# LiteNetLib **Repository Path**: dennyguotf/LiteNetLib ## Basic Information - **Project Name**: LiteNetLib - **Description**: No description available - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 1 - **Created**: 2022-01-18 - **Last Updated**: 2023-09-20 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # LiteNetLib 1.0 indev Lite reliable UDP library for .NET Framework 4.7.1, Mono, .NET Core 3.1, .NET Standard 2.0. **Discord chat**: [![Discord](https://img.shields.io/discord/501682175930925058.svg)](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/) [![NuGet](https://img.shields.io/nuget/v/LiteNetLib.svg)](https://www.nuget.org/packages/LiteNetLib/) [![NuGet](https://img.shields.io/nuget/dt/LiteNetLib.svg)](https://www.nuget.org/packages/LiteNetLib/) ### [Release builds](https://github.com/RevenantX/LiteNetLib/releases) [![GitHub (pre-)release](https://img.shields.io/github/release/RevenantX/LiteNetLib/all.svg)](https://github.com/RevenantX/LiteNetLib/releases) ### [DLL build from master](https://ci.appveyor.com/project/RevenantX/litenetlib/branch/master/artifacts) [![](https://ci.appveyor.com/api/projects/status/354501wnvxs8kuh3/branch/master?svg=true)](https://ci.appveyor.com/project/RevenantX/litenetlib/branch/master) ( Warning! Master branch can be unstable! ) ### Donations are welcome and will help further development of this project. https://www.buymeacoffee.com/revx ## 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 (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](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) => { 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.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(); ```