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LiteNetLib++

C++ port of the famous networking library LiteNetLib written in C#

Made in Ukraine ctest

Build

As of now, library can be built with MSVC on Windows and with GCC on Linux. OS X support is planned in the future releases.

In order to build and run example project use following commands in Powershell for Windows:

git clone git@github.com:Revan600/LiteNetLibPP.git
cd LiteNetLibPP
mkdir build
cd build
cmake ../
cmake --build .
.\Debug\lnl_example_server.exe
.\Debug\lnl_example_client.exe

Or in bash for Linux:

git clone git@github.com:Revan600/LiteNetLibPP.git
cd LiteNetLibPP
mkdir build
cd build
cmake ../
make
./lnl_example_server
./lnl_example_client

After that you should be able to connect to the test server via localhost:4499 (or via your public IP)

Features

All features of LiteNetLib implemented except of those:

  • NTP
  • Extra packet layers (and thus, no built-in crc32 and encryption)
  • IPv6
  • Connection statistics
  • UDP NAT hole punching
  • Packet loss and latency simulation
  • vcpkg support
  • Only MSVC on Windows is currently supported

Performance

A simple ping-pong with 1000 clients (server benchmark): enter image description here No packet or connection drops were observed during the tests (but I'm sure there would be some bugs, so feel free to fill the issue)

Roadmap

  • Implement missing features is number 1 priority
  • Support all major platforms (linux and osx at least)
  • Code cleanup, since this port is almost one-to-one rewrite of the C# version so almost none of C++17 power was used, unfortunately
  • Improve overall performance as there's a lot of room to optimize

Usage

Server

Here's simple client and server example which was used in the performance tests. More examples could be found here

#include <lnl/lnl.h>

class my_listener : public lnl::net_event_listener {
public:
    void on_network_receive(std::shared_ptr<lnl::net_peer>& peer, lnl::net_data_reader& reader, uint8_t channelNumber,
                            lnl::DELIVERY_METHOD deliveryMethod) override {
        static lnl::net_data_writer writer;

        int32_t value;

        if (!reader.try_read(value)) {
            printf("cannot read value\n");
            return;
        }

        writer.reset();

        value++;

        writer.write(value);

        peer->send(writer, lnl::DELIVERY_METHOD::RELIABLE_ORDERED);
    }

    void on_connection_request(std::shared_ptr<lnl::net_connection_request>& request) override {
        request->accept();
    }
};

int main() {
    lnl::initialize();
    
    my_listener listener;
    lnl::net_manager server(&listener);
    server.start(4499);

    while (server.is_running()) {
        server.poll_events();
    }

    return 0;
}

Client

#include <lnl/lnl.h>

class my_listener : public lnl::net_event_listener {
public:
    void on_network_receive(std::shared_ptr<lnl::net_peer>& peer, lnl::net_data_reader& reader, uint8_t channelNumber,
                            lnl::DELIVERY_METHOD deliveryMethod) override {
        static lnl::net_data_writer writer;

        int32_t value;

        if (!reader.try_read(value)) {
            printf("cannot read value\n");
            return;
        }

        writer.reset();

        printf("%i\n", value);

        value++;

        writer.write(value);

        peer->send(writer, lnl::DELIVERY_METHOD::RELIABLE_ORDERED);
    }

    void on_connection_request(std::shared_ptr<lnl::net_connection_request>& request) override {
        request->accept();
    }
};

int main() {
    lnl::initialize();

    my_listener listener;
    lnl::net_manager client(&listener);
    lnl::net_address address("localhost", 4499);

    lnl::net_data_writer writer;

    client.start();
    client.connect(address, writer);

    while (client.is_running()) {
        client.poll_events();
    }

    return 0;
}

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Lightweight and easy to use reliable UDP game networking library with peer-to-peer and classic server/client support written in C++

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