This project is based on collaborative work with @inlife and inherited all features of the custom fork where the native library was heavily modified. You can find the most notable changes here. This version is extended, optimized, and involves new features that were not available before to boost the development process and run safely in the managed .NET environment with the highest possible performance.
Although the project is called ENet-CSharp, this is not just a C# wrapper for the native C library, but an independent fork which is incompatible with any other ENet implementation including the original since 2.0.0 version. Programmers who are using C/C++ languages can utilize this fork as well in any projects such as NetDynamics.
Features:
- Lightweight and straightforward
- Low resource consumption
- Dual-stack IPv4/IPv6 support
- Connection management
- Sequencing
- Channels
- Reliability
- Fragmentation and reassembly
- Aggregation
- Adaptability
- Portability
Please, read common mistakes to get an idea what can go wrong.
To build the native library appropriate software is required:
For desktop platforms CMake with GNU Make or Visual Studio.
For mobile platforms NDK for Android and Xcode for iOS. Make sure that all compiled libraries are assigned to appropriate platforms and CPU architectures.
To build the library for Nintendo Switch, follow this guide.
A managed assembly can be built using any available compiling platform that supports C# 3.0 or higher.
You can grab compiled libraries from the release section or from NuGet:
ENet-CSharp
contains compiled assembly with native libraries for the .NET environment (.NET Standard 2.0).
ENet-Unity
contains script with native libraries for the Unity.
These packages are provided only for traditional platforms: Windows, Linux, and macOS (x64).
Supported OS versions:
- Windows 7 or higher
- Linux 4.4 or higher
- macOS 10.12 or higher
Before starting to work, the library should be initialized using ENet.Library.Initialize();
function.
After the work is done, deinitialize the library using ENet.Library.Deinitialize();
function.
using (Host server = new Host()) {
Address address = new Address();
address.Port = port;
server.Create(address, maxClients);
Event netEvent;
while (!Console.KeyAvailable) {
bool polled = false;
while (!polled) {
if (server.CheckEvents(out netEvent) <= 0) {
if (server.Service(15, out netEvent) <= 0)
break;
polled = true;
}
switch (netEvent.Type) {
case EventType.None:
break;
case EventType.Connect:
Console.WriteLine("Client connected - ID: " + netEvent.Peer.ID + ", IP: " + netEvent.Peer.IP);
break;
case EventType.Disconnect:
Console.WriteLine("Client disconnected - ID: " + netEvent.Peer.ID + ", IP: " + netEvent.Peer.IP);
break;
case EventType.Timeout:
Console.WriteLine("Client timeout - ID: " + netEvent.Peer.ID + ", IP: " + netEvent.Peer.IP);
break;
case EventType.Receive:
Console.WriteLine("Packet received from - ID: " + netEvent.Peer.ID + ", IP: " + netEvent.Peer.IP + ", Channel ID: " + netEvent.ChannelID + ", Data length: " + netEvent.Packet.Length);
netEvent.Packet.Dispose();
break;
}
}
}
server.Flush();
}
using (Host client = new Host()) {
Address address = new Address();
address.SetHost(ip);
address.Port = port;
client.Create();
Peer peer = client.Connect(address);
Event netEvent;
while (!Console.KeyAvailable) {
bool polled = false;
while (!polled) {
if (client.CheckEvents(out netEvent) <= 0) {
if (client.Service(15, out netEvent) <= 0)
break;
polled = true;
}
switch (netEvent.Type) {
case EventType.None:
break;
case EventType.Connect:
Console.WriteLine("Client connected to server");
break;
case EventType.Disconnect:
Console.WriteLine("Client disconnected from server");
break;
case EventType.Timeout:
Console.WriteLine("Client connection timeout");
break;
case EventType.Receive:
Console.WriteLine("Packet received from server - Channel ID: " + netEvent.ChannelID + ", Data length: " + netEvent.Packet.Length);
netEvent.Packet.Dispose();
break;
}
}
}
client.Flush();
}
Packet packet = default(Packet);
byte[] data = new byte[64];
packet.Create(data);
peer.Send(channelID, ref packet);
byte[] buffer = new byte[1024];
netEvent.Packet.CopyTo(buffer);
AllocCallback OnMemoryAllocate = (size) => {
return Marshal.AllocHGlobal(size);
};
FreeCallback OnMemoryFree = (memory) => {
Marshal.FreeHGlobal(memory);
};
NoMemoryCallback OnNoMemory = () => {
throw new OutOfMemoryException();
};
Callbacks callbacks = new Callbacks(OnMemoryAllocate, OnMemoryFree, OnNoMemory);
if (ENet.Library.Initialize(callbacks))
Console.WriteLine("ENet successfully initialized using a custom memory allocator");
Usage is almost the same as in the .NET environment, except that the console functions must be replaced with functions provided by Unity. If the Host.Service()
will be called in a game loop, then make sure that the timeout parameter set to 0 which means non-blocking. Also, keep Unity run in background by enabling the appropriate option in the player settings.
The best-known strategy is to use ENet in an independent I/O thread and utilize inter-thread messaging techniques for transferring data across threads/tasks without any locks/mutexes. Non-blocking queues like Ring Buffer was designed for such purposes. High-level abstractions and logic can be parallelized using workers, then communicate with I/O thread and enqueue/dequeue messages to send/receive data across the network.
In general, ENet is not thread-safe, but some of its functions can be used safely if the user is careful enough:
Packet
structure and its functions are safe until a packet is only moving across threads by value and a custom memory allocator is not used.
Peer.ID
as soon as a pointer to a peer was obtained from the native side, the ID will be cached in Peer
structure for further actions with objects that assigned to that ID. Peer
structure can be moved across threads by value, but its functions are not thread-safe because data in memory may change by the service in another thread.
Library.Time
utilizes atomic primitives internally for managing local monotonic time.
Definitions of a flags for Peer.Send()
function:
PacketFlags.None
unreliable sequenced, delivery of packet is not guaranteed.
PacketFlags.Reliable
reliable sequenced, a packet must be received by the target peer and resend attempts should be made until the packet is delivered.
PacketFlags.Unsequenced
a packet will not be sequenced with other packets and may be delivered out of order. This flag makes delivery unreliable.
PacketFlags.NoAllocate
a packet will not allocate data, and the user must supply it instead.
PacketFlags.UnreliableFragmented
a packet will be unreliably fragmented if it exceeds the MTU. By default packets larger than MTU fragmented reliably.
PacketFlags.Instant
a packet will not be bundled with other packets at a next service iteration and sent instantly instead. This delivery type trades multiplexing efficiency in favor of latency. The same packet can't be used for multiple Peer.Send()
calls.
PacketFlags.Crucial
a packet that was enqueued for sending unreliably should not be dropped due to throttling and sent if possible.
PacketFlags.Sent
a packet was sent from all queues it has entered.
Definitions of event types for Event.Type
property:
EventType.None
no event occurred within the specified time limit.
EventType.Connect
a connection request initiated by Peer.Connect()
function has completed. Event.Peer
returns a peer which successfully connected. Event.Data
returns the user-supplied data describing the connection or 0 if none is available.
EventType.Disconnect
a peer has disconnected. This event is generated on a successful completion of a disconnect initiated by Peer.Disconnect
. Event.Peer
returns a peer which disconnected. Event.Data
returns the user-supplied data describing the disconnection or 0 if none is available.
EventType.Receive
a packet has been received from a peer. Event.Peer
returns a peer which sent the packet. Event.ChannelID
specifies the channel number upon which the packet was received. Event.Packet
returns a packet that was received, and this packet must be destroyed using Event.Packet.Dispose()
function after use.
EventType.Timeout
a peer has timed out. This event occurs if a peer has timed out or if a connection request initialized by Peer.Connect
has timed out. Event.Peer
returns a peer which timed out.
Definitions of peer states for Peer.State
property:
PeerState.Uninitialized
a peer not initialized.
PeerState.Disconnected
a peer disconnected or timed out.
PeerState.Connecting
a peer connection in-progress.
PeerState.Connected
a peer successfully connected.
PeerState.Disconnecting
a peer disconnection in-progress.
PeerState.Zombie
a peer not properly disconnected.
Provides per application events.
AllocCallback(IntPtr size)
notifies when a memory is requested for allocation. Expects pointer to the newly allocated memory.
FreeCallback(IntPtr memory)
notifies when the memory can be freed.
NoMemoryCallback()
notifies when memory is not enough.
Provides per packet events.
PacketFreeCallback(Packet packet)
notifies when a packet is being destroyed.
Contains structure with anonymous host data and port number.
Address.Port
gets or sets a port number.
Address.GetIP()
gets an IP address.
Address.SetIP(string ip)
sets an IP address. To use IPv4 broadcast in the local network the address can be set to 255.255.255.255 for a client. ENet will automatically respond to the broadcast and update the address to a server's actual IP.
Address.GetHost()
attempts to do a reverse lookup from the address. Returns a string with a resolved name or an IP address.
Address.SetHost(string hostName)
sets host name or an IP address. Should be used for binding to a network interface or for connection to a foreign host. Returns true on success or false on failure.
Contains structure with the event type, managed pointer to the peer, channel ID, the user-supplied data, and managed pointer to the packet.
Event.Type
returns a type of the event.
Event.Peer
returns a peer that generated a connect, disconnect, receive or a timeout event.
Event.ChannelID
returns a channel ID on the peer that generated the event, if appropriate.
Event.Data
returns the user-supplied data, if appropriate.
Event.Packet
returns a packet associated with the event, if appropriate.
Contains a managed pointer to the packet.
Packet.Dispose()
destroys the packet. Should be called only when the packet was obtained from EventType.Receive
event.
Packet.IsSet
returns a state of the managed pointer.
Packet.Data
returns a managed pointer to the packet data.
Packet.UserData
gets or sets the user-supplied data.
Packet.Length
returns a length of payload in the packet.
Packet.HasReferences
checks references to the packet.
Packet.SetFreeCallback(PacketFreeCallback callback)
set callback to notify the programmer when an appropriate packet is being destroyed. A pointer IntPtr
to a callback can be used instead of a reference to a delegate.
Packet.Create(byte[] data, int offset, int length, PacketFlags flags)
creates a packet that may be sent to a peer. The offset parameter indicates the starting point of data in an array, the length is the ending point of data in an array. All parameters are optional. Multiple packet flags can be specified at once. A pointer IntPtr
to a native buffer can be used instead of a reference to a byte array.
Packet.CopyTo(byte[] destination)
copies payload from the packet to the destination array.
Contains a managed pointer to the peer and cached ID.
Peer.IsSet
returns a state of the managed pointer.
Peer.ID
returns a peer ID.
Peer.IP
returns an IP address in a printable form.
Peer.Port
returns a port number.
Peer.MTU
returns an MTU.
Peer.State
returns a peer state described in the PeerState
enumeration.
Peer.RoundTripTime
returns a round-trip time in milliseconds.
Peer.LastRoundTripTime
returns a round-trip time since the last acknowledgment in milliseconds.
Peer.LastSendTime
returns a last packet send time in milliseconds.
Peer.LastReceiveTime
returns a last packet receive time in milliseconds.
Peer.PacketsSent
returns a total number of packets sent during the connection.
Peer.PacketsLost
returns a total number of lost packets during the connection.
Peer.BytesSent
returns a total number of bytes sent during the connection.
Peer.BytesReceived
returns a total number of bytes received during the connection.
Peer.Data
set or get the user-supplied data. Should be used with an explicit cast to appropriate data type.
Peer.ConfigureThrottle(uint interval, uint acceleration, uint deceleration, uint threshold)
configures throttle parameter for a peer. Unreliable packets are dropped by ENet in response to the varying conditions of the connection to the peer. The throttle represents a probability that an unreliable packet should not be dropped and thus sent by ENet to the peer. The lowest mean round-trip time from the sending of a reliable packet to the receipt of its acknowledgment is measured over an amount of time specified by the interval parameter in milliseconds. If a measured round-trip time happens to be significantly less than the mean round-trip time measured over the interval, then the throttle probability is increased to allow more traffic by an amount specified in the acceleration parameter, which is a ratio to the Library.throttleScale
constant. If a measured round-trip time happens to be significantly greater than the mean round-trip time measured over the interval, then the throttle probability is decreased to limit traffic by an amount specified in the deceleration parameter, which is a ratio to the Library.throttleScale
constant. When the throttle has a value of Library.throttleScale
, no unreliable packets are dropped by ENet, and so 100% of all unreliable packets will be sent. When the throttle has a value of 0, all unreliable packets are dropped by ENet, and so 0% of all unreliable packets will be sent. Intermediate values for the throttle represent intermediate probabilities between 0% and 100% of unreliable packets being sent. The bandwidth limits of the local and foreign hosts are taken into account to determine a sensible limit for the throttle probability above which it should not raise even in the best of conditions. To disable throttling the deceleration parameter should be set to zero. The threshold parameter can be used to reduce packet throttling relative to measured round-trip time in unstable network environments with high jitter and low average latency which is a common condition for Wi-Fi networks in crowded places. By default the threshold parameter set to Library.throttleThreshold
in milliseconds.
Peer.Send(byte channelID, ref Packet packet)
queues a packet to be sent. Returns true on success or false on failure.
Peer.Receive(out byte channelID, out Packet packet)
attempts to dequeue any incoming queued packet. Returns true if a packet was dequeued or false if no packets available.
Peer.Ping()
sends a ping request to a peer. ENet automatically pings all connected peers at regular intervals, however, this function may be called to ensure more frequent ping requests.
Peer.PingInterval(uint interval)
sets an interval at which pings will be sent to a peer. Pings are used both to monitor the liveness of the connection and also to dynamically adjust the throttle during periods of low traffic so that the throttle has reasonable responsiveness during traffic spikes.
Peer.Timeout(uint timeoutLimit, uint timeoutMinimum, uint timeoutMaximum)
sets a timeout parameters for a peer. The timeout parameters control how and when a peer will timeout from a failure to acknowledge reliable traffic. Timeout values used in the semi-linear mechanism, where if a reliable packet is not acknowledged within an average round-trip time plus a variance tolerance until timeout reaches a set limit. If the timeout is thus at this limit and reliable packets have been sent but not acknowledged within a certain minimum time period, the peer will be disconnected. Alternatively, if reliable packets have been sent but not acknowledged for a certain maximum time period, the peer will be disconnected regardless of the current timeout limit value.
Peer.Disconnect(uint data)
request a disconnection from a peer.
Peer.DisconnectNow(uint data)
force an immediate disconnection from a peer.
Peer.DisconnectLater(uint data)
request a disconnection from a peer, but only after all queued outgoing packets are sent.
Peer.Reset()
forcefully disconnects a peer. The foreign host represented by the peer is not notified of the disconnection and will timeout on its connection to the local host.
Contains a managed pointer to the host.
Host.Dispose()
destroys the host.
Host.IsSet
returns a state of the managed pointer.
Host.PeersCount
returns a number of connected peers.
Host.PacketsSent
returns a total number of packets sent during the session.
Host.PacketsReceived
returns a total number of packets received during the session.
Host.BytesSent
returns a total number of bytes sent during the session.
Host.BytesReceived
returns a total number of bytes received during the session.
Host.Create(Address? address, int peerLimit, int channelLimit, uint incomingBandwidth, uint outgoingBandwidth, int bufferSize)
creates a host for communicating with peers. The bandwidth parameters determine the window size of a connection which limits the number of reliable packets that may be in transit at any given time. ENet will strategically drop packets on specific sides of a connection between hosts to ensure the host's bandwidth is not overwhelmed. The buffer size parameter is used to set the socket buffer size for sending and receiving datagrams. All the parameters are optional except the address and peer limit in cases where the function is used to create a host which will listen for incoming connections.
Host.PreventConnections(bool state)
prevents access to the host for new incoming connections. This function makes the host completely invisible from outside, any peer that attempts to connect to it will be timed out.
Host.Broadcast(byte channelID, ref Packet packet, Peer[] peers)
queues a packet to be sent to a range of peers or to all peers associated with the host if the optional peers parameter is not used. Any zeroed Peer
structure in an array will be excluded from the broadcast. Instead of an array, a single Peer
can be passed to function which will be excluded from the broadcast.
Host.CheckEvents(out Event @event)
checks for any queued events on the host and dispatches one if available. Returns > 0 if an event was dispatched, 0 if no events are available, < 0 on failure.
Host.Connect(Address address, int channelLimit, uint data)
initiates a connection to a foreign host. Returns a peer representing the foreign host on success or throws an exception on failure. The peer returned will not have completed the connection until Host.Service()
notifies of an EventType.Connect
event. The channel limit and the user-supplied data parameters are optional.
Host.Service(int timeout, out Event @event)
waits for events on the specified host and shuttles packets between the host and its peers. ENet uses a polled event model to notify the user of significant events. ENet hosts are polled for events with this function, where an optional timeout value in milliseconds may be specified to control how long ENet will poll. If a timeout of 0 is specified, this function will return immediately if there are no events to dispatch. Otherwise, it will return 1 if an event was dispatched within the specified timeout. This function should be regularly called to ensure packets are sent and received, otherwise, traffic spikes will occur leading to increased latency. The timeout parameter set to 0 means non-blocking which required for cases where the function is called in a game loop.
Host.SetBandwidthLimit(uint incomingBandwidth, uint outgoingBandwidth)
adjusts the bandwidth limits of a host in bytes per second.
Host.SetChannelLimit(int channelLimit)
limits the maximum allowed channels of future incoming connections.
Host.Flush()
sends any queued packets on the specified host to its designated peers.
Contains constant fields.
Library.maxChannelCount
the maximum possible number of channels.
Library.maxPeers
the maximum possible number of peers.
Library.maxPacketSize
the maximum size of a packet.
Library.version
the current compatibility version relative to the native library.
Library.Initialize(Callbacks callbacks)
initializes the native library. Callbacks parameter is optional and should be used only with a custom memory allocator. Should be called before starting the work. Returns true on success or false on failure.
Library.Deinitialize()
deinitializes the native library. Should be called after the work is done.
Library.Time
returns a current local monotonic time in milliseconds. It never reset while the application remains alive.
This project is sponsored by Flying Squirrel Entertainment.