BetterTogether 0.8.0
See the version list below for details.
dotnet add package BetterTogether --version 0.8.0
NuGet\Install-Package BetterTogether -Version 0.8.0
<PackageReference Include="BetterTogether" Version="0.8.0" />
paket add BetterTogether --version 0.8.0
#r "nuget: BetterTogether, 0.8.0"
// Install BetterTogether as a Cake Addin #addin nuget:?package=BetterTogether&version=0.8.0 // Install BetterTogether as a Cake Tool #tool nuget:?package=BetterTogether&version=0.8.0
BetterTogether
BetterTogether is a simple multiplayer library targeting netstandard2.1, .NET 6, 7 and 8. It is heavily inspired by Playroom which is pretty good and available for most web frameworks/game engines. While Playroom has a Unity SDK, it only support WebGL builds of Unity (for now at least). This project however should run on any platform that supports Net Standard 2.1, .NET 6, 7 or 8.
Features
- Simple API
- Support for RPCs
- More to come (hopefully)
Installation
Get it from NuGet or build it yourself.
dotnet add package BetterTogether
For Unity, use this link in the package manager https://github.com/ZedDevStuff/BetterTogether.git#unity
or NugetForUnity which i recommend solely because you can independently update the packages in case you need to.
Usage
Setup
using BetterTogether;
// Setup a server using the fluent API
BetterServer server = new BetterServer()
.WithMaxPlayers(2)
.WithAdminPlayers(true) // Allow the server to have admins
.Start(9050);
// Seting up a client without the fluent API
BetterClient client = new BetterClient();
// Fired when the client is connected to the server
client.Connected += (id, playerList) =>
{
Console.WriteLine($"Connected as {id}");
Console.WriteLine("Players:");
foreach (var player in playerList)
{
Console.WriteLine(player);
}
};
// Fired when another player is connected
client.PlayerConnected += (player) =>
{
Console.WriteLine($"{player} connected");
};
client.Connect("127.0.0.1", 9050);
State
Objects need to be MemoryPackable. See MemoryPack
// SetPlayerState is used to set a player state. Only the player or the server can modify this state
client.SetPlayerState<string>("Username", "Player1");
// SetState is used to set a global state. Every player can modify this state
client.SetState<string>("foo", "bar");
// Returns the latest state of the key available on this client
client.GetState<string>("foo");
foreach(var player in client.Players)
{
Console.WriteLine(player, client.GetPlayerState<string>(player, "Username"));
}
RPCs
// Register a RPC
client.RegisterRPC("Hello", (args) =>
{
string message = MessagePackSerializer.Deserialize<string>(args);
Console.WriteLine(message);
});
// Call a RPC on every client but this one
client.RpcOthers("Hello", "Hello, World!");
Packets
BetterTogether uses a simple Packet struct to transfer data. If you want to do something on the server with them, you can do so like this
public Packet? HandleData(NetPeer peer, Packet packet)
{
// Do something with the packet or return null
// Returning null will discard the packet
return packet;
}
server.DataReceived = HandleData;
Unity support
Unity behaves differently, especially when it comes to threading. To use BetterTogether in Unity, you need to use some kind of dispatcher like this one inside event handlers. Here is an example using the aforementioned dispatcher
using PimDeWitte.UnityMainThreadDispatcher;
// Usual setup ignored
client.Connected += (id, playerList) =>
{
// This must be done with any kind of event handling. RPCs for example
UnityMainThreadDispatcher.Instance().Enqueue(() =>
{
Debug.Log($"Connected as {id}");
Debug.Log("Players:");
foreach (var player in playerList)
{
Debug.Log(player);
}
});
};
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 is compatible. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 is compatible. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard2.1 is compatible. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen60 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 2.1
- LiteNetLib (>= 1.2.0)
- MemoryPack (>= 1.21.1)
-
net6.0
- LiteNetLib (>= 1.2.0)
- MemoryPack (>= 1.21.1)
-
net7.0
- LiteNetLib (>= 1.2.0)
- MemoryPack (>= 1.21.1)
-
net8.0
- LiteNetLib (>= 1.2.0)
- MemoryPack (>= 1.21.1)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last updated |
---|---|---|
0.10.0 | 107 | 7/7/2024 |
0.9.1 | 89 | 6/22/2024 |
0.9.0 | 92 | 6/22/2024 |
0.8.2 | 91 | 6/22/2024 |
0.8.1 | 84 | 6/21/2024 |
0.8.0 | 93 | 6/21/2024 |
0.7.0 | 94 | 6/21/2024 |
0.6.0 | 100 | 6/20/2024 |
0.5.2 | 95 | 6/20/2024 |
0.5.1 | 84 | 6/20/2024 |
0.5.0 | 80 | 6/20/2024 |
0.4.1 | 98 | 6/20/2024 |
0.4.0 | 91 | 6/19/2024 |
0.3.0 | 102 | 6/18/2024 |
0.2.0 | 88 | 6/18/2024 |
Changelog available at https://github.com/ZedDevStuff/BetterTogether/blob/master/CHANGELOG.md