com.ellyality.network.litenetlib
Version:
Provide basic udp connection
131 lines (104 loc) • 5.19 kB
Markdown
# LiteNetLib Fork By Elly
Lite reliable UDP library for .NET Standard 2.0 (Mono, .NET Core, .NET Framework)
Added a unity component for easy use
[](https://stand-with-ukraine.pp.ua)
**HighLevel API Part**: [LiteEntitySystem](https://github.com/RevenantX/LiteEntitySystem)
**Discord chat**: [](https://discord.gg/FATFPdy)
[OLD BRANCH (and examples) for 0.9.x](https://github.com/RevenantX/LiteNetLib/tree/0.9)
[Little Game Example on Unity](https://github.com/RevenantX/NetGameExample)
[Documentation](https://revenantx.github.io/LiteNetLib/index.html)
## Build
### [NuGet](https://www.nuget.org/packages/LiteNetLib/) [](https://www.nuget.org/packages/LiteNetLib/) [](https://www.nuget.org/packages/LiteNetLib/#versions-body-tab) [](https://www.nuget.org/packages/LiteNetLib/)
### [Release builds](https://github.com/RevenantX/LiteNetLib/releases) [](https://github.com/RevenantX/LiteNetLib/releases)
### [DLL build from master](https://ci.appveyor.com/project/RevenantX/litenetlib/branch/master/artifacts) [](https://ci.appveyor.com/project/RevenantX/litenetlib/branch/master)
( Warning! Master branch can be unstable! )
## 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)](https://revenantx.github.io/LiteNetLib/articles/netserializerusage.html)
* 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 (using separate socket for performance)
* Connection statisitcs
* Multicasting (for discovering hosts in local network)
* Unity support
* Support for .NET8 optimized socket calls (much less gc)
* 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)
## Support developer
[](https://www.buymeacoffee.com/revx)
## Unity notes!!!
* Minimal supported Unity is 2018.3. For older Unity versions use [0.9.x library](https://github.com/RevenantX/LiteNetLib/tree/0.9) versions
* Always use library sources instead of precompiled DLL files ( because there are platform specific #ifdefs and workarounds for unity bugs )
## Usage samples
### Client
```csharp
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, channel) =>
{
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
```csharp
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); // 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();
```
## Usage samples (Fork)
Here is the component screenshot for the plugin\
There will be only two component exist, one for server another one for client
Component Path: Ellyality/Network/UDP Client\

Component Path: Ellyality/Network/UDP Client\
