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ConnectX

中文 README

CodeFactor GradeGitHubMaintenanceGitHub commit activityGitHub closed pull requestsGitHub repo sizeDotNet VersionGitHub 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 drawioConnectX dark drawio

Status

FunctionStatus
Server: Log Room Ops Info to local DB
Server: Client/Room management
Server: Relay Server management
Relay: Relay Server impl based on Hive
Relay: Ultra low latency relay impl
Client: ZT based P2P connection
Client: ZT based Relay connection
Client: ConnectX based Relay connection
Dual Stack Socket Support

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.

privatestaticIClientSettingProviderGetConnectXSettings(){varserverIp=IPAddress.None;try{varips=Dns.GetHostAddresses(ConnectXServerIp);varipv4Addresses=ips.Where(ip =>ip.AddressFamily==AddressFamily.InterNetwork).Where(ip =>!ip.IsLocalIpAddress()).ToArray();if(ipv4Addresses.Length>0)serverIp=ipv4Addresses[0];}catch(Exceptionex){Log.Logger.Error(ex,"Failed to resolve ConnectX server IP.");}returnnewDefaultClientSettingProvider{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!

awaitTaskHelper.WaitUntilAsync(()=>_serverLinkHolderis{IsConnected:true,IsSignedIn:true});
varmessage=newCreateGroup{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 processreturn;}_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.

License Notice

This project, ConnectX, is licensed under the MIT License.

ConnectX uses ZeroTier, which is licensed under the Apache License 2.0 as of 2025-01-01, following its license change from BSL 1.1. You can find more about ZeroTier's licensing at https://github.com/zerotier/ZeroTierOne.

See Also

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.

Resources

Code of conduct

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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ConnectX

中文 README

CodeFactor GradeGitHubMaintenanceGitHub commit activityGitHub closed pull requestsGitHub repo sizeDotNet VersionGitHub 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 drawioConnectX dark drawio

Status

FunctionStatus
Server: Log Room Ops Info to local DB
Server: Client/Room management
Server: Relay Server management
Relay: Relay Server impl based on Hive
Relay: Ultra low latency relay impl
Client: ZT based P2P connection
Client: ZT based Relay connection
Client: ConnectX based Relay connection
Dual Stack Socket Support

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.

privatestaticIClientSettingProviderGetConnectXSettings(){varserverIp=IPAddress.None;try{varips=Dns.GetHostAddresses(ConnectXServerIp);varipv4Addresses=ips.Where(ip =>ip.AddressFamily==AddressFamily.InterNetwork).Where(ip =>!ip.IsLocalIpAddress()).ToArray();if(ipv4Addresses.Length>0)serverIp=ipv4Addresses[0];}catch(Exceptionex){Log.Logger.Error(ex,"Failed to resolve ConnectX server IP.");}returnnewDefaultClientSettingProvider{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!

awaitTaskHelper.WaitUntilAsync(()=>_serverLinkHolderis{IsConnected:true,IsSignedIn:true});
varmessage=newCreateGroup{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 processreturn;}_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.

License Notice

This project, ConnectX, is licensed under the MIT License.

ConnectX uses ZeroTier, which is licensed under the Apache License 2.0 as of 2025-01-01, following its license change from BSL 1.1. You can find more about ZeroTier's licensing at https://github.com/zerotier/ZeroTierOne.

See Also

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.

Resources

Code of conduct

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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478 Commits

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ConnectX

中文 README

CodeFactor GradeGitHubMaintenanceGitHub commit activityGitHub closed pull requestsGitHub repo sizeDotNet VersionGitHub 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 drawioConnectX dark drawio

Status

FunctionStatus
Server: Log Room Ops Info to local DB
Server: Client/Room management
Server: Relay Server management
Relay: Relay Server impl based on Hive
Relay: Ultra low latency relay impl
Client: ZT based P2P connection
Client: ZT based Relay connection
Client: ConnectX based Relay connection
Dual Stack Socket Support

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.

privatestaticIClientSettingProviderGetConnectXSettings(){varserverIp=IPAddress.None;try{varips=Dns.GetHostAddresses(ConnectXServerIp);varipv4Addresses=ips.Where(ip =>ip.AddressFamily==AddressFamily.InterNetwork).Where(ip =>!ip.IsLocalIpAddress()).ToArray();if(ipv4Addresses.Length>0)serverIp=ipv4Addresses[0];}catch(Exceptionex){Log.Logger.Error(ex,"Failed to resolve ConnectX server IP.");}returnnewDefaultClientSettingProvider{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!

awaitTaskHelper.WaitUntilAsync(()=>_serverLinkHolderis{IsConnected:true,IsSignedIn:true});
varmessage=newCreateGroup{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 processreturn;}_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.

License Notice

This project, ConnectX, is licensed under the MIT License.

ConnectX uses ZeroTier, which is licensed under the Apache License 2.0 as of 2025-01-01, following its license change from BSL 1.1. You can find more about ZeroTier's licensing at https://github.com/zerotier/ZeroTierOne.

See Also

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.

Resources

Code of conduct

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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ConnectX

中文 README

CodeFactor GradeGitHubMaintenanceGitHub commit activityGitHub closed pull requestsGitHub repo sizeDotNet VersionGitHub 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 drawioConnectX dark drawio

Status

FunctionStatus
Server: Log Room Ops Info to local DB
Server: Client/Room management
Server: Relay Server management
Relay: Relay Server impl based on Hive
Relay: Ultra low latency relay impl
Client: ZT based P2P connection
Client: ZT based Relay connection
Client: ConnectX based Relay connection
Dual Stack Socket Support

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.

privatestaticIClientSettingProviderGetConnectXSettings(){varserverIp=IPAddress.None;try{varips=Dns.GetHostAddresses(ConnectXServerIp);varipv4Addresses=ips.Where(ip =>ip.AddressFamily==AddressFamily.InterNetwork).Where(ip =>!ip.IsLocalIpAddress()).ToArray();if(ipv4Addresses.Length>0)serverIp=ipv4Addresses[0];}catch(Exceptionex){Log.Logger.Error(ex,"Failed to resolve ConnectX server IP.");}returnnewDefaultClientSettingProvider{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!

awaitTaskHelper.WaitUntilAsync(()=>_serverLinkHolderis{IsConnected:true,IsSignedIn:true});
varmessage=newCreateGroup{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 processreturn;}_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.

License Notice

This project, ConnectX, is licensed under the MIT License.

ConnectX uses ZeroTier, which is licensed under the Apache License 2.0 as of 2025-01-01, following its license change from BSL 1.1. You can find more about ZeroTier's licensing at https://github.com/zerotier/ZeroTierOne.

See Also

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.

Resources

Code of conduct

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

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NameName
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ConnectX

中文 README

CodeFactor GradeGitHubMaintenanceGitHub commit activityGitHub closed pull requestsGitHub repo sizeDotNet VersionGitHub 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 drawioConnectX dark drawio

Status

FunctionStatus
Server: Log Room Ops Info to local DB
Server: Client/Room management
Server: Relay Server management
Relay: Relay Server impl based on Hive
Relay: Ultra low latency relay impl
Client: ZT based P2P connection
Client: ZT based Relay connection
Client: ConnectX based Relay connection
Dual Stack Socket Support

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.

privatestaticIClientSettingProviderGetConnectXSettings(){varserverIp=IPAddress.None;try{varips=Dns.GetHostAddresses(ConnectXServerIp);varipv4Addresses=ips.Where(ip =>ip.AddressFamily==AddressFamily.InterNetwork).Where(ip =>!ip.IsLocalIpAddress()).ToArray();if(ipv4Addresses.Length>0)serverIp=ipv4Addresses[0];}catch(Exceptionex){Log.Logger.Error(ex,"Failed to resolve ConnectX server IP.");}returnnewDefaultClientSettingProvider{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!

awaitTaskHelper.WaitUntilAsync(()=>_serverLinkHolderis{IsConnected:true,IsSignedIn:true});
varmessage=newCreateGroup{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 processreturn;}_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.

License Notice

This project, ConnectX, is licensed under the MIT License.

ConnectX uses ZeroTier, which is licensed under the Apache License 2.0 as of 2025-01-01, following its license change from BSL 1.1. You can find more about ZeroTier's licensing at https://github.com/zerotier/ZeroTierOne.

See Also

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.

Resources

Code of conduct

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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478 Commits

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NameName
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ConnectX

中文 README

CodeFactor GradeGitHubMaintenanceGitHub commit activityGitHub closed pull requestsGitHub repo sizeDotNet VersionGitHub 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 drawioConnectX dark drawio

Status

FunctionStatus
Server: Log Room Ops Info to local DB
Server: Client/Room management
Server: Relay Server management
Relay: Relay Server impl based on Hive
Relay: Ultra low latency relay impl
Client: ZT based P2P connection
Client: ZT based Relay connection
Client: ConnectX based Relay connection
Dual Stack Socket Support

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.

privatestaticIClientSettingProviderGetConnectXSettings(){varserverIp=IPAddress.None;try{varips=Dns.GetHostAddresses(ConnectXServerIp);varipv4Addresses=ips.Where(ip =>ip.AddressFamily==AddressFamily.InterNetwork).Where(ip =>!ip.IsLocalIpAddress()).ToArray();if(ipv4Addresses.Length>0)serverIp=ipv4Addresses[0];}catch(Exceptionex){Log.Logger.Error(ex,"Failed to resolve ConnectX server IP.");}returnnewDefaultClientSettingProvider{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!

awaitTaskHelper.WaitUntilAsync(()=>_serverLinkHolderis{IsConnected:true,IsSignedIn:true});
varmessage=newCreateGroup{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 processreturn;}_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.

License Notice

This project, ConnectX, is licensed under the MIT License.

ConnectX uses ZeroTier, which is licensed under the Apache License 2.0 as of 2025-01-01, following its license change from BSL 1.1. You can find more about ZeroTier's licensing at https://github.com/zerotier/ZeroTierOne.

See Also

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.

Resources

Code of conduct

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0 stars

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0 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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ConnectX

中文 README

CodeFactor GradeGitHubMaintenanceGitHub commit activityGitHub closed pull requestsGitHub repo sizeDotNet VersionGitHub 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 drawioConnectX dark drawio

Status

FunctionStatus
Server: Log Room Ops Info to local DB
Server: Client/Room management
Server: Relay Server management
Relay: Relay Server impl based on Hive
Relay: Ultra low latency relay impl
Client: ZT based P2P connection
Client: ZT based Relay connection
Client: ConnectX based Relay connection
Dual Stack Socket Support

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.

privatestaticIClientSettingProviderGetConnectXSettings(){varserverIp=IPAddress.None;try{varips=Dns.GetHostAddresses(ConnectXServerIp);varipv4Addresses=ips.Where(ip =>ip.AddressFamily==AddressFamily.InterNetwork).Where(ip =>!ip.IsLocalIpAddress()).ToArray();if(ipv4Addresses.Length>0)serverIp=ipv4Addresses[0];}catch(Exceptionex){Log.Logger.Error(ex,"Failed to resolve ConnectX server IP.");}returnnewDefaultClientSettingProvider{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!

awaitTaskHelper.WaitUntilAsync(()=>_serverLinkHolderis{IsConnected:true,IsSignedIn:true});
varmessage=newCreateGroup{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 processreturn;}_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.

License Notice

This project, ConnectX, is licensed under the MIT License.

ConnectX uses ZeroTier, which is licensed under the Apache License 2.0 as of 2025-01-01, following its license change from BSL 1.1. You can find more about ZeroTier's licensing at https://github.com/zerotier/ZeroTierOne.

See Also

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.

Resources

Code of conduct

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Latest commit

History

478 Commits

Folders and files

NameName
Last commit message
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ConnectX

中文 README

CodeFactor GradeGitHubMaintenanceGitHub commit activityGitHub closed pull requestsGitHub repo sizeDotNet VersionGitHub 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 drawioConnectX dark drawio

Status

FunctionStatus
Server: Log Room Ops Info to local DB
Server: Client/Room management
Server: Relay Server management
Relay: Relay Server impl based on Hive
Relay: Ultra low latency relay impl
Client: ZT based P2P connection
Client: ZT based Relay connection
Client: ConnectX based Relay connection
Dual Stack Socket Support

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.

privatestaticIClientSettingProviderGetConnectXSettings(){varserverIp=IPAddress.None;try{varips=Dns.GetHostAddresses(ConnectXServerIp);varipv4Addresses=ips.Where(ip =>ip.AddressFamily==AddressFamily.InterNetwork).Where(ip =>!ip.IsLocalIpAddress()).ToArray();if(ipv4Addresses.Length>0)serverIp=ipv4Addresses[0];}catch(Exceptionex){Log.Logger.Error(ex,"Failed to resolve ConnectX server IP.");}returnnewDefaultClientSettingProvider{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!

awaitTaskHelper.WaitUntilAsync(()=>_serverLinkHolderis{IsConnected:true,IsSignedIn:true});
varmessage=newCreateGroup{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 processreturn;}_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.

License Notice

This project, ConnectX, is licensed under the MIT License.

ConnectX uses ZeroTier, which is licensed under the Apache License 2.0 as of 2025-01-01, following its license change from BSL 1.1. You can find more about ZeroTier's licensing at https://github.com/zerotier/ZeroTierOne.

See Also

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.

Resources

Code of conduct

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages