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Lidgren Network Library

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Quick Overview

The Lidgren Network Library is a lightweight, cross-platform networking library for .NET and Mono. It provides a simple and efficient way to build networked applications, including games, chat servers, and other real-time communication systems.

Pros

  • Cross-Platform: The library is designed to work on multiple platforms, including Windows, macOS, and Linux, making it a versatile choice for developers.
  • Lightweight: The library is relatively small in size and has a minimal impact on the overall application's performance.
  • Efficient: The library uses a highly optimized networking stack, which can provide low-latency and high-throughput communication.
  • Active Development: The project is actively maintained, with regular updates and bug fixes.

Cons

  • Limited Documentation: The documentation for the library can be sparse in some areas, which may make it challenging for new users to get started.
  • Primarily for .NET: While the library is cross-platform, it is primarily designed for .NET and Mono, which may limit its usefulness for developers working in other programming languages.
  • Older Codebase: The library has been in development for several years, and some of the underlying code may be showing its age.
  • Limited Community: Compared to some other networking libraries, the Lidgren Network Library has a relatively small community, which may make it harder to find support and resources.

Code Examples

Here are a few examples of how to use the Lidgren Network Library:

  1. Establishing a Connection:
var client = new NetClient();
client.Start();
var connection = client.Connect("127.0.0.1", 14242);
  1. Sending a Message:
var message = client.CreateMessage();
message.Write("Hello, server!");
connection.SendMessage(message, NetDeliveryMethod.ReliableOrdered);
  1. Receiving a Message:
while (true)
{
    NetIncomingMessage message;
    if (client.ReadMessage(out message))
    {
        if (message.MessageType == NetIncomingMessageType.Data)
        {
            var data = message.ReadString();
            Console.WriteLine($"Received message: {data}");
        }
    }
}
  1. Handling Disconnections:
client.RegisterReceivedCallback(message =>
{
    if (message.MessageType == NetIncomingMessageType.StatusChanged)
    {
        var status = (NetConnectionStatus)message.ReadByte();
        if (status == NetConnectionStatus.Disconnected)
        {
            Console.WriteLine("Disconnected from the server.");
        }
    }
});

Getting Started

To get started with the Lidgren Network Library, follow these steps:

  1. Install the library using NuGet:

    Install-Package Lidgren.Network
    
  2. Create a new .NET project and add a reference to the Lidgren.Network package.

  3. Initialize a new NetClient or NetServer instance, depending on whether you're building a client or a server application.

  4. Configure the network settings, such as the server address, port, and message delivery methods.

  5. Start the client or server and begin sending and receiving messages.

Here's a simple example of a client-server application using the Lidgren Network Library:

// Server
var server = new NetServer();
server.Start(14242);

// Client
var client = new NetClient();
client.Start();
var connection = client.Connect("127.0.0.1", 14242);

// Send a message from the client to the server
var message = client.CreateMessage();
message.Write("Hello, server!");
connection.SendMessage(message, NetDeliveryMethod.ReliableOrdered);

// Receive a message on the server
while (true)
{
    NetIncomingMessage serverMessage;
    if (server.ReadMessage(out serverMessage))
    {
        if (serverMessage.MessageType == NetIncomingMessageType.Data)
        {
            var data = serverMessage.ReadString();
            Console.WriteLine($"Received message: {data}

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README

Note! Not actively developed any more; only accepting trivial or minor bug fixes.

Lidgren.Network

Lidgren.Network is a networking library for .NET framework, which uses a single UDP socket to deliver a simple API for connecting a client to a server, reading and sending messages.

This has been updated for use with Unity3D, feel free to send PRs for other bugs fixes. To use this in Unity3D just enable the experimental .NET framework. you can do this in Edit -> Project Settings -> Player -> Other Settings -> Api Compatibility Level -> .NET 4.6

Platforms supported:

  • Linux
  • Mac
  • OSX

Platforms/Toolchains which need testing:

  • Android
  • iPhone
  • Xamarin

Tested in:

  • Mono (alpha and beta)
  • .NET 4.6
  • Unity 2017.1 -> 2018.1.

Future Roadmap:

  • Update to latest .NET 4.6
  • Investigate officially supporting .NET Core.
  • Improve test suite so that tests are run on all platforms we support, for each release.