Skip to content

A cross-platform Minecraft P2P online multi-player library in C#, developed using high-performance sockets for excellent forwarding performance, with P2P powered by the Zerotier SDK.

License

Notifications You must be signed in to change notification settings

Corona-Studio/ConnectX

Repository files navigation

ConnectX

中文 README

CodeFactor Grade GitHub Maintenance GitHub commit activity GitHub closed pull requests GitHub repo size DotNet Version GitHub Actions Workflow Status

A cross-platform Minecraft P2P online multi-player library in C#, developed using high-performance sockets for excellent forwarding performance, with P2P powered by the Zerotier SDK.

Proudly powered by another of our open-source projects: Hive.Framework

Demo Screenshot

Architecture

ConnectX drawio ConnectX dark drawio

Status

Function Status
Server: Log Room Ops Info to local DB
Server: Client/Room management
Server: Relay Server management
Relay: Relay Server impl based on Hive
Client: ZT based P2P connection
Client: ZT based Relay connection
Client: ConnectX based Relay connection

Quick Start!

We are using the MSDI(Microsoft.Extensions.DependencyInjection) as our DI container. The best practice is to use .NET Generic Host for you program.

First, add the following method for the Server Config. ConnectXServerIp will be the Backend address for the ConnectX.Server.

private static IClientSettingProvider GetConnectXSettings()
{
    var serverIp = IPAddress.None;

    try
    {
        var ips = Dns.GetHostAddresses(ConnectXServerIp);
        var ipv4Addresses = ips
            .Where(ip => ip.AddressFamily == AddressFamily.InterNetwork)
            .Where(ip => !ip.IsLocalIpAddress())
            .ToArray();

        if (ipv4Addresses.Length > 0)
            serverIp = ipv4Addresses[0];
    }
    catch (Exception ex)
    {
        Log.Logger.Error(ex, "Failed to resolve ConnectX server IP.");
    }

    return new DefaultClientSettingProvider
    {
        ServerAddress = serverIp,
        ServerPort = ConnectXServerPort,
        JoinP2PNetwork = true
    };
}

Then, just add one more line to complete the setup!

private static void ConfigureServices(IServiceCollection services)
{
    // ...
+   services.UseConnectX(GetConnectXSettings);
    // ...
}

How to use?

Inject IServerLinkHolder and Client into the VM where you want to manage the room instances.

Connect to the server

await _serverLinkHolder.ConnectAsync(CancellationToken.None);

Perform room actions

Important

Please make sure that before you perform any room operations, you need to make sure you already connected to the ConnectX server!

await TaskHelper.WaitUntilAsync(() => _serverLinkHolder is { IsConnected: true, IsSignedIn: true });
var message = new CreateGroup
{
    UserId = _serverLinkHolder.UserId,
    RoomName = createRoomRecord.RoomName,
    RoomDescription = createRoomRecord.RoomDescription,
    RoomPassword = createRoomRecord.RoomPassword,
    IsPrivate = createRoomRecord.IsPrivateRoom,
    MaxUserCount = 3
};

var (groupInfo, status, err) = await _multiPlayerClient.CreateGroupAsync(message, CancellationToken.None);

if (groupInfo == null || status != GroupCreationStatus.Succeeded || !string.IsNullOrEmpty(err))
{
    // Error process
    return;
}

_multiPlayerClient.OnGroupStateChanged += MultiPlayerClientOnGroupStateChanged;

// Other actions

License

MIT. This means that you can modify or use our code for any purpose, however, copyright notice and permission notice shall be included in all copies or substantial portions of your software.

Stats

Alt

Disclaimer

ConnectX is not affiliated with Mojang or any part of its software.

Hall of Shame

Here, we'll list all programs using our code without obeying the MIT License.

About

A cross-platform Minecraft P2P online multi-player library in C#, developed using high-performance sockets for excellent forwarding performance, with P2P powered by the Zerotier SDK.

Topics

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages