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