread.Sleep(15);
}
client.Stop();
EventBasedNetListener listener = new EventBasedNetListener();
NetManager server = new NetManager(listener);
server.Start(9050 /* port */);
listener.ConnectionRequestEvent = request =>
{
if(server.ConnectedPeersCount < 10 /* max connections */)
request.AcceptIfKey("SomeConnectionKey");
else
request.Reject();
};
listener.PeerConnectedEvent = peer =>
{
Console.WriteLine("We got connection: {0}", peer); // Show peer ip
NetDataWriter writer = new NetDataWriter(); // Create writer class
writer.Put("Hello client!"); // Put some string
peer.Send(writer, DeliveryMethod.ReliableOrdered); // Send with reliability
};
while (!Console.KeyAvailable)
{
server.PollEvents();
Thread.Sleep(15);
}
server.Stop();