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pixockets

A rapid lightweight UDP library. It is specialized for soft realtime applications with heavy per-connection traffic.

Features

  • Small memory traffic
  • Pure C#
  • Optional reliable
  • Optional ordered
  • Big (>MTU) messages fragmentation
  • Can be used without any reliability/ordering/fragmentation overhead
  • IPv6 support
  • Platfroms:
    • Unity3d support
    • .NET Framework, Mono, .NET Core
    • Windows, macOS, Linux, iOS, Android

Usage:

Client

var bufferPool = new ByteBufferPool();
var sock = new SmartSock(bufferPool, new ThreadSock(bufferPool, AddressFamily.InterNetwork, new LoggerStub()), null);
sock.Connect(IPAddress.Loopback, 2345);
var cnt = 0;
var packet = new ReceivedSmartPacket();
while (!Console.KeyAvailable)
{
    while (sock.Receive(ref packet))
    {
        if (sock.State == PixocketState.Connected)
        {
            var buffer = BitConverter.GetBytes(cnt++);
            sock.Send(buffer, 0, buffer.Length, false);
        }
        if (!packet.InOrder)
        {
            Console.WriteLine("!!! OutOfOrder !!!");
        }
        var recv = BitConverter.ToInt32(packet.Buffer, packet.Offset);
        Console.WriteLine("Client Received: {0}", recv);
        bufferPool.Put(packet.Buffer);
    }

    sock.Tick();
    Thread.Sleep(50);
}

sock.Close();

Server

var bufferPool = new ByteBufferPool();
var sock = new SmartSock(bufferPool, new ThreadSock(bufferPool, AddressFamily.InterNetwork, new LoggerStub()), null);
sock.Listen(2345);
var packet = new ReceivedSmartPacket();
while (!Console.KeyAvailable)
{
    while (sock.Receive(ref packet))
    {
        if (!packet.InOrder)
        {
            Console.WriteLine("!!! OutOfOrder !!!");
        }

        var recv = BitConverter.ToInt32(packet.Buffer, packet.Offset);
        Console.WriteLine("Server Received: {0}", recv);
        sock.Send(packet.EndPoint, packet.Buffer, packet.Offset, packet.Length, false);
        bufferPool.Put(packet.Buffer);
    }

    sock.Tick();
    Thread.Sleep(50);
}

sock.Close();