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    <item>
      <title>Getting Started with LiteNetLib</title>
      <dc:creator>deagahelio</dc:creator>
      <pubDate>Wed, 26 Aug 2020 21:16:01 +0000</pubDate>
      <link>https://dev.to/deagahelio/getting-started-with-litenetlib-2fok</link>
      <guid>https://dev.to/deagahelio/getting-started-with-litenetlib-2fok</guid>
      <description>&lt;p&gt;Seen as there are not many tutorials or documentation for the library, I've decided to write a guide that you can follow to get started with setting up &lt;a href="https://github.com/RevenantX/LiteNetLib/" rel="noopener noreferrer"&gt;LiteNetLib&lt;/a&gt; for a basic multiplayer game.&lt;/p&gt;

&lt;p&gt;If you're not familiar with it, LiteNetLib is a lightweight C# networking library for game development that implements a reliable UDP protocol. It has been successfully used in commercial games such as &lt;a href="https://store.steampowered.com/app/251570/7_Days_to_Die/" rel="noopener noreferrer"&gt;7 Days to Die&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;The code snippets in this article will be using Godot, but you can easily adapt the code for Unity or whatever other platform you're using.&lt;/p&gt;

&lt;h1&gt;
  
  
  Client and Server
&lt;/h1&gt;

&lt;p&gt;Let's start with basic classes for the client and the server. If you're using Godot, you might want to add the client to AutoLoad, to keep it loaded between scenes.&lt;/p&gt;

&lt;p&gt;You'll also want to create a separate scene for the server class. CLI Godot can be used for running two instances of your game at the same time. &lt;code&gt;cd&lt;/code&gt; into your project's directory and run &lt;code&gt;godot-mono scenes/Server.tscn&lt;/code&gt;.&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Godot&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;LiteNetLib&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;LiteNetLib.Utils&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Client&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Node&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;INetEventListener&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;NetManager&lt;/span&gt; &lt;span class="n"&gt;client&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Connect&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;client&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;NetManager&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;AutoRecycle&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="p"&gt;};&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;delta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;client&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;client&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;PollEvents&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// ... INetEventListener methods omitted&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Godot&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;LiteNetLib&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;LiteNetLib.Utils&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Server&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Node&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;INetEventListener&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;NetManager&lt;/span&gt; &lt;span class="n"&gt;server&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Ready&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;server&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;NetManager&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;AutoRecycle&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;true&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="p"&gt;};&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;delta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;server&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;PollEvents&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="c1"&gt;// ... INetEventListener methods omitted&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;Things to note:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;I am implementing &lt;code&gt;INetEventListener&lt;/code&gt; on the classes themselves. Hopefully your code editor can automatically generate the interface implementation, but if not, you can create a &lt;code&gt;EventBasedNetListener&lt;/code&gt; and pass it to &lt;code&gt;NetManager&lt;/code&gt; instead, as per the &lt;a href="https://github.com/RevenantX/LiteNetLib/blob/64d7fe36ec29d54c04cc129fb4313646f7358ca9/README.md#client" rel="noopener noreferrer"&gt;README example&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;You can keep the methods mostly empty for now, as they're all callbacks.&lt;/li&gt;
&lt;li&gt;We check if &lt;code&gt;client != null&lt;/code&gt; since it usually won't be started immediately, unlike the server.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;The next step is connecting the client to the server:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;server&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Connect&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
        &lt;span class="n"&gt;client&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Connecting to server"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;client&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Connect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"localhost"&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="m"&gt;12345&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="s"&gt;""&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnPeerConnected&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Connected to server"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;server&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Ready&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
        &lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"Starting server"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;server&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Start&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;12345&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnConnectionRequest&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;ConnectionRequest&lt;/span&gt; &lt;span class="n"&gt;request&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Incoming connection from &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;request&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;RemoteEndPoint&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;()}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;request&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Accept&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;Things to note:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;You'll probably want to limit the number of peers that can connect to the server eventually. This can be done by checking &lt;code&gt;server.ConnectedPeerCounts&lt;/code&gt; and rejecting requests when necessary.&lt;/li&gt;
&lt;li&gt;You can add a "password" (connection key) to the server, which is useful for things like blocking players with outdated clients from joining the server. Take a look at the parameters of &lt;code&gt;client.Connect&lt;/code&gt; and &lt;code&gt;connection.AcceptIfKey&lt;/code&gt;.&lt;/li&gt;
&lt;/ul&gt;

&lt;h1&gt;
  
  
  Communicating with Packets
&lt;/h1&gt;

&lt;p&gt;To communicate between client and server, we must first define some packets:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;JoinPacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;username&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="k"&gt;get&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="k"&gt;set&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;JoinAcceptPacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;PlayerState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="k"&gt;get&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="k"&gt;set&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nc"&gt;PlayerState&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;INetSerializable&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;Vector2&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Serialize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetDataWriter&lt;/span&gt; &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Deserialize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetDataReader&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;pid&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetUInt&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetVector2&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;ClientPlayer&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;PlayerState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;ServerPlayer&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;PlayerState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;The packet classes are automatically serialized by LiteNetLib. Only properties are serialized though, not fields, so the &lt;code&gt;{ get; set; }&lt;/code&gt; is necessary. You can also define a struct instead and implement &lt;code&gt;INetSerializable&lt;/code&gt; manually, as it was done for &lt;code&gt;PlayerState&lt;/code&gt;. This is useful since you also get the copy semantics of a struct.&lt;/p&gt;

&lt;p&gt;We are still missing something, however. You might have noticed the &lt;code&gt;reader.GetVector2&lt;/code&gt; and &lt;code&gt;writer.Put(Vector2)&lt;/code&gt; functions don't actually exist. LiteNetLib can serialize most basic data types by default, but not Godot's &lt;code&gt;Vector2&lt;/code&gt;, since it's a struct. Let's implement extension methods for &lt;code&gt;NetDataWriter&lt;/code&gt; and &lt;code&gt;NetDataReader&lt;/code&gt;:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;SerializingExtensions&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt; &lt;span class="n"&gt;NetDataWriter&lt;/span&gt; &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Vector2&lt;/span&gt; &lt;span class="n"&gt;vector&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;vector&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;vector&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;y&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;Vector2&lt;/span&gt; &lt;span class="nf"&gt;GetVector2&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;this&lt;/span&gt; &lt;span class="n"&gt;NetDataReader&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Vector2&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetFloat&lt;/span&gt;&lt;span class="p"&gt;(),&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetFloat&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;Now let's start sending packets:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;NetDataWriter&lt;/span&gt; &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;NetPacketProcessor&lt;/span&gt; &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;ClientPlayer&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;ClientPlayer&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Connect&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;username&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;writer&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;NetDataWriter&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;NetPacketProcessor&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;RegisterNestedType&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;w&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;v&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;w&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;v&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetVector2&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;RegisterNestedType&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;PlayerState&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;SubscribeReusable&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;JoinAcceptPacket&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;OnJoinAccept&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="n"&gt;SendPacket&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt; &lt;span class="n"&gt;deliveryMethod&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;where&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt;&lt;span class="err"&gt;,&lt;/span&gt; &lt;span class="nc"&gt;new&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;server&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Reset&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Write&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;server&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Send&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;deliveryMethod&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnJoinAccept&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;JoinAcceptPacket&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Join accepted by server (pid: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;)"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnPeerConnected&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
        &lt;span class="nf"&gt;SendPacket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;JoinPacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;username&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;username&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ReliableOrdered&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnNetworkReceive&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;NetPacketReader&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt; &lt;span class="n"&gt;deliveryMethod&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ReadAllPackets&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;Export&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;Vector2&lt;/span&gt; &lt;span class="n"&gt;initialPosition&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Vector2&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;NetDataWriter&lt;/span&gt; &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;NetPacketProcessor&lt;/span&gt; &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;ServerPlayer&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;players&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;Dictionary&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;ServerPlayer&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Ready&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;writer&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;NetDataWriter&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;NetPacketProcessor&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;RegisterNestedType&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;w&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;v&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;w&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;v&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetVector2&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;RegisterNestedType&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;PlayerState&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;SubscribeReusable&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;JoinPacket&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;NetPeer&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;OnJoinReceived&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="n"&gt;SendPacket&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt; &lt;span class="n"&gt;deliveryMethod&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;where&lt;/span&gt; &lt;span class="n"&gt;T&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt;&lt;span class="err"&gt;,&lt;/span&gt; &lt;span class="nc"&gt;new&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Reset&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Write&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Send&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;deliveryMethod&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnJoinReceived&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;JoinPacket&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Received join from &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt; (pid: &lt;/span&gt;&lt;span class="p"&gt;{(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Id&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;)"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

        &lt;span class="n"&gt;ServerPlayer&lt;/span&gt; &lt;span class="n"&gt;newPlayer&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;players&lt;/span&gt;&lt;span class="p"&gt;[(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Id&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;ServerPlayer&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;peer&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;PlayerState&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;pid&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Id&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                &lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;initialPosition&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
            &lt;span class="p"&gt;},&lt;/span&gt;
            &lt;span class="n"&gt;username&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
        &lt;span class="p"&gt;});&lt;/span&gt;

        &lt;span class="nf"&gt;SendPacket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;JoinAcceptPacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;newPlayer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ReliableOrdered&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnNetworkReceive&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;NetPacketReader&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt; &lt;span class="n"&gt;deliveryMethod&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ReadAllPackets&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnPeerDisconnected&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DisconnectInfo&lt;/span&gt; &lt;span class="n"&gt;disconnectInfo&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Tag&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;players&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Id&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;Things to note:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;&lt;code&gt;packetProcessor.SubscribeReusable&lt;/code&gt; will reuse the same packet class instance instead of creating new ones, so make sure to not store references to it or its contents!&lt;/strong&gt; This is another advantage of making &lt;code&gt;PlayerState&lt;/code&gt; a struct, so that we can easily copy it out.&lt;/li&gt;
&lt;li&gt;If you had previously defined a struct with &lt;code&gt;INetSerializable&lt;/code&gt;, you must register it using &lt;code&gt;packetProcessor.RegisterNestedType&amp;lt;YourType&amp;gt;&lt;/code&gt;.&lt;/li&gt;
&lt;li&gt;LiteNetLib has a couple different packet delivery methods. You'll want to use &lt;code&gt;DeliveryMethod.ReliableOrdered&lt;/code&gt; (the safest one) for most things, and &lt;code&gt;DeliveryMethod.Unreliable&lt;/code&gt; for fast updates, where a dropped packet or two wouldn't matter too much.&lt;/li&gt;
&lt;li&gt;You can pass anything you want as the second argument to &lt;code&gt;packetProcessor.ReadAllPackets&lt;/code&gt; to be used by the packet callbacks. In this case we only need the peer.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you test the game now, everything should work fine. The client will send a &lt;code&gt;JoinPacket&lt;/code&gt; and the server will respond with an appropriate &lt;code&gt;JoinAcceptPacket&lt;/code&gt;.&lt;/p&gt;

&lt;h1&gt;
  
  
  Updating Players
&lt;/h1&gt;

&lt;p&gt;In order to send player info over the network, we first need a player class. You should already have one in your game.&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Player&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Node2D&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;Export&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt; &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;moveSpeed&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="m"&gt;200&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;Player&lt;/span&gt; &lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Ready&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;instance&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;this&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;delta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;Vector2&lt;/span&gt; &lt;span class="n"&gt;velocity&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Vector2&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;

        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsActionPressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"ui_left"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="n"&gt;velocity&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;-=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsActionPressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"ui_right"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="n"&gt;velocity&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="p"&gt;+=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsActionPressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"ui_up"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="n"&gt;velocity&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;y&lt;/span&gt; &lt;span class="p"&gt;-=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsActionPressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"ui_down"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="n"&gt;velocity&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;y&lt;/span&gt; &lt;span class="p"&gt;+=&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="n"&gt;Position&lt;/span&gt; &lt;span class="p"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;velocity&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;moveSpeed&lt;/span&gt; &lt;span class="p"&gt;*&lt;/span&gt; &lt;span class="n"&gt;delta&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;For any nontrivial game, you'll most likely also need a separate class to represent other players, since they don't need all the processing logic of the client player:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;RemotePlayer&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Node2D&lt;/span&gt; &lt;span class="p"&gt;{}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;Now let's define some more packets:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;PlayerSendUpdatePacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;Vector2&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="k"&gt;get&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="k"&gt;set&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;PlayerReceiveUpdatePacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;PlayerState&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="k"&gt;get&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="k"&gt;set&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;PlayerJoinedGamePacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;ClientPlayer&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="k"&gt;get&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="k"&gt;set&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;PlayerLeftGamePacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;uint&lt;/span&gt; &lt;span class="n"&gt;pid&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="k"&gt;get&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="k"&gt;set&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// ...&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;struct&lt;/span&gt; &lt;span class="nc"&gt;ClientPlayer&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;INetSerializable&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="n"&gt;PlayerState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="kt"&gt;string&lt;/span&gt; &lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Serialize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetDataWriter&lt;/span&gt; &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Serialize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;writer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Put&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Deserialize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetDataReader&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Deserialize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;username&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;reader&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetString&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;Since we will be sending &lt;code&gt;ClientPlayer&lt;/code&gt; over the network, we turn it into a struct and implement &lt;code&gt;INetSerializable&lt;/code&gt;.&lt;/p&gt;

&lt;p&gt;Now, to send those packets:&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Connect&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;RegisterNestedType&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ClientPlayer&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;SubscribeReusable&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;PlayerReceiveUpdatePacket&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;OnReceiveUpdate&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;SubscribeReusable&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;PlayerJoinedGamePacket&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;OnPlayerJoin&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;SubscribeReusable&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;PlayerLeftGamePacket&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;OnPlayerLeave&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;delta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;client&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;client&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;PollEvents&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="nf"&gt;SendPacket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;PlayerSendUpdatePacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Position&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Unreliable&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnJoinAccept&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;JoinAcceptPacket&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
        &lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Position&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnReceiveUpdate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PlayerReceiveUpdatePacket&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PlayerState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;states&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt; &lt;span class="p"&gt;==&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;continue&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;

            &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;RemotePlayer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetParent&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nf"&gt;GetNode&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;())).&lt;/span&gt;&lt;span class="n"&gt;Position&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnPlayerJoin&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PlayerJoinedGamePacket&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Player '&lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;' (pid: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;) joined the game"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="n"&gt;RemotePlayer&lt;/span&gt; &lt;span class="n"&gt;remote&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;RemotePlayer&lt;/span&gt;&lt;span class="p"&gt;)((&lt;/span&gt;&lt;span class="n"&gt;PackedScene&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Load&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"res://scenes/RemotePlayer.tscn"&lt;/span&gt;&lt;span class="p"&gt;)).&lt;/span&gt;&lt;span class="nf"&gt;Instance&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;remote&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Name&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="n"&gt;remote&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Position&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
        &lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetParent&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nf"&gt;AddChild&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;remote&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnPlayerLeave&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PlayerLeftGamePacket&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Player (pid: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;) left the game"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="n"&gt;RemotePlayer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;Player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;instance&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;GetParent&lt;/span&gt;&lt;span class="p"&gt;().&lt;/span&gt;&lt;span class="nf"&gt;GetNode&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToString&lt;/span&gt;&lt;span class="p"&gt;())).&lt;/span&gt;&lt;span class="nf"&gt;QueueFree&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;
&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Ready&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;RegisterNestedType&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;ClientPlayer&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="n"&gt;packetProcessor&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;SubscribeReusable&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;PlayerSendUpdatePacket&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;NetPeer&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;(&lt;/span&gt;&lt;span class="n"&gt;OnPlayerUpdate&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;float&lt;/span&gt; &lt;span class="n"&gt;delta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
        &lt;span class="n"&gt;PlayerState&lt;/span&gt;&lt;span class="p"&gt;[]&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;players&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Values&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Select&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;p&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;p&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;).&lt;/span&gt;&lt;span class="nf"&gt;ToArray&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;ServerPlayer&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;players&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Values&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="nf"&gt;SendPacket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;PlayerReceiveUpdatePacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;states&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Unreliable&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnJoinReceived&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;JoinPacket&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="c1"&gt;// ...&lt;/span&gt;
        &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;ServerPlayer&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;players&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Values&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="n"&gt;newPlayer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="nf"&gt;SendPacket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;PlayerJoinedGamePacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;player&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;ClientPlayer&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                        &lt;span class="n"&gt;username&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;newPlayer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                        &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;newPlayer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                    &lt;span class="p"&gt;},&lt;/span&gt;
                &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ReliableOrdered&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

                &lt;span class="nf"&gt;SendPacket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;PlayerJoinedGamePacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;player&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;ClientPlayer&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                        &lt;span class="n"&gt;username&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;username&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                        &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt;
                    &lt;span class="p"&gt;},&lt;/span&gt;
                &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="n"&gt;newPlayer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ReliableOrdered&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnPlayerUpdate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;PlayerSendUpdatePacket&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;players&lt;/span&gt;&lt;span class="p"&gt;[(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Id&lt;/span&gt;&lt;span class="p"&gt;].&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;packet&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;OnPeerDisconnected&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;NetPeer&lt;/span&gt; &lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DisconnectInfo&lt;/span&gt; &lt;span class="n"&gt;disconnectInfo&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;GD&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Print&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;$"Player (pid: &lt;/span&gt;&lt;span class="p"&gt;{(&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Id&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;) left the game"&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Tag&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
            &lt;span class="n"&gt;ServerPlayer&lt;/span&gt; &lt;span class="n"&gt;playerLeft&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
            &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;players&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;TryGetValue&lt;/span&gt;&lt;span class="p"&gt;(((&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Id&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="k"&gt;out&lt;/span&gt; &lt;span class="n"&gt;playerLeft&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="k"&gt;foreach&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;ServerPlayer&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt; &lt;span class="k"&gt;in&lt;/span&gt; &lt;span class="n"&gt;players&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Values&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt; &lt;span class="p"&gt;!=&lt;/span&gt; &lt;span class="n"&gt;playerLeft&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt;
                        &lt;span class="nf"&gt;SendPacket&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="n"&gt;PlayerLeftGamePacket&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;pid&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;playerLeft&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;pid&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt; &lt;span class="n"&gt;player&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;DeliveryMethod&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ReliableOrdered&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                    &lt;span class="p"&gt;}&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;
                &lt;span class="n"&gt;players&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Remove&lt;/span&gt;&lt;span class="p"&gt;((&lt;/span&gt;&lt;span class="kt"&gt;uint&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;&lt;span class="n"&gt;peer&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Id&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;


&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;

&lt;p&gt;Things to note:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;You should probably put the code for sending updates from server on a timer rather than doing it every frame. 20 to 30 updates per second is good enough for most cases. This doesn't matter as much in the client, as it can generally send updates faster than the server.&lt;/li&gt;
&lt;li&gt;It might be useful to verify some of the data received from the server. For example, if it gives the client an invalid pid, Godot will try to access a node that doesn't exist, crashing the game. Those checks have been excluded from the example code for simplicity.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you run the game now, you should be able to see other connected players moving with you.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2Foplbtc4jo1b9efbe0f99.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fi%2Foplbtc4jo1b9efbe0f99.png" alt="The result"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h1&gt;
  
  
  Moving Forward
&lt;/h1&gt;

&lt;p&gt;That's about everything you need to start developing a multiplayer game with LiteNetLib. This guide doesn't cover more advanced topics such as creating an authoritative server to prevent cheating or client-side prediction, but those can be implemented on top of the base provided by the code here.&lt;/p&gt;

&lt;p&gt;An example implementation of more complex features can be found in &lt;a href="https://github.com/RevenantX/NetGameExample/" rel="noopener noreferrer"&gt;NetGameExample&lt;/a&gt;, which I would also encourage you to read through, as it was one of the resources I used to learn LiteNetLib and write all of this.&lt;/p&gt;

&lt;p&gt;The source code for LiteNetLib has doc comments for most functions, so it could be a good idea to take a look at least. There are many functions and features of the library which weren't covered here.&lt;/p&gt;

&lt;p&gt;Hopefully this article has been useful to you. Thanks for reading!&lt;/p&gt;

</description>
      <category>csharp</category>
      <category>tutorial</category>
    </item>
  </channel>
</rss>
