/Quic.NET

A .NET C# Implementation of QUIC protocol - Google's experimental transport layer.

Primary LanguageC#BSD 2-Clause "Simplified" LicenseBSD-2-Clause

Build Status

QuicNet

Table of contents

What is QuicNet?

QuicNet is a .NET implementation of the QUIC protocol mentioned below. The implementation stays in line with the 16th version of the quic-transport draft, and does NOT YET offer implementation of the following related drafts:

Get started

Minimal working examples

Server

using System;
using QuicNet;
using QuicNet.Context;

namespace QuickNet.Console
{
    class Program
    {
        static void Main(string[] args)
        {
            QuicListener listener = new QuicListener(1234);  // Start a new listener on port 1234
            listener.OnClientConnected += OnClientConnected; // Attach callback when a new client is connected
            listener.Start();                                // Start listening
        }
        static void OnClientConnected(QuicContext context)
        {
            System.Console.WriteLine("Client connected.");
            context.OnDataReceived += OnDataReceived;        // Attach a callback when the server reveices data
        }
        static void OnDataReceived(QuicContext context)
        {
            string result = Convert.ToBase64String(context.Data);   // Data
            System.Console.WriteLine("Received data: {0}", result);
        }
    }
}

Client

WIP

What is QUIC?

QUIC is an experimental transport layer protocol designed by Google, aiming to speed up the data transfer of connection-oriented web applications. This application-level protocol aims to switch from TCP to UDP by using several techniques to resemble the TCP transfer while reducing the connection handshakes, as well as to provide sensible multiplexing techniques in a way that different data entities can be interleaved during transfer.

Connections

Connections are the first tier logical channels representing a communication between two endpoints. When a connection is established, a ConnectionId is negotiated between the two endpoints. The ConnectionId is used for identifying connection even if changes occur on the lower protocol layers, such as a Phone changing Wi-Fi or switching from Wi-Fi to Mobile data. This mechanism prevents restarting the negotiation flow and resending data.

Streams

Streams are second tier logical channels representing streams of data. A single connection can have a negotiated number of streams (8 maximum for example) which serve as multiplexing entities. Every stream has it's own, generated StreamId, used for identifiying the different data objects being transferred. Streams are closed when all of the data is read, or the negotiated maximum data transfer is reached.

Packet

Packets are the data transfer units. The packet header contains information about the connection that this packet is being sent to, and cryptographic information. After stipping off the additional transfer information, what is left are the Frames of data (A packet can have multiple frames).

Frame

Frames are the smallest unit that contain either data that needs to be trasferred to the Endpoint or protocol packets necessary for actions such as handshake negotiation, error handling and other.

Contributing

Contributions are not yet open until the initial implementation of the quic-transport layer is finished at a working state. Meanwhile feel free to fork, suggest and comment.

More

The quic-transport draft can be found, as previously mentioned at quic-transport.

To test QUIC and find additional information, you can visit Playing with QUIC.

The official C++ source code can be found at proto-quic.