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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++

License: MIT License

CMake 1.15% C++ 98.85%
cpp easy-to-use game game-development game-networking library lightweight netcode network networking port udp

litenetlibpp's Introduction

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 [email protected]: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 [email protected]: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;
}

Credits

litenetlibpp's People

Contributors

revan600 avatar

Stargazers

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Watchers

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Forkers

insthync

litenetlibpp's Issues

Memory leak in channels

There's a memory leak if peer is deleted with non-empty send queue inside channels, packets are not deleted

EchoMessagesTest from libSample failed after 10 calls to the server

Im checking the LibSample https://github.com/RevenantX/LiteNetLib/blob/master/LibSample/EchoMessagesTest.cs
in this file after removeing the seerver creation and leaving only the client .
running it agenst the liteNetLibPP in windows
getting :
image

file modified

using System;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using LiteNetLib;
using LiteNetLib.Utils;

namespace LibSample
{
    class EchoMessagesTest : IExample
    {
        private static int _messagesReceivedCount = 0;

        private class ClientListener : INetEventListener
        {
            public void OnPeerConnected(NetPeer peer)
            {
                Console.WriteLine("[Client] connected to: {0}:{1}", peer.EndPoint.Address, peer.EndPoint.Port);

                NetDataWriter dataWriter = new NetDataWriter();
                for (int i = 0; i < 5; i++)
                {
                    dataWriter.Reset();
                    dataWriter.Put(0);
                    dataWriter.Put(i);
                    peer.Send(dataWriter, DeliveryMethod.ReliableUnordered);

                    dataWriter.Reset();
                    dataWriter.Put(1);
                    dataWriter.Put(i);
                    peer.Send(dataWriter, DeliveryMethod.ReliableOrdered);

                    dataWriter.Reset();
                    dataWriter.Put(2);
                    dataWriter.Put(i);
                    peer.Send(dataWriter, DeliveryMethod.Sequenced);

                    dataWriter.Reset();
                    dataWriter.Put(3);
                    dataWriter.Put(i);
                    peer.Send(dataWriter, DeliveryMethod.Unreliable);

                    dataWriter.Reset();
                    dataWriter.Put(4);
                    dataWriter.Put(i);
                    peer.Send(dataWriter, DeliveryMethod.ReliableSequenced);
                }

                //And test fragment
                byte[] testData = new byte[13218];
                testData[0] = 192;
                testData[13217] = 31;
                peer.Send(testData, DeliveryMethod.ReliableOrdered);
            }

            public void OnPeerDisconnected(NetPeer peer, DisconnectInfo disconnectInfo)
            {
                Console.WriteLine("[Client] disconnected: " + disconnectInfo.Reason);
            }

            public void OnNetworkError(IPEndPoint endPoint, SocketError socketErrorCode)
            {
                Console.WriteLine("[Client] error! " + socketErrorCode);
            }

            public void OnNetworkReceive(NetPeer peer, NetPacketReader reader, byte channelNumber, DeliveryMethod deliveryMethod)
            {
                if (reader.AvailableBytes == 13218)
                {
                    Console.WriteLine("[{0}] TestFrag: {1}, {2}",
                        peer.NetManager.LocalPort,
                        reader.RawData[reader.UserDataOffset],
                        reader.RawData[reader.UserDataOffset + 13217]);
                }
                else
                {
                    int type = reader.GetInt();
                    int num = reader.GetInt();
                    _messagesReceivedCount++;
                    Console.WriteLine("[{0}] CNT: {1}, TYPE: {2}, NUM: {3}, MTD: {4}", peer.NetManager.LocalPort, _messagesReceivedCount, type, num, deliveryMethod);
                }
            }

            public void OnNetworkReceiveUnconnected(IPEndPoint remoteEndPoint, NetPacketReader reader, UnconnectedMessageType messageType)
            {

            }

            public void OnNetworkLatencyUpdate(NetPeer peer, int latency)
            {

            }

            public void OnConnectionRequest(ConnectionRequest request)
            {

            }
        }

        private class ServerListener : INetEventListener
        {
            public NetManager Server;

            public void OnPeerConnected(NetPeer peer)
            {
                Console.WriteLine("[Server] Peer connected: " + peer.EndPoint);
                foreach (var netPeer in Server)
                {
                    if(netPeer.ConnectionState == ConnectionState.Connected)
                        Console.WriteLine("ConnectedPeersList: id={0}, ep={1}", netPeer.Id, netPeer.EndPoint);
                }
            }

            public void OnPeerDisconnected(NetPeer peer, DisconnectInfo disconnectInfo)
            {
                Console.WriteLine("[Server] Peer disconnected: " + peer.EndPoint + ", reason: " + disconnectInfo.Reason);
            }

            public void OnNetworkError(IPEndPoint endPoint, SocketError socketErrorCode)
            {
                Console.WriteLine("[Server] error: " + socketErrorCode);
            }

            public void OnNetworkReceive(NetPeer peer, NetPacketReader reader, byte channelNumber, DeliveryMethod deliveryMethod)
            {
                //echo
                peer.Send(reader.GetRemainingBytes(), deliveryMethod);

                //fragment log
                if (reader.AvailableBytes == 13218)
                {
                    Console.WriteLine("[Server] TestFrag: {0}, {1}",
                        reader.RawData[reader.UserDataOffset],
                        reader.RawData[reader.UserDataOffset + 13217]);
                }
            }

            public void OnNetworkReceiveUnconnected(IPEndPoint remoteEndPoint, NetPacketReader reader, UnconnectedMessageType messageType)
            {
                Console.WriteLine("[Server] ReceiveUnconnected: {0}", reader.GetString(100));
            }

            public void OnNetworkLatencyUpdate(NetPeer peer, int latency)
            {

            }

            public void OnConnectionRequest(ConnectionRequest request)
            {
                var acceptedPeer = request.AcceptIfKey("gamekey");
                Console.WriteLine("[Server] ConnectionRequest. Ep: {0}, Accepted: {1}",
                    request.RemoteEndPoint,
                    acceptedPeer != null);
            }
        }

        private ClientListener _clientListener;
        private ServerListener _serverListener;
        private const int Port = 9050;

        public void Run()
        {
            Console.WriteLine("=== Echo Messages Test ===");
            //Server
            /*_serverListener = new ServerListener();

            NetManager server = new NetManager(_serverListener);

            if (!server.Start(Port))
            {
                Console.WriteLine("Server start failed");
                Console.ReadKey();
                return;
            }
            _serverListener.Server = server;*/

            //Client
            _clientListener = new ClientListener();

            NetManager client1 = new NetManager(_clientListener)
            {
                SimulationMaxLatency = 1500,
                //SimulateLatency = true,
            };
            //client1
            if (!client1.Start())
            {
                Console.WriteLine("Client1 start failed");
                return;
            }
            client1.Connect("127.0.0.1", Port, "gamekey");

            NetManager client2 = new NetManager(_clientListener)
            {
                //SimulateLatency = true,
                SimulationMaxLatency = 1500
            };

            client2.Start();
            client2.Connect("::1", Port, "gamekey");

            while (!Console.KeyAvailable)
            {
                client1.PollEvents();
                client2.PollEvents();
               // server.PollEvents();
                Thread.Sleep(15);
            }

            client1.Stop();
            client2.Stop();
            //server.Stop();
            Console.ReadKey();
            /*
           Console.WriteLine("ServStats:\n BytesReceived: {0}\n PacketsReceived: {1}\n BytesSent: {2}\n PacketsSent: {3}",
            server.Statistics.BytesReceived,
             server.Statistics.PacketsReceived,
             server.Statistics.BytesSent,
             server.Statistics.PacketsSent);*/
            Console.WriteLine("Client1Stats:\n BytesReceived: {0}\n PacketsReceived: {1}\n BytesSent: {2}\n PacketsSent: {3}",
                client1.Statistics.BytesReceived,
                client1.Statistics.PacketsReceived,
                client1.Statistics.BytesSent,
                client1.Statistics.PacketsSent);
            Console.WriteLine("Client2Stats:\n BytesReceived: {0}\n PacketsReceived: {1}\n BytesSent: {2}\n PacketsSent: {3}",
                client2.Statistics.BytesReceived,
                client2.Statistics.PacketsReceived,
                client2.Statistics.BytesSent,
                client2.Statistics.PacketsSent);
            Console.WriteLine("Press any key to exit");
            Console.ReadKey();
        }
    }
}


Console log in the client :
image

Finish porting

Implement missing features from the original LiteNetLib

fatal error C1083: Cannot open include file: 'unistd.h': No such file

Build started...
1>------ Build started: Project: lnl, Configuration: Debug x64 ------
1>main.cpp
1>C:\dev\my\rudp_imp\LiteNetLibPP-main\src\main.cpp(2,10): fatal error C1083: Cannot open include file: 'unistd.h': No such file or directory
1>Done building project "lnl.vcxproj" -- FAILED.
2>------ Build started: Project: ALL_BUILD, Configuration: Debug x64 ------
========== Build: 1 succeeded, 1 failed, 1 up-to-date, 0 skipped ==========

Using :
Microsoft Visual Studio Community 2022 (64-bit) - Current
Version 17.3.3

c++17

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