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LiteNetLib

Lite reliable UDP library for .NET and Mono. Minimal .NET version - 3.5

Build status

Features

  • Simple connection handling
  • 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
  • Packet flow control
  • 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
  • Multicasting (for discovering servers in local network)
  • Small CPU and RAM usage
  • Unity3d support (you can use library source in project)
  • Supported platforms:
  • Windows/Mac/Linux
  • Android
  • iOS
  • Universal Windows (Windows 8.1 and Windows 10 including phones)

Usage samples

Server

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

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, SendOptions.ReliableOrdered);             // Send with reliability
};

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

server.Stop();

Client

EventBasedNetListener listener = new EventBasedNetListener();
NetClient client = new NetClient(listener, "SomeConnectionKey");
client.Start();
client.Connect("localhost" /* host ip or name */, 9050 /* port */);
listener.NetworkReceiveEvent += (fromPeer, dataReader) =>
{
    Console.WriteLine("We got: {0}", dataReader.GetString(100 /* max length of string */));
};

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

client.Stop();

Client and server setting 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)
  • ReliableResendTime
  • time for resending lost reliable packets in milliseconds
  • default value: 500 msec. Set that value to 4x-5x update time ( if UpdateTime = 15 then ReliableResendTime = 75 )
  • 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
  • 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
  • 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
  • UnsyncedEvents
  • Experimental feature. Events automatically will be called without PollEvents method from another thread
  • default value: false
  • DiscoveryEnabled
  • Allows receive DiscoveryRequests
  • default value: false

Only client

  • ReconnectDelay
  • delay betwen connection attempts
  • default value: 500 msec
  • MaxConnectAttempts
  • maximum connection attempts before client stops and call disconnect event.
  • default value: 10
  • PeerToPeerMode
  • allows client connect to other client
  • default value: false

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Lite reliable UDP library for Mono and .NET

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