LiteNetLib
Type of message that you receive in OnNetworkReceiveUnconnected event
Disconnect reason that you receive in OnPeerDisconnected event
Additional information about disconnection
Additional info why peer disconnected
Error code (if reason is SocketSendError or SocketReceiveError)
Additional data that can be accessed (only if reason is RemoteConnectionClose)
New remote peer connected to host, or client connected to remote host
Connected peer object
Peer disconnected
disconnected peer
additional info about reason, errorCode or data received with disconnect message
Network error (on send or receive)
From endPoint (can be null)
Socket error code
Received some data
From peer
DataReader containing all received data
Type of received packet
Received unconnected message
From address (IP and Port)
Message data
Message type (simple, discovery request or responce)
Latency information updated
Peer with updated latency
latency value in milliseconds
On peer connection requested
Request information (EndPoint, internal id, additional data)
Interface to implement for your own logger
Static class for defining your own LiteNetLib logger instead of Console.WriteLine
or Debug.Log if compiled with UNITY flag
Clone NetDataReader without data copy (usable for OnReceive)
new NetDataReader instance
Creates NetDataWriter from existing ByteArray
Source byte array
Copy array to new location or use existing
Creates NetDataWriter from existing ByteArray (always copied data)
Source byte array
Offset of array
Length of array
Register nested property type
INetSerializable structure
True - if register successful, false - if type already registered
Register nested property type
True - if register successful, false - if type already registered
Register nested property type
INetSerializable class
True - if register successful, false - if type already registered
Reads all available data from NetDataReader and calls OnReceive delegates
NetDataReader with packets data
Reads all available data from NetDataReader and calls OnReceive delegates
NetDataReader with packets data
Argument that passed to OnReceivedEvent
Reads one packet from NetDataReader and calls OnReceive delegate
NetDataReader with packet
Reads one packet from NetDataReader and calls OnReceive delegate
NetDataReader with packet
Argument that passed to OnReceivedEvent
Register and subscribe to packet receive event
event that will be called when packet deserialized with ReadPacket method
Method that constructs packet intead of slow Activator.CreateInstance
Register and subscribe to packet receive event (with userData)
event that will be called when packet deserialized with ReadPacket method
Method that constructs packet intead of slow Activator.CreateInstance
Register and subscribe to packet receive event
This metod will overwrite last received packet class on receive (less garbage)
event that will be called when packet deserialized with ReadPacket method
Register and subscribe to packet receive event
This metod will overwrite last received packet class on receive (less garbage)
event that will be called when packet deserialized with ReadPacket method
Register nested property type
INetSerializable structure
True - if register successful, false - if type already registered
Register nested property type
INetSerializable class
True - if register successful, false - if type already registered
Register nested property type
True - if register successful, false - if type already registered
Reads packet with known type
NetDataReader with packet
Returns packet if packet in reader is matched type
Reads packet with known type (non alloc variant)
NetDataReader with packet
Deserialization target
Returns true if packet in reader is matched type
Serialize struct to NetDataWriter (fast)
Serialization target NetDataWriter
Object to serialize
Serialize struct to byte array
Object to serialize
byte array with serialized data
Module for UDP NAT Hole punching operations. Can be accessed from NetManager
Sending method type
Unreliable. Packets can be dropped, duplicated or arrive without order
Reliable. All packets will be sent and received, but without order
Unreliable. Packets can be dropped, but never duplicated and arrive in order
Reliable and ordered. All packets will be sent and received in order
Network constants. Can be tuned from sources for your purposes.
Network End Point. Contains ip address and port
Main class for all network operations. Can be used as client and/or server.
Enable messages receiving without connection. (with SendUnconnectedMessage method)
Enable nat punch messages
Library logic update and send period in milliseconds
Interval for latency detection and checking connection
If NetManager doesn't receive any packet from remote peer during this time then connection will be closed
(including library internal keepalive packets)
Simulate packet loss by dropping random amout of packets. (Works only in DEBUG mode)
Simulate latency by holding packets for random time. (Works only in DEBUG mode)
Chance of packet loss when simulation enabled. value in percents (1 - 100).
Minimum simulated latency
Maximum simulated latency
Experimental feature. Events automatically will be called without PollEvents method from another thread
Allows receive DiscoveryRequests
Merge small packets into one before sending to reduce outgoing packets count. (May increase a bit outgoing data size)
Delay betwen initial connection attempts
Maximum connection attempts before client stops and call disconnect event.
Enables socket option "ReuseAddress" for specific purposes
Statistics of all connections
NatPunchModule for NAT hole punching operations
Returns true if socket listening and update thread is running
Local EndPoint (host and port)
NetManager constructor with maxConnections = 1 (usable for client)
Network events listener
NetManager constructor
Network events listener
Maximum connections (incoming and outcoming)
Send data to all connected peers
DataWriter with data
Send options (reliable, unreliable, etc.)
Send data to all connected peers
Data
Send options (reliable, unreliable, etc.)
Send data to all connected peers
Data
Start of data
Length of data
Send options (reliable, unreliable, etc.)
Send data to all connected peers
DataWriter with data
Send options (reliable, unreliable, etc.)
Excluded peer
Send data to all connected peers
Data
Send options (reliable, unreliable, etc.)
Excluded peer
Send data to all connected peers
Data
Start of data
Length of data
Send options (reliable, unreliable, etc.)
Excluded peer
Start logic thread and listening on available port
Start logic thread and listening on selected port
bind to specific ipv4 address
bind to specific ipv6 address
port to listen
Start logic thread and listening on selected port
port to listen
Send message without connection
Raw data
Packet destination
Operation result
Send message without connection
Data serializer
Packet destination
Operation result
Send message without connection
Raw data
data start
data length
Packet destination
Operation result
Flush all queued packets of all peers
Receive all pending events. Call this in game update code
Connect to remote host
Server IP or hostname
Server Port
Connection key
Null if connections limit reached, New NetPeer if new connection, Old NetPeer if already connected
Connect to remote host
Server IP or hostname
Server Port
Additional data for remote peer
Null if connections limit reached, New NetPeer if new connection, Old NetPeer if already connected
Connect to remote host
Server end point (ip and port)
Connection key
Null if connections limit reached, New NetPeer if new connection, Old NetPeer if already connected
Connect to remote host
Server end point (ip and port)
Additional data for remote peer
Null if connections limit reached, New NetPeer if new connection, Old NetPeer if already connected
Force closes connection and stop all threads.
Get first peer. Usefull for Client mode
Get copy of current connected peers (slow! use GetPeersNonAlloc for best performance)
Array with connected peers
Get copy of current connected peers (slow! use GetPeersNonAlloc for best performance)
Array with connected peers
Get copy of peers (without allocations)
List that will contain result
State of peers
Immediately disconnect peer from server without additional data
peer to disconnect
Disconnect peer from server
peer to disconnect
Disconnect peer from server and send additional data (Size must be less or equal MTU - 8)
peer to disconnect
additional data
Disconnect peer from server and send additional data (Size must be less or equal MTU - 8)
peer to disconnect
additional data
Disconnect peer from server and send additional data (Size must be less or equal MTU - 8)
peer to disconnect
additional data
data start
data length
Peer connection state
Network peer. Main purpose is sending messages to specific peer.
Current connection state
Connection id for internal purposes, but can be used as key in your dictionary of peers
Peer ip address and port
Current ping in milliseconds
Current MTU - Maximum Transfer Unit ( maximum udp packet size without fragmentation )
Time since last packet received (including internal library packets)
Peer parent NetManager
Application defined object containing data about the connection
Statistics of peer connection
Gets maximum size of packet that will be not fragmented.
Type of packet that you want send
size in bytes
Send data to peer
Data
Send options (reliable, unreliable, etc.)
Send data to peer
DataWriter with data
Send options (reliable, unreliable, etc.)
Send data to peer
Data
Start of data
Length of data
Send options (reliable, unreliable, etc.)
Flush all queued packets
Address type that you want to receive from NetUtils.GetLocalIp method
Some specific network utilities
Request time from NTP server and calls callback (if success)
NTP Server address
port
callback (called from other thread!)
Get all local ip addresses
type of address (IPv4, IPv6 or both)
List with all local ip adresses
Get all local ip addresses (non alloc version)
result list
type of address (IPv4, IPv6 or both)
Get first detected local ip address
type of address (IPv4, IPv6 or both)
IP address if available. Else - string.Empty