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EuNet

Peer to peer network solution for multiplayer games.

Install / Use

/learn @zestylife/EuNet
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

EuNet C# (.NET, .NET Core, Unity)

GitHub Actions GitHub Actions nuget Releases

Easy Unity Network (EuNet) is a network solution for multiplayer games.

Supports Server-Client, Peer to Peer communication using TCP, UDP, and RUDP protocols.

In the case of P2P (Peer to Peer), supports hole punching and tries to communicate directly as much as possible, and if it is impossible, automatically relayed through the server.

Great for developing Action MORPG, MOBA, Channel Based MMORPG, Casual Multiplayer Game (e.g. League of Legends, Among Us, Kart Rider, Diablo, etc.).

Produced based on .Net Standard 2.0, multiplatform supported(Windows, Linux, Android, iOS, etc.), and is optimized for .Net Core-based servers and Unity3D-based clients.

RPC(Remote procedure call) can be used to call remote functions and receive return values.
There is no overhead as it serializes at high speed and calls remote functions.
Work efficiency increases as there is no work to create a message every time.

Example

| EuNet-Starter | EuNet-Tanks |
| :---: | :---: | | https://github.com/zestylife/EuNet-Starter | https://github.com/zestylife/EuNet-Tanks | | | Google Play | | image | image

Diagram

image

Table of Contents

Features

  • Fast network communication
    • High speed communication using multi-thread
    • Fast allocation using pooling buffer
  • Supported channels
    • TCP
    • Unreliable UDP
    • Reliable Ordered UDP
    • Reliable Unordered UDP
    • Reliable Sequenced UDP
    • Sequenced UDP
  • Supported communication
    • Client to Server
    • Peer to Peer
      • Hole Punching
      • Relay (Auto Switching)
  • RPC (Remote Procedure Call)
  • Fast packet serializer (Partial using MessagePack for C#)
  • Custom Compiler(EuNetCodeGenerator) for fast serializing and RPC
  • Automatic MTU detection
  • Automatic fragmentation of large UDP packets
  • Automatic merging small packets
  • Unity3D support
  • Supported platforms
    • Windows / Mac / Linux (.Net Core)
    • Android (Unity)
    • iOS (Unity)

Channels

| Channels | Transmission guarantee | Not duplicate | Order guarantee | | :--------------------: | :----------------------------: | :----------------: | :----------------: | | TCP | :heavy_check_mark: | :heavy_check_mark: | :heavy_check_mark: | | Unreliable UDP | :x: | :x: | :x: | | Reliable Ordered UDP | :heavy_check_mark: | :heavy_check_mark: | :heavy_check_mark: | | Reliable Unordered UDP | :heavy_check_mark: | :heavy_check_mark: | :x: | | Reliable Sequenced UDP | :heavy_check_mark:(Last order) | :heavy_check_mark: | :heavy_check_mark: | | Sequenced UDP | :x: | :heavy_check_mark: | :heavy_check_mark: |


Installation

We need three projects

  • Common project (.Net Standard 2.0)
    • Server, Client common use
    • Generate code using EuNetCodeGenerator
  • Server project (.Net Core)
  • Client project (Unity3D)

See EuNet-Starter for an example

Common project

  • Create .Net Standard 2.0 based project.
  • Install nuget package.
PM> Install-Package EuNet.CodeGenerator.Templates
  • Rebuild project.
  • If you look at the project, CodeGen/EuNet.Rpc.CodeGen.cs file was created.

Server project (.net core)

  • First install the nuget package.
PM> Install-Package EuNet
  • Add common project to reference
Solution Explorer -> [User Project] -> References -> Add Reference -> [Add Common project]

Client project (Unity3D)

Install via git URL

After Unity 2019.3.4f1, Unity 2020.1a21, that support path query parameter of git package. You can add package from UPM (Unity Package Manager)

https://github.com/zestylife/EuNet.git?path=src/EuNet.Unity/Assets/Plugins/EuNet

If you want to add a specific release version, add #version after the url. ex) version 1.1.13

https://github.com/zestylife/EuNet.git?path=src/EuNet.Unity/Assets/Plugins/EuNet#1.1.13

image

Install via package file

RPC (Remote procedure call)

RPC(Remote procedure call) can be used to call remote functions and receive return values.
There is no overhead as it serializes at high speed and calls remote functions.
Work efficiency increases as there is no work to create a message every time.

image

Common project

// Declaring login rpc interface
public interface ILoginRpc : IRpc
{
    Task<int> Login(string id, ISession session);
    Task<UserInfo> GetUserInfo();
}
// Generate Rpc code using EuNetCodeGenerator and use it in server and client

Server project (.Net Core)

// User session class inherits Rpc Interface (ILoginRpc)
public partial class UserSession : ILoginRpc
{
    private UserInfo _userInfo = new UserInfo();
    
    // Implement Rpc Method that client calls
    public Task<int> Login(string id, ISession session)
    {
        if (id == "AuthedId")
            return Task<int>.FromResult(0);

        return Task<int>.FromResult(1);
    }

    // Implement Rpc Method that client calls
    public Task<UserInfo> GetUserInfo()
    {
        // Set user information
        _userInfo.Name = "abc";

        return Task<UserInfo>.FromResult(_userInfo);
    }
}

Client project (Unity3D)

private async UniTaskVoid ConnectAsync()
{
    var client = NetClientGlobal.Instance.Client;

    // Trying to connect. Timeout is 10 seconds.
    var result = await client.ConnectAsync(TimeSpan.FromSeconds(10));

    if(result == true)
    {
        // Create an object for calling login Rpc
        LoginRpc loginRpc = new LoginRpc(client);

        // Call the server's login function (UserSession.Login)
        var loginResult = await loginRpc.Login("AuthedId", null);

        Debug.Log($"Login Result : {loginResult}");
        if (loginResult != 0)
            return;
        
        // Call the server's get user information function (UserSession.GetUserInfo)
        var userInfo = await loginRpc.GetUserInfo();
        Debug.Log($"UserName : {userInfo.Name}");
        // UserName : abc
    }
    else
    {
        // Fail to connect
        Debug.LogError("Fail to connect server");
    }
}

Quick Start

Serialize

Object serialization is required to use Rpc. There are two ways to serialize objects.

Using Auto-Generated formmater

Declaring the NetDataObject Attribute makes the class serializable. All public objects are serialized. Declaring the [IgnoreMember] Attribute does not serialize it.

[NetDataObject]
public class DataClass
{
    // Serializable
    public int Int;

    // Serializable
    public int Property { get; set; }

    // Ignore
    public int PropertyOnlyGet { get; }

    // Ignore
    private int IntPrivate;

    // Ignore
    protected int IntProtected;
    
    // Ignore
    [IgnoreMember]
    public int IgnoreInt;

    // Ignore
    [IgnoreMember]
    public int IgnoreProperty { get; set; }
}

Manualy serialize

Implement serialization manually by inheriting INetSerializable. You have to code, but it's the fastest and most flexible.

public class InterfaceSerializeClass : INetSerializable
{
    public int Value;
    public string Name;

    public void Serialize(NetDataWriter writer)
    {
        writer.Write(Value);
        writer.Write(Name);
    }

    public void Deserialize(NetDataReader reader)
    {
        Value = reader.ReadInt32();
        Name = reader.ReadString();
    }
}

Unity3D

  • Special object NetView is supported,

Related Skills

View on GitHub
GitHub Stars157
CategoryDevelopment
Updated14d ago
Forks26

Languages

C#

Security Score

100/100

Audited on Mar 14, 2026

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