![Telepathy Logo](https://i.imgur.com/eUk2rmT.png) [![Build status](https://img.shields.io/appveyor/ci/vis2k73562/telepathy.svg)](https://ci.appveyor.com/project/vis2k73562/telepathy/) [![AppVeyor tests branch](https://img.shields.io/appveyor/tests/vis2k73562/telepathy.svg)](https://ci.appveyor.com/project/vis2k73562/telepathy/branch/master/tests) [![Discord](https://img.shields.io/discord/343440455738064897.svg)](https://discordapp.com/invite/N9QVxbM) [![Codecov](https://codecov.io/gh/vis2k/telepathy/graph/badge.svg)](https://codecov.io/gh/vis2k/telepathy) Simple, message based, MMO Scale TCP networking in C#. And no magic. Telepathy was designed with the [KISS Principle](https://en.wikipedia.org/wiki/KISS_principle) in mind.
Telepathy is fast and extremely reliable, designed for [MMO](https://www.assetstore.unity3d.com/#!/content/51212) scale Networking.
Telepathy uses framing, so anything sent will be received the same way.
Telepathy is raw C# and can be used in Unity3D too.
# What makes Telepathy special? Telepathy was originally designed for [uMMORPG](https://www.assetstore.unity3d.com/#!/content/51212) after 3 years in UDP hell. We needed a library that is: * Stable & Bug free: Telepathy uses only 400 lines of code. There is no magic. * High performance: Telepathy can handle thousands of connections and packages. * Concurrent: Telepathy uses one thread per connection. It can make heavy use of multi core processors. * Simple: Telepathy takes care of everything. All you need to do is call Connect/GetNextMessage/Disconnect. * Message based: if we send 10 and then 2 bytes, then the other end receives 10 and then 2 bytes, never 12 at once. MMORPGs are insanely difficult to make and we created Telepathy so that we would never have to worry about low level Networking again. # What about... * Async Sockets: didn't perform better in our benchmarks. * ConcurrentQueue: .NET 3.5 compatibility is important for Unity. Wasn't faster than our SafeQueue anyway. * UDP vs. TCP: Minecraft and World of Warcraft are two of the biggest multiplayer games of all time and they both use TCP networking. There is a reason for that. # Using the Telepathy Server ```C# // create and start the server Telepathy.Server server = new Telepathy.Server(); server.Start(1337); // grab all new messages. do this in your Update loop. Telepathy.Message msg; while (server.GetNextMessage(out msg)) { switch (msg.eventType) { case Telepathy.EventType.Connect: Console.WriteLine(msg.connectionId + " Connected"); break; case Telepathy.EventType.Data: Console.WriteLine(msg.connectionId + " Data: " + BitConverter.ToString(msg.data)); break; case Telepathy.EventType.Disconnect: Console.WriteLine(msg.connectionId + " Disconnected"); break; } } // send a message to client with connectionId = 0 (first one) server.Send(0, new byte[]{0x42, 0x1337}); // stop the server when you don't need it anymore server.Stop(); ``` # Using the Telepathy Client ```C# // create and connect the client Telepathy.Client Client = new Telepathy.Client(); client.Connect("localhost", 1337); // grab all new messages. do this in your Update loop. Telepathy.Message msg; while (client.GetNextMessage(out msg)) { switch (msg.eventType) { case Telepathy.EventType.Connect: Console.WriteLine("Connected"); break; case Telepathy.EventType.Data: Console.WriteLine("Data: " + BitConverter.ToString(msg.data)); break; case Telepathy.EventType.Disconnect: Console.WriteLine("Disconnected"); break; } } // send a message to server client.Send(new byte[]{0xFF}); // disconnect from the server when we are done client.Disconnect(); ``` # Unity Integration Here is a very simple MonoBehaviour script for Unity. It's really just the above code with logging configured for Unity's Debug.Log: ```C# using System; using UnityEngine; public class SimpleExample : MonoBehaviour { Telepathy.Client client = new Telepathy.Client(); Telepathy.Server server = new Telepathy.Server(); void Awake() { // update even if window isn't focused, otherwise we don't receive. Application.runInBackground = true; // use Debug.Log functions for Telepathy so we can see it in the console Telepathy.Logger.LogMethod = Debug.Log; Telepathy.Logger.LogWarningMethod = Debug.LogWarning; Telepathy.Logger.LogErrorMethod = Debug.LogError; } void Update() { // client if (client.Connected) { if (Input.GetKeyDown(KeyCode.Space)) client.Send(new byte[]{0x1}); // show all new messages Telepathy.Message msg; while (client.GetNextMessage(out msg)) { switch (msg.eventType) { case Telepathy.EventType.Connected: Console.WriteLine("Connected"); break; case Telepathy.EventType.Data: Console.WriteLine("Data: " + BitConverter.ToString(msg.data)); break; case Telepathy.EventType.Disconnected: Console.WriteLine("Disconnected"); break; } } } // server if (server.Active) { if (Input.GetKeyDown(KeyCode.Space)) server.Send(0, new byte[]{0x2}); // show all new messages Telepathy.Message msg; while (server.GetNextMessage(out msg)) { switch (msg.eventType) { case Telepathy.EventType.Connected: Console.WriteLine(msg.connectionId + " Connected"); break; case Telepathy.EventType.Data: Console.WriteLine(msg.connectionId + " Data: " + BitConverter.ToString(msg.data)); break; case Telepathy.EventType.Disconnected: Console.WriteLine(msg.connectionId + " Disconnected"); break; } } } } void OnGUI() { // client GUI.enabled = !client.Connected; if (GUI.Button(new Rect(0, 0, 120, 20), "Connect Client")) client.Connect("localhost", 1337); GUI.enabled = client.Connected; if (GUI.Button(new Rect(130, 0, 120, 20), "Disconnect Client")) client.Disconnect(); // server GUI.enabled = !server.Active; if (GUI.Button(new Rect(0, 25, 120, 20), "Start Server")) server.Start(1337); GUI.enabled = server.Active; if (GUI.Button(new Rect(130, 25, 120, 20), "Stop Server")) server.Stop(); GUI.enabled = true; } void OnApplicationQuit() { // the client/server threads won't receive the OnQuit info if we are // running them in the Editor. they would only quit when we press Play // again later. this is fine, but let's shut them down here for consistency client.Disconnect(); server.Stop(); } } ``` Make sure to enable 'run in Background' for your project settings, which is a must for all multiplayer games. Then build it, start the server in the build and the client in the Editor and press Space to send a test message. # Benchmarks **Real World**
Telepathy is constantly tested in production with [uMMORPG](https://www.assetstore.unity3d.com/#!/content/51212). We [recently tested](https://docs.google.com/document/d/e/2PACX-1vQqf_iqOLlBRTUqqyor_OUx_rHlYx-SYvZWMvHGuLIuRuxJ-qX3s8JzrrBB5vxDdGfl-HhYZW3g5lLW/pub#h.h4wha2mpetsc) 100+ players all broadcasting to each other in the worst case scenario, without issues. We had to stop the test because we didn't have more players to spawn clients.
The next huge test will come soon... **Connections Test**
We also test only the raw Telepathy library by spawing 1 server and 1000 clients, each client sending 100 bytes 14 times per second and the server echoing the same message back to each client. This test should be a decent example for an MMORPG scenario and allows us to test if the raw Telepathy library can handle it. Test Computer: 2015 Macbook Pro with a 2,2 GHz Intel Core i7 processor.
Test Results:
| Clients | CPU Usage | Ram Usage | Bandwidth Client+Server | Result | | ------- | ----------| --------- | ------------------------ | ------ | | 128 | 7% | 26 MB | 1-2 MB/s | Passed | | 500 | 28% | 51 MB | 3-4 MB/s | Passed | | 1000 | 42% | 75 MB | 3-5 MB/s | Passed | _Note: results will be significantly better on a really powerful server. Tests will follow._ The Connections Test can be reproduced with the following code:
```C# using System.Collections.Generic; using System.Text; using System.Threading; using Telepathy; public class Test { static void Main() { // start server Server server = new Server(); server.Start(1337); int serverFrequency = 60; Thread serverThread = new Thread(() => { Logger.Log("started server"); while (true) { // reply to each incoming message Message msg; while (server.GetNextMessage(out msg)) { if (msg.eventType == EventType.Data) server.Send(msg.connectionId, msg.data); } // sleep Thread.Sleep(1000 / serverFrequency); } }); serverThread.IsBackground = false; serverThread.Start(); // start n clients and get queue messages all in this thread int clientAmount = 1000; string message = "Sometimes we just need a good networking library"; byte[] messageBytes = Encoding.ASCII.GetBytes(message); int clientFrequency = 14; List clients = new List(); for (int i = 0; i < clientAmount; ++i) { Client client = new Client(); client.Connect("localhost", 1337); clients.Add(client); Thread.Sleep(15); } Logger.Log("started all clients"); while (true) { foreach (Client client in clients) { // send 2 messages each time client.Send(messageBytes); client.Send(messageBytes); // get new messages from queue Message msg; while (client.GetNextMessage(out msg)) { } } // client tick rate Thread.Sleep(1000 / clientFrequency); } } } ```