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 (reliable 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 statistics
- 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)
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- 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();