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<div align="center"> | ||
<img src="https://user-images.githubusercontent.com/51303091/119734159-690afc00-be2f-11eb-9673-c1f998025a3e.png" width="20%" height="auto"> | ||
</div> | ||
<h1 align="center">RiptideNetworking - C# Networking Library</h1> | ||
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RUDP (Reliable UDP) networking solution built in C#, primarily intended for use in multiplayer games. Features an unreliable channel (regular UDP) as well as a reliable channel (UDP with loss detection). Works in Unity & console apps alike. | ||
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## Getting Started | ||
Grab the RiptideNetworking.dll file (and RiptideNetworking.xml file for intellisense documentation) from the <a href="https://github.com/tom-weiland/RiptideNetworking/releases/latest">latest release</a> and drop it in your Unity project. | ||
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## Usage | ||
Check out the <a href="https://github.com/tom-weiland/RiptideNetworking/tree/main/Demos">demos</a> to see how to set up the basics. | ||
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## License | ||
Distributed under the MIT license. See <a href="https://github.com/tom-weiland/RiptideNetworking/blob/main/License.md">License.md</a> for more information. | ||
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--- | ||
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<p align="center"> | ||
<a href="https://tomweiland.net/youtube">YouTube</a> <b>•</b> <a href="https://discord.com/invite/tomweiland">Discord</a><br> | ||
<a href="https://ko-fi.com/Y8Y21O02J"> | ||
<img src="https://www.ko-fi.com/img/githubbutton_sm.svg"> | ||
</a> | ||
</p> | ||
Riptide Networking provides functionality for sending data back and forth in multiplayer games. |
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using System.Reflection; | ||
using RiptideNetworking.Transports; | ||
using System.Reflection; | ||
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namespace RiptideNetworking | ||
{ | ||
/// <summary>Contains shared functionality for <see cref="Server"/> and <see cref="Client"/>.</summary> | ||
public abstract class Common | ||
{ | ||
/// <summary>Whether or not to output informational log messages. Error-related log messages ignore this setting.</summary> | ||
/// <inheritdoc cref="ICommon.ShouldOutputInfoLogs"/> | ||
public abstract bool ShouldOutputInfoLogs { get; set; } | ||
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/// <summary>Searches the given assembly for methods with the <see cref="MessageHandlerAttribute"/> and adds them to the dictionary of handler methods.</summary> | ||
/// <param name="assembly">The assembly to search for methods with the <see cref="MessageHandlerAttribute"/>.</param> | ||
/// <param name="messageHandlerGroupId">The ID of the group of message handler methods to use when building the message handlers dictionary.</param> | ||
protected abstract void CreateMessageHandlersDictionary(Assembly assembly, byte messageHandlerGroupId); | ||
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/// <summary>Initiates handling of currently queued messages.</summary> | ||
/// <remarks>This should generally be called from within a regularly executed update loop (like FixedUpdate in Unity). Messages will continue to be received in between calls, but won't be handled fully until this method is executed.</remarks> | ||
/// <inheritdoc cref="ICommon.Tick"/> | ||
public abstract void Tick(); | ||
} | ||
} |
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