NetSquare.Server 1.0.6

There is a newer version of this package available.
See the version list below for details.
dotnet add package NetSquare.Server --version 1.0.6
                    
NuGet\Install-Package NetSquare.Server -Version 1.0.6
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="NetSquare.Server" Version="1.0.6" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="NetSquare.Server" Version="1.0.6" />
                    
Directory.Packages.props
<PackageReference Include="NetSquare.Server" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add NetSquare.Server --version 1.0.6
                    
#r "nuget: NetSquare.Server, 1.0.6"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package NetSquare.Server@1.0.6
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=NetSquare.Server&version=1.0.6
                    
Install as a Cake Addin
#tool nuget:?package=NetSquare.Server&version=1.0.6
                    
Install as a Cake Tool

NetSquare.Server

NetSquare.Server is the server-side package for NetSquare. It provides a TCP server with optional UDP messaging, client ID management, message dispatching, request/reply support, broadcast helpers, runtime configuration, and basic world synchronization.

The package targets .NET Standard 2.0, .NET 8 for Windows, and .NET Framework 4.8. It includes NetSquare_Server.dll and depends on NetSquare.Core.

Installation

NuGet\Install-Package NetSquare.Server -Version 1.0.6

or:

dotnet add package NetSquare.Server --version 1.0.6

Basic Server

using System;
using NetSquare.Core;
using NetSquare.Server;

public enum GameMessage : ushort
{
    Chat = 1,
    Ping = 2,
    Welcome = 3
}

public static class Program
{
    public static void Main()
    {
        NetSquareServer server = new NetSquareServer(NetSquareProtocoleType.TCP_AND_UDP);

        server.OnClientConnected += clientID =>
        {
            Console.WriteLine("Client connected: " + clientID);
            server.SendToClient(
                new NetworkMessage(GameMessage.Welcome).Set("Welcome to NetSquare").Set(clientID),
                clientID);
        };

        server.OnClientDisconnected += clientID =>
        {
            Console.WriteLine("Client disconnected: " + clientID);
        };

        server.Dispatcher.AddHeadAction(GameMessage.Chat, "Chat", message =>
        {
            string text = message.Serializer.GetString();
            Console.WriteLine("Client " + message.ClientID + ": " + text);

            server.Broadcast(
                new NetworkMessage(GameMessage.Chat)
                    .Set(message.ClientID)
                    .Set(text));
        });

        server.Dispatcher.AddHeadAction(GameMessage.Ping, "Ping", message =>
        {
            server.Reply(message, new NetworkMessage().Set("pong"));
        });

        server.Start(port: 5555, allowLocalIP: true, bindDispatcher: false, CheckBlackList: true);

        Console.WriteLine("Server running. Press Enter to stop.");
        Console.ReadLine();
        server.Stop();
    }
}

Network Messages

NetworkMessage carries a message ID, sender client ID, type, optional reply ID, and payload. Write values with Set(...) and read them back in the same order.

NetworkMessage outgoing = new NetworkMessage(GameMessage.Chat)
    .Set((uint)42)
    .Set("hello")
    .Set(123.45f)
    .Set(true);

uint senderID = message.Serializer.GetUInt();
string text = message.Serializer.GetString();
float value = message.Serializer.GetFloat();
bool enabled = message.Serializer.GetBool();

Supported helpers include numeric primitives, strings, chars, booleans, byte arrays, numeric arrays, INetSquareSerializable objects, lists, and dictionaries.

Dispatcher

Register handlers manually:

server.Dispatcher.AddHeadAction(GameMessage.Chat, "Chat", OnChat);

private static void OnChat(NetworkMessage message)
{
    string text = message.Serializer.GetString();
}

Or auto-bind public static methods with NetSquareActionAttribute:

using NetSquare.Core;

public static class ServerHandlers
{
    [NetSquareAction(GameMessage.Chat)]
    public static void OnChat(NetworkMessage message)
    {
        string text = message.Serializer.GetString();
    }
}

Enable auto-binding by starting the server with bindDispatcher: true.

Replies

Use Reply to answer a request sent by a client callback overload.

server.Dispatcher.AddHeadAction(GameMessage.Ping, "Ping", message =>
{
    string request = message.Serializer.GetString();
    server.Reply(message, new NetworkMessage().Set("pong for " + request));
});

Sending To Clients

Send to one client:

server.SendToClient(new NetworkMessage(GameMessage.Chat).Set("private message"), clientID);

Send to many clients:

server.SendToClients(
    new NetworkMessage(GameMessage.Chat).Set("group message"),
    new uint[] { 1, 2, 3 });

Broadcast to all connected clients:

server.Broadcast(new NetworkMessage(GameMessage.Chat).Set("server announcement"));

Send an unreliable UDP update:

server.SendToClientUDP(new NetworkMessage(GameMessage.Chat).Set("udp update"), clientID);

Client Management

Useful APIs:

bool connected = server.IsClientConnected(clientID);
ConnectedClient client = server.SafeGetClient(clientID);
server.DisconnectClient(clientID);
server.ReplaceClientID(oldID, newID);
int verifyingClients = server.GetNbVerifyingClients();

You can override client ID allocation:

uint nextID = 1000;
server.GetNewClientID = () => nextID++;

Server Configuration

NetSquareConfigurationManager reads and writes config.json in the current working directory. Defaults are created when no file exists.

NetSquareConfiguration config = NetSquareConfigurationManager.Configuration;
config.Port = 5555;
config.NbQueueThreads = 2;
config.NbSendingThreads = 1;
config.ReceivingBufferSize = 4096;
config.UpdateFrequencyHz = 30;
config.LockConsole = false;
config.BlackListFilePath = @"[current]\BlackListedIP.json";

NetSquareConfigurationManager.SaveConfiguration(config);

Important settings:

  • Port: default server port.
  • NbQueueThreads: number of message dispatch worker threads.
  • NbSendingThreads: number of TCP sending threads.
  • ReceivingBufferSize: receive buffer size.
  • UpdateFrequencyHz: server update loop frequency.
  • LockConsole: disables console quick-edit selection on Windows when enabled.
  • BlackListFilePath: path for the blacklist file. [current] is replaced by the process working directory.

Worlds

Create worlds on the server:

NetSquareServer server = new NetSquareServer(NetSquareProtocoleType.TCP_AND_UDP, useWorldManager: true);

server.Worlds.AddWorld(1, "Lobby", 128);
server.Worlds.AddWorld(2, "Arena", 32);

Inspect world membership:

bool inWorld = server.Worlds.IsInWorld(clientID);
ushort worldID = server.Worlds.GetClientWorldID(clientID);

Listen for world events:

server.Worlds.OnClientJoinWorld += (worldID, clientID, transform, message) =>
{
    Console.WriteLine("Client " + clientID + " joined world " + worldID + " at " + transform);
};

server.Worlds.OnClientMove += (clientID, transform) =>
{
    Console.WriteLine("Client " + clientID + " moved to " + transform);
};

Broadcast inside a world through the world manager when the sender is already in a world:

server.Worlds.BroadcastToWorld(
    new NetworkMessage(GameMessage.Chat, clientID).Set("message for this world"));

Threading

The server receives network messages, queues them, and dispatches them through queue worker threads. Keep handlers fast. For shared game state or UI-bound state, protect access with locks, queues, or your engine's main-thread dispatcher.

Shutdown

Call Stop() for a clean shutdown. The server sends disconnect notices, stops listeners, stops message queues, disconnects clients, and clears listener state.

server.Stop();

License

MIT

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  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 was computed.  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 was computed.  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.  net8.0-windows7.0 is compatible.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp2.0 was computed.  netcoreapp2.1 was computed.  netcoreapp2.2 was computed.  netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.0 is compatible.  netstandard2.1 was computed. 
.NET Framework net461 was computed.  net462 was computed.  net463 was computed.  net47 was computed.  net471 was computed.  net472 was computed.  net48 is compatible.  net481 was computed. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen40 was computed.  tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

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Version Downloads Last Updated
1.0.7 92 5/30/2026
1.0.6 99 5/18/2026
1.0.5 105 5/10/2026
1.0.4 100 5/9/2026
1.0.3 95 5/9/2026
1.0.2 105 5/8/2026
1.0.1 476 4/24/2022
1.0.0 388 4/24/2022

NetSquareCore moved to the NetSquare.Core package dependency.