LiteNetLib icon indicating copy to clipboard operation
LiteNetLib copied to clipboard

Lite reliable UDP library for Mono and .NET

LiteNetLib 1.0 indev

Lite reliable UDP library for .NET Standard 2.0 (Mono, .NET Core, .NET Framework)

Made in Ukraine

"Buy Me A Coffee"

BTC:bc1qn3lwhafsp7ka0r5lew0v7r3qnpj62atqju809n

LTC:LTQqo9yjGVWrXahAByqvx9Jo5TaotjDKXJ

ETH:0x78664986894932bD399B1539D9F65155D0BF55bd

Discord chat: Discord

OLD BRANCH (and examples) for 0.9.x

Little Game Example on Unity

Documentation

Build

NuGet NuGet NuGet NuGet

Release builds GitHub (pre-)release

DLL build from 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)
  • 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();