MUN1Z / KingNetwork

KingNetwork is an open source library to facilitate the creation and communication of clients and servers via TCP, UDP, WebSocket and RUDP sockets.
https://github.com/Mun1z/KingNetwork
MIT License
99 stars 21 forks source link
king kingnetwork mmorpg multiplayer mun1z network socket tcp udp uinity3d unity web websocket

MIT License Discord GitHub stars

Examples

Cubes Unity Example


Nuget Packages

King Server
https://www.nuget.org/packages/KingNetwork.Server/

King Client
https://www.nuget.org/packages/KingNetwork.Client/

King Shared
https://www.nuget.org/packages/KingNetwork.Shared/

Using the TCP connection on KingServer

// create and start the async server
var server = new KingServer(port: 7171);
server.MessageReceivedHandler = OnMessageReceived;

//ASync execution
await server.StartAsync(); //You can pass a out var cancellationToken in parameter
//Sync execution
server.Start();

// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IClient client, IKingBufferReader reader)
{
    Console.WriteLine($"Received data from client {client.Id}, data length {reader.Length()}");
}

// send a message to all clients
using(var writer = KingBufferWriter.Create())
{
    writer.Write("Test message!");
    server.SendMessageToAll(writer);
}

// stop the server when you don't need it anymore
server.Stop();

Using the TCP connection on KingClient

// create and connect the client
var client = new KingClient();
client.MessageReceivedHandler = OnMessageReceived;
client.Connect("127.0.0.1", 7171);

// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IKingBufferReader reader)
{
    Console.WriteLine($"Received data from server, data length {reader.Length()}");
}

/// send a message to server
using(var writer = KingBufferWriter.Create()
{
    writer.Write("Test message!");
    client.SendMessage(writer);
}

// disconnect from the server when we are done
client.Disconnect();

Using the UDP connection on KingServer

// create and start the server
var server = new KingServer(listenerType: NetworkListenerType.UDP, port: 7171);
server.MessageReceivedHandler = OnMessageReceived;

//ASync execution
await server.StartAsync(); //You can pass a out var cancellationToken in parameter
//Sync execution
server.Start();

// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IClient client, IKingBufferReader reader)
{
    Console.WriteLine($"Received data from client {client.Id}, data length {reader.Length()}");
}

// send a message to all clients
using(var writer = KingBufferWriter.Create())
{
    writer.Write("Test message!");
    server.SendMessageToAll(writer);
}

// stop the server when you don't need it anymore
server.Stop();

Using the UDP connection on KingClient

// create and connect the client
var client = new KingClient(listenerType: NetworkListenerType.UDP);
client.MessageReceivedHandler = OnMessageReceived;
client.Connect("127.0.0.1", 7171);

// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IKingBufferReader reader)
{
    Console.WriteLine($"Received data from server, data length {reader.Length()}");
}

/// send a message to server
using(var writer = KingBufferWriter.Create()
{
    writer.Write("Test message!");
    client.SendMessage(writer);
}

// disconnect from the server when we are done
client.Disconnect();

Using the RUDP connection on KingServer

// create and start the server
var server = new KingServer(listenerType: NetworkListenerType.RUDP, port: 7171);
server.MessageReceivedHandler = OnMessageReceived;

//ASync execution
await server.StartAsync(); //You can pass a out var cancellationToken in parameter
//Sync execution
server.Start();

// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IClient client, IKingBufferReader reader)
{
    Console.WriteLine($"Received data from client {client.Id}, data length {reader.Length()}");
}

// send a message to all clients
using(var writer = KingBufferWriter.Create())
{
    writer.Write("Test message!");
    //You can use RudpMessageType.Reliable to send Reliable messages and RudpMessageType.Unreliable to send Unreliable messages
    server.SendMessageToAll(writer, RudpMessageType.Reliable);
}

// stop the server when you don't need it anymore
server.Stop();

Using the RUDP connection on KingClient

// create and connect the client
var client = new KingClient(listenerType: NetworkListenerType.RUDP);
client.MessageReceivedHandler = OnMessageReceived;
client.Connect("127.0.0.1", 7171);

// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IKingBufferReader reader)
{
    Console.WriteLine($"Received data from server, data length {reader.Length()}");
}

/// send a message to server
using(var writer = KingBufferWriter.Create()
{
    writer.Write("Test message!");
    //You can use RudpMessageType.Reliable to send Reliable messages and RudpMessageType.Unreliable to send Unreliable messages
    client.SendMessage(writer, RudpMessageType.Reliable);
}

// disconnect from the server when we are done
client.Disconnect();

Using the WebSocket connection on KingServer

// create and start the server
var server = new KingServer(listenerType: NetworkListenerType.WSText, port: 7171); // Or NetworkListenerType.WSBinary
server.MessageReceivedHandler = OnMessageReceived;

//ASync execution
await server.StartAsync(); //You can pass a out var cancellationToken in parameter
//Sync execution
server.Start();

// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IClient client, IKingBufferReader reader)
{
    Console.WriteLine($"Received data from client {client.Id}, data length {reader.Length()}");
}

// send a message to all clients
using(var writer = KingBufferWriter.Create())
{
    writer.Write("Test message!");
    server.SendMessageToAll(writer);
}

// stop the server when you don't need it anymore
server.Stop();

Using the WebSocket connection on KingClient

// create and connect the client
var client = new KingClient(listenerType: NetworkListenerType.WSText); // Or NetworkListenerType.WSBinary
client.MessageReceivedHandler = OnMessageReceived;
client.Connect("127.0.0.1", 7171);

// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IKingBufferReader reader)
{
    Console.WriteLine($"Received data from server, data length {reader.Length()}");
}

/// send a message to server
using(var writer = KingBufferWriter.Create()
{
    writer.Write("Test message!");
    client.SendMessage(writer);
}

// disconnect from the server when we are done
client.Disconnect();

TCP Benchmarks

Connections Test
We also test only the raw KingNetwork library by spawing 1 server and 1000 clients, each client sending 100 bytes 14 times per second and the server echoing the same message back to each client. Test Computer: Acer F 15 with a 2,9 GHz Intel Core i7 7gen processor and 32 GB ram DDR4.
Test Results:

Clients CPU Usage Ram Usage Bandwidth Client+Server Result
64 0.5% 9 MB 0.3 MB/s Passed
128 1% 10 MB 0.7 MB/s Passed
500 18% 18 MB 2~3 MB/s Passed
1000 32% 26 MB 5~6 MB/s Passed