Riptide
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Lightweight C# networking solution for multiplayer games.
Added a semi-rough way to split a large byte[] into multiple messages. On the other end, the messages are rebuilt in the right order even if sent out of order....
The ability to have an asynchronous callback form a reliable message when it successfully arrives. This would allow you to do something that is only able to be done after...
"The gap between received sequence IDs was very large" continuously printed to console, even after connection returns to a smooth state. This occurred when I was running a Riptide Client...
Currently the IP Address that the server listens to is hard coded to `IPAddress.IPv6Any`, it would be nice if you could specify the IP Address when calling `Server.Start`
Some people like myself may choose to handle their messages via the OnMessageReceived event. That being said, not using MessageHandler causes error messages to be logged to console.
Is there an option to add fakelag (artificially increase RTT) to simulate bad internet connection on localhost?
It would be useful to have this again. In an older version of riptide the log would print "No ack received for {headerType} message (ID: {messageId} after {sendAttempts}.
Yes, I submitted the same issue before. I don't know how to reproduce, I get the issue after some time when I have stopped and started play mode in unity...
I think it would be better if you seperate this library to 3 packages 1. Shared 2. Client 3. Server Because what i see is when you do multiplayer you...
I propose switching to nanosockets (https://github.com/nxrighthere/NanoSockets) for minimizing allocations. Currently riptide allocates quite bit of memory at least when data is received. I might be able to implement this myself...