ConnectX - 异地跨网联机 强大的跨平台MC P2P在线多人库
本帖最后由 CoronaStudio 于 2025-3-6 14:09 编辑# ConnectX
(https://github.com/Corona-Studio/ConnectX/blob/main/README.md)
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一个跨平台的 Minecraft P2P 在线多人库,支持异地跨网联机,采用 C# 开发,使用高性能套接字实现出色的转发性能,由 Zerotier SDK 实现 P2P 功能。
由我们的另一个开源项目提供支持: (https://github.com/Corona-Studio/Hive.Framework)
!(https://github.com/user-attachments/assets/893ffc13-92b2-4700-bca1-6b8e5151efa8)
## 架构图
!(https://github.com/user-attachments/assets/f8dc7829-5dd1-48c1-bbab-fa8df30fbbda#gh-light-mode-only)
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## 快速开始!
我们使用 MSDI(`Microsoft.Extensions.DependencyInjection`)作为 DI 容器。最佳做法是在程序中使用 `.NET Generic Host`。
首先,为服务器配置添加以下方法,`ConnectXServerIp` 将是 ConnectX.Server 的后台地址。
```c#
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;
}
catch (Exception ex)
{
Log.Logger.Error(ex, "Failed to resolve ConnectX server IP.");
}
return new DefaultClientSettingProvider
{
ServerAddress = serverIp,
ServerPort = ConnectXServerPort,
JoinP2PNetwork = true
};
}
```
然后,只需要再添加一行即可完成配置!
```diff
private static void ConfigureServices(IServiceCollection services)
{
// ...
+ services.UseConnectX(GetConnectXSettings);
// ...
}
```
## 如何使用?
将 `IServerLinkHolder` 和 `Client` 注入要管理房间实例的 ViewModel 当中。
### 连接到服务器
```c#
await _serverLinkHolder.ConnectAsync(CancellationToken.None);
```
### 执行任何房间相关操作
> [!IMPORTANT]
> 请确保在执行任何房间操作前您已经成功和服务器建立了连接,否则可能会出现预期之外的结果!
>
> ```c#
> await TaskHelper.WaitUntilAsync(() => _serverLinkHolder is { IsConnected: true, IsSignedIn: true });
> ```
```c#
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
```
## 开源协议
MIT。这意味着您可以出于任何目的修改或使用我们的代码,但您的软件的所有副本或重要部分都应包含版权声明和许可声明。
## 统计信息
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## 免责声明
ConnectX 与 Mojang 或其软件的任何部分均无关联。
## 耻辱柱
在此,我们将列出所有使用我们的代码但未遵守 MIT 许可的程序。
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