Lite reliable UDP library for .NET, Mono, and .NET Core. Minimal .NET version - 3.5
( Warning! Master branch can be unstable! )
- 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)
- Packet flow control
- 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 (you can use library source in project)
- Supported platforms:
- Windows/Mac/Linux (.net framework, Mono, .net core)
- Android
- iOS (in Unity3d use library source and add compilation flag UNITY)
- Universal Windows (Windows 8.1 and Windows 10 including phones)
EventBasedNetListener listener = new EventBasedNetListener();
NetManager server = new NetManager(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();
EventBasedNetListener listener = new EventBasedNetListener();
NetManager client = new NetManager(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();
- 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