LiteNetLibLite reliable UDP library for Mono and .NET
LiteNetLib 1.0 indev
Lite reliable UDP library for .NET Framework 4.7.1, Mono, .NET Core 2.1, .NET Standard 2.0.
OLD BRANCH (and examples) for 0.9.x
Build
NuGet
Release builds
DLL build from master
( Warning! Master branch can be unstable! )
Donations are welcome and will help further development of this project.
https://www.buymeacoffee.com/revx
Features
- 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 (dual mode)
- Connection statisitcs
- Multicasting (for discovering hosts in local network)
- Unity support
- 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)
Unity notes!!!
- Minimal supported Unity is 2018.3. For older Unity versions use 0.9.x library versions
- Always use library sources instead of precompiled DLL files ( because there are platform specific #ifdefs and workarounds for unity bugs )
Usage samples
Client
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 */));
dataReader.Recycle();
};
while (!Console.KeyAvailable)
{
client.PollEvents();
Thread.Sleep(15);
}
client.Stop();
Server
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.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();
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