Cubes Unity Example
King Server
https://www.nuget.org/packages/KingNetwork.Server/
King Client
https://www.nuget.org/packages/KingNetwork.Client/
King Shared
https://www.nuget.org/packages/KingNetwork.Shared/
// create and start the async server
var server = new KingServer(port: 7171);
server.MessageReceivedHandler = OnMessageReceived;
//ASync execution
await server.StartAsync(); //You can pass a out var cancellationToken in parameter
//Sync execution
server.Start();
// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IClient client, IKingBufferReader reader)
{
Console.WriteLine($"Received data from client {client.Id}, data length {reader.Length()}");
}
// send a message to all clients
using(var writer = KingBufferWriter.Create())
{
writer.Write("Test message!");
server.SendMessageToAll(writer);
}
// stop the server when you don't need it anymore
server.Stop();
// create and connect the client
var client = new KingClient();
client.MessageReceivedHandler = OnMessageReceived;
client.Connect("127.0.0.1", 7171);
// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IKingBufferReader reader)
{
Console.WriteLine($"Received data from server, data length {reader.Length()}");
}
/// send a message to server
using(var writer = KingBufferWriter.Create()
{
writer.Write("Test message!");
client.SendMessage(writer);
}
// disconnect from the server when we are done
client.Disconnect();
// create and start the server
var server = new KingServer(listenerType: NetworkListenerType.UDP, port: 7171);
server.MessageReceivedHandler = OnMessageReceived;
//ASync execution
await server.StartAsync(); //You can pass a out var cancellationToken in parameter
//Sync execution
server.Start();
// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IClient client, IKingBufferReader reader)
{
Console.WriteLine($"Received data from client {client.Id}, data length {reader.Length()}");
}
// send a message to all clients
using(var writer = KingBufferWriter.Create())
{
writer.Write("Test message!");
server.SendMessageToAll(writer);
}
// stop the server when you don't need it anymore
server.Stop();
// create and connect the client
var client = new KingClient(listenerType: NetworkListenerType.UDP);
client.MessageReceivedHandler = OnMessageReceived;
client.Connect("127.0.0.1", 7171);
// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IKingBufferReader reader)
{
Console.WriteLine($"Received data from server, data length {reader.Length()}");
}
/// send a message to server
using(var writer = KingBufferWriter.Create()
{
writer.Write("Test message!");
client.SendMessage(writer);
}
// disconnect from the server when we are done
client.Disconnect();
// create and start the server
var server = new KingServer(listenerType: NetworkListenerType.RUDP, port: 7171);
server.MessageReceivedHandler = OnMessageReceived;
//ASync execution
await server.StartAsync(); //You can pass a out var cancellationToken in parameter
//Sync execution
server.Start();
// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IClient client, IKingBufferReader reader)
{
Console.WriteLine($"Received data from client {client.Id}, data length {reader.Length()}");
}
// send a message to all clients
using(var writer = KingBufferWriter.Create())
{
writer.Write("Test message!");
//You can use RudpMessageType.Reliable to send Reliable messages and RudpMessageType.Unreliable to send Unreliable messages
server.SendMessageToAll(writer, RudpMessageType.Reliable);
}
// stop the server when you don't need it anymore
server.Stop();
// create and connect the client
var client = new KingClient(listenerType: NetworkListenerType.RUDP);
client.MessageReceivedHandler = OnMessageReceived;
client.Connect("127.0.0.1", 7171);
// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IKingBufferReader reader)
{
Console.WriteLine($"Received data from server, data length {reader.Length()}");
}
/// send a message to server
using(var writer = KingBufferWriter.Create()
{
writer.Write("Test message!");
//You can use RudpMessageType.Reliable to send Reliable messages and RudpMessageType.Unreliable to send Unreliable messages
client.SendMessage(writer, RudpMessageType.Reliable);
}
// disconnect from the server when we are done
client.Disconnect();
// create and start the server
var server = new KingServer(listenerType: NetworkListenerType.WSText, port: 7171); // Or NetworkListenerType.WSBinary
server.MessageReceivedHandler = OnMessageReceived;
//ASync execution
await server.StartAsync(); //You can pass a out var cancellationToken in parameter
//Sync execution
server.Start();
// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IClient client, IKingBufferReader reader)
{
Console.WriteLine($"Received data from client {client.Id}, data length {reader.Length()}");
}
// send a message to all clients
using(var writer = KingBufferWriter.Create())
{
writer.Write("Test message!");
server.SendMessageToAll(writer);
}
// stop the server when you don't need it anymore
server.Stop();
// create and connect the client
var client = new KingClient(listenerType: NetworkListenerType.WSText); // Or NetworkListenerType.WSBinary
client.MessageReceivedHandler = OnMessageReceived;
client.Connect("127.0.0.1", 7171);
// implements the callback for MessageReceivedHandler
private void OnMessageReceived(IKingBufferReader reader)
{
Console.WriteLine($"Received data from server, data length {reader.Length()}");
}
/// send a message to server
using(var writer = KingBufferWriter.Create()
{
writer.Write("Test message!");
client.SendMessage(writer);
}
// disconnect from the server when we are done
client.Disconnect();
Connections Test
We also test only the raw KingNetwork library by spawing 1 server and 1000 clients, each client sending 100 bytes 14 times per second and the server echoing the same message back to each client.
Test Computer: Acer F 15 with a 2,9 GHz Intel Core i7 7gen processor and 32 GB ram DDR4.
Test Results:
Clients | CPU Usage | Ram Usage | Bandwidth Client+Server | Result |
---|---|---|---|---|
64 | 0.5% | 9 MB | 0.3 MB/s | Passed |
128 | 1% | 10 MB | 0.7 MB/s | Passed |
500 | 18% | 18 MB | 2~3 MB/s | Passed |
1000 | 32% | 26 MB | 5~6 MB/s | Passed |