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Netly: Cross-Platform, Multi-Protocol C# Socket Library – Fast, Easy, and Versatile.⚡

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alec1o/Netly

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Active development occurs on the 'dev' branch. For the stable release, refer to the 'main' branch.

Netly version 4 is now available! Experience the new way of interacting with Netly. See more

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Project

Get basic information about this project called Netly

Overview
Netly is a robust C# socket library designed to streamline network communication. It offers comprehensive support for multiple protocols, including HTTP, TCP, SSL/TLS, UDP, Reliable UDP (RUDP), and WebSocket. This versatility makes Netly an excellent choice for developing a wide range of applications, from multiplayer games and chat systems to real-time data exchanges.

Website
Repository: github.com/alec1o/netly
Documentation: netly.docs.kezero.com

Sponsor

Supporter
Why Contribute to Netly?
  • Transform Network Communication:
    Join us in revolutionizing how software communicates. Your contributions will help build a library that sets new standards for efficiency and reliability.
  • Advance Your Career:
    Engage with innovative projects, solve complex problems, and collaborate with experts. Your involvement will sharpen your skills and expand your professional network.
  • Share Your Ideas:
    Whether you're a seasoned developer or just starting out, your ideas are valuable. Contribute thoughts and suggestions to shape the future of Netly and drive innovation.


Installing

Official publisher

NugetUnity Asset Store
Install on NugetInstall on Asset Store

Versions

Notable changes

v1.x.xv2.x.xv3.x.xv4.x.x
LegacyLegacyStableLatest
TCP SupportTCP with Message Framing supportTCP with TLS/SSL supportHTTP client and server support
UDP SupportTCP and UDP performance increaseUDP with connection (timeout response)Reliable UDP (RUDP) client and server support
New Message Framing protocol and performance increaseWebSocket client and server support
Upgrade to Byter 2.0Upgrade to Byter 4.0
Docsify as documentation frameworkDocumentation improvement by Docusaurus and DocFxMarkdownGen
Syntax and internal improvement
XML comments improvement

Integrations

Technical descriptions about integrations

List of tested platforms
  • .NET (SDK)
  • Mono (SDK)
  • Unity (Engine)
  • Operating system (OS)
    • Android
    • iOS
    • Windows
    • Linux
    • macOS

      Notice: This library might run on all devices. If it doesn't work on any device, it should be considered a bug and reported.

Dependencies
byter logo Byter
Build
Build dependencies
Build step-by-step
# 1. clone project $ gitclone"https://github.com/alec1o/Netly"netly# 2. build project $ dotnetbuild"netly/" -cRelease -o"netly/bin/"# NOTE:# Netly.dll require Byter.dll because is Netly dependency# Netly.dll and Byter.dll have on build folder <netly-path>/bin/

Features

Below are some missing features that are planned to be added in later versions.

  • N/A


Examples

Code highlights

TCP
📄 Client
usingNetly;TCP.Clientclient=newTCP.Client(framing:true);
client.On.Open(()=>{printf("connection opened");});client.On.Close(()=>{printf("connetion closed");});client.On.Error((exception)=>{printf("connection erro on open");});client.On.Data((bytes)=>{printf("connection receive a raw data");});client.On.Event((name,data)=>{printf("connection receive a event");});client.On.Modify((socket)=>{printf("called before try open connection.");});client.On.Encryption((certificate,chain,errors)=>{// Only if client.IsEncrypted is enabledprintf("validate ssl/tls certificate");// return true if certificate is validreturntrue;});
// open connection if closedclient.To.Open(newHost("127.0.0.1",8080));// close connection if openedclient.To.Close();// send raw data if connectedclient.To.Data(newbyte[2]{128,255});client.To.Data("hello world",NE.Encoding.UTF8);// send event if connectedclient.To.Event("name",newbyte[2]{128,255});client.To.Event("name","hello world",NE.Encoding.UTF8);// enable encryption (must call before client.To.Open)client.To.Encryption(true);
📄 Server
usingNetly;TCP.Serverserver=newTCP.Server(framing:true);
server.On.Open(()=>{printf("connection opened");});server.On.Close(()=>{printf("connection closed");});server.On.Error((exception)=>{printf("connection error on open");});server.On.Accept((client)=>{client.On.Modify((socket)=>{printf("modify client socket e.g Enable NoDelay");});client.On.Open(()=>{printf("client connected");});client.On.Data((bytes)=>{printf("client receive a raw data");});client.On.Event((name,bytes)=>{printf("client receive a event");});client.On.Close(()=>{printf("client disconnected");});});server.On.Modify((socket)=>{printf("called before try open connection.");});
// open connectionserver.To.Open(newHost("1.1.1.1",1111));// close connectionserver.To.Close();// enable encryption support (must called before server.To.Open)server.To.Encryption(enable:true,@mypfx,@mypfxpassword,SslProtocols.Tls12);// broadcast raw data for all connected clientserver.To.DataBroadcast("text buffer");server.To.DataBroadcast(newbyte[]{1,2,3});// broadcast event (netly event) for all connected clientserver.To.EventBroadcast("event name","text buffer");server.To.EventBroadcast("event name",newbyte[]{1,2,3});
UDP
📄 Client
usingNetly;UDP.Clientclient=newUDP.Client();
client.On.Open(()=>{printf("connection opened");});client.On.Close(()=>{printf("connection closed");});client.On.Error((exception)=>{printf("connection error on open");});client.On.Data((bytes)=>{printf("connection received a raw data");});client.On.Event((name,eventBytes)=>{printf("connection received a event");});client.On.Modify((socket)=>{printf("called before try open connection.");});
// open connection if closedclient.To.Open(newHost("127.0.0.1",8080));// close connection if openedclient.To.Close();// send raw data if connectedclient.To.Data(newbyte[2]{128,255});client.To.Data("hello world",NE.Encoding.UTF8);// send event if connectedclient.To.Event("name",newbyte[2]{128,255});client.To.Event("name","hello world",NE.Encoding.UTF8);
📄 Server
usingNetly;UDP.Serverserver=newUDP.Server();
server.On.Open(()=>{printf("connection opened");});server.On.Close(()=>{printf("connection closed");});server.On.Error((exception)=>{printf("connection error on open");});server.On.Accept((client)=>{client.On.Open(()=>{printf("client connected");});client.On.Close(()=>{// Only if use connection is enabled.printf("client disconnected");});client.On.Data((bytes)=>{printf("client received a raw data");});client.On.Event((name,bytes)=>{printf("client received a event");});});
// open connectionserver.To.Open(newHost("127.0.0.1",8080));// close connectionserver.To.Close();// broadcast raw data for all connected clientserver.To.DataBroadcast("text buffer");server.To.DataBroadcast(newbyte[]{1,2,3});// broadcast event (netly event) for all connected clientserver.To.EventBroadcast("event name","text buffer");server.To.EventBroadcast("event name",newbyte[]{1,2,3});
HTTP
📄 Client
usingNetly;HTTP.Clientclient=newHTTP.Client();// add http header for requestclient.Headers.Add("Content-Type","json");client.Headers.Add("Token","ImGui.h");// add http url queries e.g: https://www.alec1o.com/?page=about&version=4client.Queries.Add("page","about");client.Queries.Add("version","4");// set request timeout (ms) default 15s (15000ms), 0 or negative value means infinite timeout.client.Timeout=6000;// 6s// is opened: while is requestingboolisFetching=client.IsOpened;
HttpClienthttp=null;// called before try connect to server// modify the HttpClient objectclient.On.Modify((HttpClientinstance)=>{http=instance;});// connection is opened and fetch server.client.On.Open((response)=>{// you can use "http" instance on this scope (isn't null)if(http.<foo>==<bar>){ ...}});// erro on fetch, it can be timeout or whatever error// but if you receives error it mean the operation is called or doneclient.On.Error((Exceptionexception)=>{Ny.Logger.PushError(exception);});// connection is closed with fetch server.client.On.Close(()=>{if(http.<bar>==<foo>){ ...}});
// used to fetch a serverclient.To.Open("method e.g GET","url","body, allow null");// used for cancel opened requestclient.To.Close();
📄 Server
usingNetly;HTTP.Serverserver=newHTTP.Server();// return true if server is serve http contextboolisServe=server.IsOpened;
server.On.Open(()=>{// http server opened});server.On.Close(()=>{// http server closed});server.On.Error((exception)=>{// http server open error});server.On.Modify((httpListener)=>{// HttpListener instance, called before try open connection.});// Open http server connectionserver.To.Open(newUri("http://127.0.0.1:8080/"));// Close http server connectionserver.To.Close();
Map
// Map pathserver.Map.Get("/",async(req,res)=>{// Handle async: GET}) server.Map.Post("/user",(req,res)=>{// Handle sync: POST});// map using dynamic URLserver.Map.Delete("/post/{userId}/group/{groupId}",async(req,res))=>{string userId = req.Param["userId"];string groupId = req.Param["groupId"];// Handle async: Delete from dynamic URL path});server.Map.WebSocket("/echo",(req,ws)=>{// Handle websocket connection from path});/*You can map: * Get # get request * Post # post request * Delete # delete request * Put # put request * Patch # patch request * Trace # trace request * Options # options request * Head # head request, (only head) * All # all http nethod request * WebSocket # websocket request*/
Middleware
/* Note: Middlewares is executed in added order. BUT, LOCAL MIDDLEWARE HAVE PRIORITY THAN GLOBAL MIDDLEWARE*/// Global Middleware (*don't have workflow path)server.Middleware.Add(async(req,res,next)=>{// verify request timerStopwatchwatch=newStopwatch();// init timernext();// call another middleware.watch.Stop();// stop timerres.Header.Add("Request-Timer",watch.ElapsedMilliseconds.ToString());});// Local middleware (have workflow path)server.Middleware.Add("/admin",async(req,res,next)=>{if(MyApp.CheckAdminByHeader(req.Header)){res.Header.Add("Admin-Token",MyApp.RefreshAdminHeaderToken(req));// call next middlewarenext();// now. all middleware is executed. (because this is two way middleware)res.Header.Add("Request-Delay",(DateTime.UtcNow-timer)());}else{res.Header.Add("Content-Type","application/json;charset=UTF-8");awaitres.Send(404,"{'error': 'invalid request.' }");// skip other middlewares:// next();}});
Body Parser
// Register parse middlewareserver.Middleware.Add((request,response,next)=>{if(request.Enctype==HTTP.Enctype.Json){request.Body.RegisterParse(true,(Typetype)=>{// e.g. using dotnet >= 6 @System.Text.JsonreturnJsonSerializer.Deserialize(request.Body.Text,type);});} ...next();});// Usage of body parser.server.Map.Post("/register",(request,response)=>{vardata=request.Body.Parse<MyLoginInput>(); ...});
RUDP
📄 Client
usingNetly;RUDP.Clientclient=newRUDP.Client();
client.On.Open(()=>{printf("connection opened");});client.On.Close(()=>{printf("connection closed");});client.On.Error((exception)=>{printf("connection error on open");});client.On.Data((bytes,type)=>{printf("connection received a raw data");});client.On.Event((name,bytes,type)=>{printf("connection received a event");});client.On.Modify((socket)=>{printf("called before try open connection.");});
// open connection if closedclient.To.Open(newHost("127.0.0.1",8080));// close connection if openedclient.To.Close();// send raw data if connectedclient.To.Data(newbyte[2]{128,255},RUDP.Unreliable);client.To.Data("hello world",NE.Encoding.UTF8,RUDP.Reliable);// send event if connectedclient.To.Event("name",newbyte[2]{128,255},RUDP.Unreliable);client.To.Event("name","hello world",NE.Encoding.UTF8,RUDP.Reliable);
📄 Server
usingNetly;RUDP.Serverserver=newRUDP.Server();
server.On.Open(()=>{printf("connection opened");});server.On.Close(()=>{printf("connection closed");});server.On.Error((exception)=>{printf("connection error on open");});server.On.Accept((client)=>{client.On.Open(()=>{printf("client connected");});client.On.Close(()=>{// Only if use connection is enabled.printf("client disconnected");});client.On.Data((bytes,type)=>{if(type==RUDP.Reliable){ ...}elseif(type==RUDP.Unreliable){ ...}else{ ...}/* type == RUDP.Sequenced */printf("client received a raw data");});client.On.Event((name,type)=>if(type==RUDP.Reliable){ ...}elseif(type==RUDP.Unreliable){ ...}else{ ...}/* type == RUDP.Sequenced */printf("client received a event");});});
// open connectionserver.To.Open(newHost("127.0.0.1",8080));// close connectionserver.To.Close();// broadcast raw data for all connected clientserver.To.DataBroadcast("text buffer",RUDP.Unreliable);server.To.DataBroadcast(newbyte[]{1,2,3},RUDP.Reliable);server.To.DataBroadcast(newbyte[]{3,2,1},RUDP.Sequenced);// broadcast event (netly event) for all connected clientserver.To.EventBroadcast("event name","text buffer",RUDP.Unreliable);server.To.EventBroadcast("event name",newbyte[]{1,2,3},RUDP.Reliable);server.To.EventBroadcast("event name",newbyte[]{3,2,1},RUDP.Sequenced);
WebSocket
📄 Client
usingNetly;HTTP.WebSocketclient=newHTTP.WebSocket();
client.On.Open(()=>{// websocket connection opened});client.On.Close(()=>{// websocket connection closed});client.On.Error((exception)=>{// error on open websocket connectin});client.On.Data((bytes,type)=>{if(type==HTTP.Binary){ ...}elseif(type==HTTP.Text){ ...}else{/* NOTE: it's imposible */}// raw data received from server});client.On.Event((name,bytes,type)=>{if(type==HTTP.Binary){ ...}elseif(type==HTTP.Text){ ...}else{/* NOTE: it's imposible */}// event received from server});client.On.Modify((wsSocket)=>{// modify websocket socket});
// open websocket client connectionclient.To.Open(newUri("ws://127.0.0.1:8080/echo"));// close websocket client connectionclient.To.Close();// send raw data for server// text messageclient.To.Data("my message",HTTP.Text);// binnary messageclient.To.Data(NE.GetBytes("my buffer"),HTTP.Binary);// send event (netly event) for server// text messageclient.To.Event("event name","my message",HTTP.Text);// binnary messageclient.To.Data("event name",NE.GetBytes("my buffer"),HTTP.Binary);
📄 Server
usingNetly;usingNetly.Interfaces;HTTP.Serverserver=newHTTP.Server();IHTTP.WebSocket[]Clients=server.WebSocketClients;
server.Map.WebSocket("/chat/{token}",async(req,ws)=>{// Accept websocket from dynamic pathstringtoken=req.Params["token"];// validate websocket connection from paramsif(Foo.Bar(token)==false){ws.To.Close();}ws.On.Modify(...);ws.On.Open(...);ws.On.Close(...);ws.On.Data(...);ws.On.Event(...);});server.Map.Websocket("/echo",(req,ws)=>{// Handle websocket on /echo pathws.On.Modify((wsSocket)=>{// modify server-side websocket ocket});ws.On.Open(()=>{// server-side websocket connection opened});ws.On.Close(()=>{// server-side websocket connection closed});ws.On.Data((bytes,type)=>{if(type==HTTP.Binary){ ...}elseif(type==HTTP.Text){ ...}else{/* NOTE: it's imposible */}// server-side websocket received raw data});ws.On.Event((name,bytes,type)=>{if(type==HTTP.Binary){ ...}elseif(type==HTTP.Text){ ...}else{/* NOTE: it's imposible */}// server-side websocket received event});});
server.On.Open(()=>{// http server opened});server.On.Close(()=>{// http server closed});server.On.Error((exception)=>{// http server open error});server.On.Modify((httpListener)=>{// HttpListener instance, called before try open connection.});// Open http server connectionserver.To.Open(newUri("http://127.0.0.1:8080/"));// Close http server connectionserver.To.Close();
// open websocket client connectionclient.To.Open(newUri("ws://127.0.0.1:8080/echo"));// close websocket client connectionclient.To.Close();// broadcast raw data for all connected websocket socket// text messageserver.To.WebsocketDataBroadcast("my message",HTTP.Text);// binnary messageserver.To.WebsocketDataBroadcast(NE.GetBytes("my buffer"),HTTP.Binary);// broadcast event (netly event) for all connected websocket socket// text messageserver.To.WebsocketEventBroadcast("event name","my message",HTTP.Text);// binnary messageserver.To.WebsocketEventBroadcast("event name",NE.GetBytes("my buffer"),HTTP.Binary);
Byter
For more information and details see Byter's official information

Byter documentation: alec1o/Byter

📄 Primitive
usingByter;
  • Serialize(have +20 types of data supported, e.g. enum, bool, array, list, class, struct,... see official docs

    Primitiveprimitive=new();// add elementprimitive.Add.ULong(1024);// e.g. Idprimitive.Add.DateTime(DateTime.UtcNow);// e.g. Sent Timeprimitive.Add.Struct(newStudent(){...});// e.g Studentprimitive.Add.Class(newEmployee(){...});// e.g Employee ...// get bufferbyte[]buffer=primitive.GetBytes();
  • Deserialize

    // WARNING: Need primitive buffer to deserializePrimitiveprimitive=new(...buffer);ulongid=primitive.Get.ULong();DateTimesentTime=primitive.Get.DateTime();Studentstudent=primitive.Get.Struct<Student>();Employeeemployee=primitive.Get.Class<Employee>();/* * NOTE: Primitive don't make exception when diserialize error, * don't need try/catch block*/if(primitive.IsValidisfalse){// discart this. +1/all failed on deserializereturn;}// deserialized sucessful
  • *Dynamic Read Technical

    Primitiveprimitive=new(...buffer);vartopic=primitive.Get.Enum<Topic>();if(!primitive.IsValid)return;// discart this, topic not found.switch(topic){caseTopic.Student:{// read student info e.g.varstudent=primitive.Get.Struct<Student>(); ...return;}caseTopic.Employee:{// read employee info e.g.varemployee=primitive.Get.Class<Employee>(); ...return;}default:{// discart this, topic not found. ...return;}}

Warning

Primitive can serialize/deserialize complex data, e.g. (T[], List, Class, Struct, Enum).
But when you want to deserialize your (Class, Structure, List<Class/Struct>, Class/Struct[]), It must have:

  • (generic and public constructor: is a public constructor with no arguments, e.g. which allows:

    Humanhuman=newHuman();
  • And the class/struct property must have public access and{get; set} or not private for example. (In byter programming, ONLY PROPERTIES THAT CAN BE READ AND WRITTEN WILL BE SERIALIZED AND DESERIALIZED)

    // validpublicstringName;publicstringName{get;set;}internalstringName;// !!! if visible from ByterinternalstringName{get;set;};// !!! if visible from Byter// invalidprivatestringName;privatestringName{get;set;}internalstringName;// !!! if unvisible from ByterinternalstringName{get;set;};// !!! if unvisible from Byter

Example
  • Sample of complex data

    publicclassHuman{publicBigIntegerIdNumber{get;set;}publicstringFirstName{get;set;}publicstringLastName{get;set;}publicDateTimeDateOfBirth{get;set;}publicGenderTypeGender{get;set;}// enumpublicbyte[]Picture{get;set;}}publicclassEmployee{publicHumanHuman{get;set;}publicstringPosition{get;set;}publicDateTimeHireDate{get;set;}publicintYearsOfService{get;set;}}publicstructStudent{publicstringMajor{get;set;}publicDateTimeEnrollmentDate{get;set;}publicList<Book>Books{get;set;}}publicclassBook{publicstringTitle{get;set;}publicstringAuthor{get;set;}publicstringISBN{get;set;}publicintPublicationYear{get;set;}publicstringPublisher{get;set;}publicdecimalPrice{get;set;}}
📄 Extension
usingByter;
  • Global Default Encoding(source code spec)

    // update global defaut encoding. Default is UTF8StringExtension.Default=Encoding.Unicode;// Unicode is UTF16
  • Convert string to byte[]

    // using global encoding (*UTF8)byte[]username="@alec1o".GetBytes();// using UNICODE (*UTF16) encodingbyte[]message="Hello 👋 World 🌎".GetBytes(Encoding.Unicode);// using UTF32 encodingstringsecreatWord="I'm not human, I'm a concept.";byte[]secreat=secreatWord.GetBytes(Encoding.UTF32);
  • Convert byte[] to string

    // using global encoding (*UTF8)stringusername=newbyte[]{ ...}.GetString();// using UNICODE (*UTF16) encodingstringmessage=newbyte[]{ ...}.GetString(Encoding.Unicode);// using UTF32 encodingbyte[]secreat=newbyte[]{ ...};stringsecreatWord=secreat.GetString(Encoding.UTF32);
  • Capitalize string

    stringname="alECio furanZE".ToCapitalize();# Alecio Furanzestringtitle="i'M noT humAn";title=title.ToCapitalize();# I'm Not Human
  • UpperCase string

    stringname="alECio furanZE".ToUpperCase();# ALECIO FURANZEstringtitle="i'M noT humAn";title=title.ToUpperCase();# I'M NOT HUMAN
  • LowerCase string

    stringname="ALEciO FUraNZE".ToLowerCase();# alecio furanzestringtitle="i'M Not huMAN";title=title.ToLowerCase();# i'm not human


Usage

Integration and interaction example codes

Standard
📄 Console
usingSystem;usingNetly;publicclassProgram{privatestaticvoidMain(string[]args){UDP.Clientclient=newUDP.Client();client.On.Open(()=>{Console.WriteLine(<some-text-here>);};client.On.Close(()=>{Console.WriteLine(<some-text-here>);};client.On.Error((exception)=>{Console.WriteLine(<some-text-here>);};while(true){if(!client.IsOpened){client.To.Open(newHost("1.1.1.1",1111));}else{Console.WriteLine("Message: ");stringmessage=Console.ReadLine();client.To.Data(message??"No message.",NE.Encoding.UTF8);}}}}
Flax Engine
📄 Script
usingSystem;usingFlaxEngine;usingNetly;publicclassExample:Script{publicstringmessage;internalUDP.Clientclient;publicoverridevoidAwake(){client=newUDP.Client();client.On.Open(()=>{Debug.Log(<some-text-here>);};client.On.Close(()=>{Debug.Log(<some-text-here>);};client.On.Error((exception)=>{Debug.Log(<some-text-here>);};}publicoverridevoidStart(){client.To.Open(newHost("1.1.1.1",1111));}publicoverridevoidUpdate(){if(!client.IsOpened){client.To.Open(newHost("1.1.1.1",1111));}else{if(Input.GetKeyDown(KeyCode.Space)){client.To.Data(message??"No message.",NE.Encoding.UTF8);}}}}
Unity Engine
📄 MonoBehaviour
usingSystem;usingFlaxEngine;usingNetly;publicclassExample:MonoBehaviour{publicstringmessage;internalUDP.Clientclient;privatevoidAwake(){client=newUDP.Client();client.On.Open(()=>{Debug.Log(<some-text-here>);};client.On.Close(()=>{Debug.Log(<some-text-here>);};client.On.Error((exception)=>{Debug.Log(<some-text-here>);};}privatevoidStart(){client.To.Open(newHost("1.1.1.1",1111));}privatevoidUpdate(){if(!client.IsOpened){client.To.Open(newHost("1.1.1.1",1111));}else{if(Input.GetKeyDown(KeyCode.Space)){client.To.Data(message??"No message.",NE.Encoding.UTF8);}}}}
WARNING:Initialize event handlers once, not in loops. Set up handlers with `..On.` methods in initialization methods like `Awake()` or `Start()`. Avoid repeatedly setting these up in update loops to maintain performance.

Handle protocol actions wisely. Use `..To.` methods, such as `..To.Open()`, `..To.Data()`, and `..To.Close()`, with careful management. Ensure you only open a connection when it's not already open and send data only when the connection is confirmed as active. Avoid calling these methods in tight loops.



// OK 100% RecommendedprivatevoidStart(){varclient= ...;client.On.Open(()=> ...);// e.g generic handlerclient.On.Open(()=> ...);// e.g only to send "Hi"client.On.Event((name,bytes,?)=> ...);// e.g generic event handlerclient.On.Event((name,bytes,?)=> ...);// e.g only to handle A eventclient.On.Event((name,bytes,?)=> ...);// e.g only to handle B eventclient.To.Open(...);}
publicvoidUpdate(){client.To.Open(...);// [OK? - May Not In Loop?]client.To.Data(...);// [OK? - May Not In Loop?]client.To.Event(...);// [OK? - May Not In Loop?]client.To.Close(...);// [OK? - May Not In Loop?]ws.On.Open(()=> ...);// [BAD - Never In Loop]ws.On.Close(()=> ...);// [BAD - Never In Loop]ws.On.Data((bytes)=> ...);// [BAD - Never In Loop]ws.On.Error((exception)=> ...);// [BAD - Never In Loop]ws.On.Event((name,bytes)=> ...);// [BAD - Never In Loop]}

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