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LiteNetLib

Lite reliable UDP library for .NET Framework 3.5, Mono, .NET Core 2.0, .NET Standart 2.0.

Build

( Warning! Master branch can be unstable! )

Donations are welcome and will help further development of this project.

Bountysource

Features

  • Lightweight
    • Small CPU and RAM usage
    • Small packet size overhead ( 1 byte for unrealiable, 3 bytes for reliable packets )
  • Simple connection handling
  • Peer to peer connections
  • Helper classes for sending and reading messages
  • Different send mechanics
    • Reliable with order
    • Reliable without order
    • Ordered but unreliable with duplication prevention
    • Simple UDP packets without order and reliability
  • Fast packet serializer (Usage manual)
  • Automatic small packets merging ( if enabled )
  • Automatic fragmentation of reliable packets
  • Automatic MTU detection
  • UDP NAT hole punching
  • NTP time requests
  • Packet loss and latency simulation
  • IPv6 support (dual mode)
  • Connection statisitcs (need DEBUG or STATS_ENABLED flag)
  • Multicasting (for discovering hosts in local network)
  • Unity3d support
  • Supported platforms:
    • Windows/Mac/Linux (.net framework, Mono, .net core)
    • Android (unity3d)
    • iOS (unity3d)
    • UWP Windows 10 including phones

Unity3d notes!!!

  • Always use library sources instead of precompiled DLL files.

Usage samples

Server

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) =>
{
    Console.WriteLine("We got: {0}", dataReader.GetString(100 /* max length of string */));
};

while (!Console.KeyAvailable)
{
    client.PollEvents();
    Thread.Sleep(15);
}

client.Stop();

Client

EventBasedNetListener listener = new EventBasedNetListener();
NetManager server = new NetManager(listener, 2 /* maximum clients */);
server.Start(9050 /* port */);

listener.ConnectionRequestEvent += request =>
{
    request.AcceptIfKey("SomeConnectionKey");
};

listener.PeerConnectedEvent += peer =>
{
    Console.WriteLine("We got connection: {0}", peer.EndPoint); // 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();

NetManager settings description

  • UnconnectedMessagesEnabled
    • enable messages receiving without connection. (with SendUnconnectedMessage method)
    • default value: false
  • NatPunchEnabled
    • enable nat punch messages
    • default value: false
  • UpdateTime
    • library logic update (and send) period in milliseconds
    • default value: 100 msec. For games you can use 15 msec (66 ticks per second)
  • PingInterval
    • Interval for latency detection and checking connection
    • default value: 1000 msec.
  • DisconnectTimeout
    • if client or server doesn't receive any packet from remote peer during this time then connection will be closed
    • (including library internal keepalive packets)
    • default value: 5000 msec.
  • SimulatePacketLoss
    • simulate packet loss by dropping random amout of packets. (Works only in DEBUG mode)
    • default value: false
  • SimulateLatency
    • simulate latency by holding packets for random time. (Works only in DEBUG mode)
    • default value: false
  • SimulationPacketLossChance
    • chance of packet loss when simulation enabled. value in percents.
    • default value: 10 (%)
  • SimulationMinLatency
    • minimum simulated latency
    • default value: 30 msec
  • SimulationMaxLatency
    • maximum simulated latency
    • default value: 100 msec
  • DiscoveryEnabled
    • Allows receive DiscoveryRequests
    • default value: false
  • MergeEnabled
    • Merge small packets into one before sending to reduce outgoing packets count. (May increase a bit outgoing data size)
    • default value: false
  • ReconnectDelay
    • delay betwen connection attempts
    • default value: 500 msec
  • MaxConnectAttempts
    • maximum connection attempts before client stops and call disconnect event.
    • default value: 10
  • UnsyncedEvents
    • Experimental feature. Events automatically will be called without PollEvents method from another thread
    • default value: false