Lightweight toolset for creating concurrent networking systems for multiplayer games.
NetStack is self-contained and has no dependencies.
Modules:
- Buffers
- Thread-safe array pool
- Quantization
- Half precision algorithm
- Bounded range algorithm
- Smallest three algorithm
- Serialization
- Lightweight and straightforward
- Fast processing
- Span support
- Fluent builder support
- Compact bit-packing
- ZigZag encoding
- Variable-length encoding
- Threading
- Array queue
- Single-producer single-consumer first-in-first-out non-blocking queue
- Concurrent buffer
- Multi-producer multi-consumer first-in-first-out non-blocking queue
- Concurrent pool
- Self-stabilizing semi-lockless circular buffer
- Array queue
- Unsafe
- Fast memory copying
By default, all scripts are compiled for .NET Framework 3.5. Define NET_4_6
directive to build the assembly for .NET Framework 4.6 or higher. Define NET_STANDARD_2_0
to build the assembly for .NET Core 2.1 or higher.
Define NETSTACK_SPAN
to enable support for Span.
Define NETSTACK_BUFFERS_LOG
to enable buffers logging.
// Create a new array pool with a maximum size of 1024 bytes per array, 50 arrays per bucket
ArrayPool<byte> buffers = ArrayPool<byte>.Create(1024, 50);
// Rent buffer from the pool with a minimum size of 64 bytes, the returned buffer might be larger
byte[] buffer = buffers.Rent(64);
// Do some stuff
byte data = 0;
for (int i = 0; i < buffer.Length; i++) {
buffer[i] = data++;
}
// Return buffer back to the pool
buffers.Return(buffer);
// Define a message object
class MessageObject {
public uint id;
public byte[] data;
}
// Create a new objects pool with 8 objects in the head
ConcurrentPool messages = new ConcurrentPool<MessageObject>(8, () => new MessageObject());
// Acquire an object in the pool
MessageObject message = messages.Acquire();
// Do some stuff
message.id = 1;
message.data = buffers.Rent(64);
byte data = 0;
for (int i = 0; i < buffer.Length; i++) {
message.data[i] = data++;
}
buffers.Return(message.data);
// Release pooled object
messages.Release(message);
// Create a new concurrent buffer limited to 8192 cells
ConcurrentBuffer conveyor = new ConcurrentBuffer(8192);
// Enqueue an object
conveyor.Enqueue(message);
// Dequeue object
MessageObject message = (MessageObject)conveyor.Dequeue();
ushort quantizedSpeed = HalfPrecision.Quantize(speed);
float speed = HalfPrecision.Dequantize(quantizedSpeed);
// Create a new BoundedRange array for Vector3 position, each entry has bounds and precision
BoundedRange[] worldBounds = new BoundedRange[3];
worldBounds[0] = new BoundedRange(-50f, 50f, 0.05f); // X axis
worldBounds[1] = new BoundedRange(0f, 25f, 0.05f); // Y axis
worldBounds[2] = new BoundedRange(-50f, 50f, 0.05f); // Z axis
// Quantize position data ready for compact bit-packing
QuantizedVector3 quantizedPosition = BoundedRange.Quantize(position, worldBounds);
// Read quantized data
Console.WriteLine("Quantized position - X: " + quantizedPosition.x + ", Y:" + quantizedPosition.y + ", Z:" + quantizedPosition.z);
// Dequantize position data ready for reconstruction after bit-packing
Vector3 dequantizedPosition = BoundedRange.Dequantize(quantizedPosition, worldBounds);
// Quantize rotation data ready for compact bit-packing
QuantizedQuaternion quantizedRotation = SmallestThree.Quantize(rotation);
// Read quantized data
Console.WriteLine("Quantized rotation - M: " + quantizedRotation.m + ", A:" + quantizedRotation.a + ", B:" + quantizedRotation.b + ", C:" + quantizedRotation.c);
// Dequantize rotation data ready for reconstruction after bit-packing
Quaternion rotation = SmallestThree.Dequantize(quantizedRotation);
// Create a new bit buffer with 1024 chunks, the buffer can grow automatically if required
BitBuffer data = new BitBuffer(1024);
// Fill bit buffer and serialize data to a byte array
data.AddUInt(peer)
.AddString(name)
.AddBool(accelerated)
.AddUShort(speed)
.AddUInt(quantizedPosition.x)
.AddUInt(quantizedPosition.y)
.AddUInt(quantizedPosition.z)
.AddUInt(quantizedRotation.m)
.AddUInt(quantizedRotation.a)
.AddUInt(quantizedRotation.b)
.AddUInt(quantizedRotation.c)
.ToArray(buffer);
// Get a length of actual data in bit buffer for sending through the network
Console.WriteLine("Data length: " + data.Length);
// Reset bit buffer for further reusing
data.Clear();
// Deserialize data from a byte array
data.FromArray(buffer, length);
// Unload bit buffer in the same order
uint peer = data.ReadUInt();
string name = data.ReadString();
bool accelerated = data.ReadBool();
ushort speed = data.ReadUShort();
QuantizedVector3 position = new QuantizedVector3(data.ReadUInt(), data.ReadUInt(), data.ReadUInt());
QuantizedQuaternion rotation = new QuantizedQuaternion(data.ReadUInt(), data.ReadUInt(), data.ReadUInt(), data.ReadUInt());
// Check if bit buffer is fully unloaded
Console.WriteLine("Bit buffer is empty: " + data.IsFinished);
/*
Bits Min Dec Max Dec Max Hex Bytes Used
0-7 0 127 0x0000007F 1 byte
8-14 128 1023 0x00003FFF 2 bytes
15-21 1024 2097151 0x001FFFFF 3 bytes
22-28 2097152 268435455 0x0FFFFFFF 4 bytes
29-32 268435456 4294967295 0xFFFFFFFF 5 bytes
*/
data.Add(9, 256);
uint value = data.Read(9);
// Create a one-time allocation buffer pool
static class BufferPool {
[ThreadStatic]
private static BitBuffer bitBuffer;
public static BitBuffer GetBitBuffer() {
if (bitBuffer == null)
bitBuffer = new BitBuffer(1024);
return bitBuffer;
}
}
// Define a networking message
struct MessageObject {
public const ushort id = 1; // Used to identify the message, can be packed or sent as packet header
public uint peer;
public byte race;
public ushort skin;
public void Serialize(ref Span<byte> packet) {
BitBuffer data = BufferPool.GetBitBuffer();
data.AddUInt(peer)
.AddByte(race)
.AddUShort(skin)
.ToSpan(ref packet);
data.Clear();
}
public void Deserialize(ref ReadOnlySpan<byte> packet, int length) {
BitBuffer data = BufferPool.GetBitBuffer();
data.FromSpan(ref packet, length);
peer = data.ReadUInt();
race = data.ReadByte();
skin = data.ReadUShort();
data.Clear();
}
}