KumoKyaku/kcp
KCP C#版。线程安全,运行时无alloc,对gc无压力。 observed · 2026-09-03
Health v2 · maintenance only
32/100
- Activity 0
- Release rhythm 35
- Longevity 100
Flags: no_releases
How is this computed?
round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-09-03. Adoption (stars, forks) is never an input.
- gap_med: n/a
- age_days: 2772
- days_rel: n/a
- days_push: 1022
- n_releases_24m: 0
Adoption not part of the score
1005 stars · 155 forks observed · 2026-09-03
What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-30, confidence not recorded
A C# port of the KCP reliable UDP protocol, offering a thread-safe, allocation-free implementation suitable for game networking. It supports async APIs, custom segment types, Span<byte>, and unmanaged memory to avoid GC pressure.
Use cases
- implement reliable UDP transport in a Unity game
- reduce GC pressure in a C# network protocol implementation
- port KCP-based networking to .NET Standard
- use KCP with IL2CPP in Unity
- send messages safely from multiple async threads
- customize memory management for a network protocol
When to choose
- you need KCP in a C#/.NET or Unity project
- you need a zero-allocation, GC-friendly reliable UDP implementation
- you want async ValueTask-based I/O APIs
- you need thread-safe Send/Input from multiple threads
When to avoid
- you need the original C implementation or C bindings
- you need multi-threaded Recv/Update calls
- you rely on KCP stream mode filling the last unsent packet
- your project is not on .NET/Unity
Facets
library · maturity active
networking concurrency networking developer-tools dotnet cross-platform cpp kcp reliable-udp unity no-allocation il2cpp game-networking transport-protocol game-development
1 source
- readme: https://github.com/KumoKyaku/kcp · fetched 2026-09-03 · 49deec1a2cfb
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| KumoKyaku/kcp | main | 32 |
For agents
Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem