Network
In this article, we will discuss networking on Cosmos Gen3: how to bring the network stack up and send and receive packets. The available protocols are ARP, IPv4, UDP, TCP, DHCP and DNS.
The main differences if you come from Gen2:
| Gen2 | Gen3 | |
|---|---|---|
| TCP | Standard System.Net.Sockets (plugged) |
Standard System.Net.Sockets (plugged) |
| UDP | Cosmos-specific UdpClient class |
Standard System.Net.Sockets.UdpClient (plugged) |
| DHCP / DNS | Cosmos client classes | Cosmos client classes (Cosmos.Kernel.System.Network) |
| NIC drivers | RTL8168, E1000, PCNET | Intel E1000E (x64), virtio-net (x64 PCI + ARM64 MMIO) |
None of these protocols implements every feature of its RFC. If you find bugs or something abnormal, please submit an issue on our repository.
Enable networking in your kernel
Network support is behind a feature switch. Make sure your kernel's .csproj does not turn it off (it defaults to true):
<PropertyGroup>
<CosmosEnableNetwork>true</CosmosEnableNetwork>
</PropertyGroup>
At boot the kernel detects the NIC and registers it with NetworkManager. On x64 both Intel E1000E (QEMU's default q35 NIC, preferred when present) and virtio-net-pci are supported, so cosmos run needs no extra flags. On ARM64 attach a virtio NIC explicitly:
$ cosmos run # x64: default e1000e NIC, user-mode networking
$ cosmos run --nic virtio-net-pci # x64: virtio NIC over PCI
$ cosmos run --nic virtio-net-device # arm64: virtio NIC over MMIO
Virtio-pci devices deliver interrupts via MSI-X, which on ARM64 requires a GICv3 ITS (-M virt,gic-version=3); cosmos run launches ARM64 with QEMU's default GICv2, so use the MMIO variant there.
With QEMU user-mode networking (the default), your kernel lives in a private 10.0.2.0/24 network: the host is reachable at 10.0.2.2, QEMU's built-in DHCP server assigns addresses, and outbound UDP/TCP is NATed to the real network.
These are the usings the snippets below rely on:
using System.Net;
using System.Net.Sockets;
using System.Text;
using Cosmos.Kernel.System.Network;
using Cosmos.Kernel.System.Network.Config;
using Cosmos.Kernel.System.Network.IPv4;
using Cosmos.Kernel.System.Network.IPv4.UDP.DHCP;
using Cosmos.Kernel.System.Network.IPv4.UDP.DNS;
using Cosmos.Kernel.System.Timer;
The network device
NetworkManager owns the detected NICs. Check that a device is there and ready before configuring anything:
if (NetworkManager.DeviceCount > 0)
{
Console.WriteLine("Device: " + NetworkManager.Name);
Console.WriteLine("MAC: " + NetworkManager.MacAddress?.ToString());
Console.WriteLine("Link up: " + NetworkManager.LinkUp);
Console.WriteLine("Ready: " + NetworkManager.Ready);
}
Those properties report the primary adapter, which is the one the ring uses when nothing else is named. With more than one NIC, enumerate them and pick a different primary:
for (int i = 0; i < NetworkManager.DeviceCount; i++)
{
NetworkAdapter adapter = NetworkManager.GetAdapter(i);
Console.WriteLine($"[{i}] {adapter.Name} {adapter.MacAddress} link={adapter.LinkUp}");
}
NetworkAdapter second = NetworkManager.GetAdapter(1);
if (second.IsValid)
{
NetworkManager.Primary = second;
}
A NetworkAdapter is a handle, not the device: it carries the registration index, so a default-constructed one names nothing and IsValid is false. GetAdapter answers with such a handle for an index no device occupies, which is why the assignment above is guarded: the Primary setter throws ArgumentException on a handle that names nothing, and QEMU gives the kernel a single NIC by default, so GetAdapter(1) names nothing there.

Configure IPv4
Like on any operating system, the kernel needs an IPv4 configuration (address, subnet mask, gateway) before it can talk to the network. It can be obtained dynamically through DHCP or set manually.
There is no separate stack-initialization step. Configuring an address is what brings the stack up: it maps the address and the MAC to the device. NetworkStack.RemoveAllConfigIP() reverses it.
Dynamically through DHCP
DhcpClient.SendDiscoverPacket() runs the whole DISCOVER → OFFER → REQUEST → ACK exchange and applies the resulting configuration. It returns the elapsed milliseconds, or -1 on timeout:
DhcpClient dhcpClient = new();
if (dhcpClient.SendDiscoverPacket() != -1)
{
IPConfig? config = NetworkManager.Primary.IPConfig;
if (config is not null)
{
Console.WriteLine("IP address: " + config.Address.ToString());
Console.WriteLine("Subnet: " + config.SubnetMask.ToString());
Console.WriteLine("Gateway: " + config.DefaultGateway.ToString());
}
}
else
{
Console.WriteLine("DHCP timed out");
}

Manually
if (!IPConfig.Enable(
new Address(192, 168, 1, 69), // local address
new Address(255, 255, 255, 0), // subnet mask
new Address(192, 168, 1, 254))) // gateway
{
Console.WriteLine("No adapter to configure");
}
That configures the primary adapter. To configure a specific one, pass its handle. Enable returns false when the handle names no device, which is what an index past the last adapter gives you:
NetworkAdapter second = NetworkManager.GetAdapter(1);
if (second.IsValid
&& IPConfig.Enable(second,
new Address(192, 168, 2, 69),
new Address(255, 255, 255, 0),
new Address(192, 168, 2, 254)))
{
Console.WriteLine("Configured the second adapter");
}
DHCP needs no handle: SendDiscoverPacket runs the exchange on every registered device.
Read the configuration back
Each adapter carries the configuration in force on it, or null while it is unconfigured:
Console.WriteLine(NetworkManager.Primary.IPConfig?.Address.ToString());
Console.WriteLine(NetworkManager.GetAdapter(1).IPConfig?.SubnetMask.ToString());
UDP
UDP uses the standard .NET UdpClient, no Cosmos-specific classes. Sends go out immediately; for receives, poll Available (a receive with nothing pending would block):
using System.Net.Sockets;
var udpClient = new UdpClient(4242);
/* Send data: 10.0.2.2 is the host under QEMU user networking */
byte[] message = Encoding.ASCII.GetBytes("Hello from CosmosOS!");
udpClient.Send(message, message.Length, new IPEndPoint(IPAddress.Parse("10.0.2.2"), 4242));
/* Receive data */
IPEndPoint remote = new(IPAddress.Any, 0);
while (udpClient.Available == 0)
{
TimerManager.Wait(100);
}
byte[] data = udpClient.Receive(ref remote);
Console.WriteLine("Received '" + Encoding.ASCII.GetString(data) + "' from " + remote.Address);
udpClient.Close();

TCP client
TCP also goes through the standard .NET classes: TcpClient, TcpListener and NetworkStream.
var tcpClient = new TcpClient();
tcpClient.Connect(IPAddress.Parse("10.0.2.2"), 4343);
NetworkStream stream = tcpClient.GetStream();
/* Send data */
byte[] message = Encoding.ASCII.GetBytes("Hello from CosmosOS!");
stream.Write(message, 0, message.Length);
/* Receive data */
while (!stream.DataAvailable)
{
TimerManager.Wait(100);
}
byte[] buffer = new byte[tcpClient.ReceiveBufferSize];
int bytesRead = stream.Read(buffer, 0, buffer.Length);
Console.WriteLine("Received '" + Encoding.ASCII.GetString(buffer, 0, bytesRead) + "'");
tcpClient.Close();

TCP server
TcpListener accepts incoming connections. Poll Pending() to avoid blocking in AcceptTcpClient():
var listener = new TcpListener(IPAddress.Any, 4444);
listener.Start();
Console.WriteLine("Listening on port 4444...");
while (!listener.Pending())
{
TimerManager.Wait(100);
}
TcpClient client = listener.AcceptTcpClient();
Console.WriteLine("Client connected!");
NetworkStream stream = client.GetStream();
while (!stream.DataAvailable)
{
TimerManager.Wait(100);
}
byte[] buffer = new byte[client.ReceiveBufferSize];
int bytesRead = stream.Read(buffer, 0, buffer.Length);
Console.WriteLine("Received '" + Encoding.ASCII.GetString(buffer, 0, bytesRead) + "'");
/* Echo it back */
stream.Write(buffer, 0, bytesRead);
client.Close();
listener.Stop();
To reach a listener inside QEMU user networking from your host, forward a host port to the guest. With plain QEMU that is -nic user,model=e1000e,hostfwd=tcp::4444-:4444, then connect to localhost:4444 on the host.

DNS
DNS uses the Cosmos DnsClient (the .NET Dns class is not plugged yet). Register a nameserver, query one domain, and read the answer back:
DnsConfig.Add(new Address(1, 1, 1, 1)); // Cloudflare public DNS
var dnsClient = new DnsClient();
dnsClient.Connect(new Address(1, 1, 1, 1));
/* Query a single domain name */
dnsClient.SendQuery("github.com");
/* Receive the answer (5 s timeout) */
Address? address = dnsClient.Receive(5000);
if (address != null)
{
Console.WriteLine("github.com resolved to " + address.ToString());
}
dnsClient.Close();

Crafting packets
The packet types behind the clients are public as an experimental seam: a kernel can build protocol packets itself, transmit them through the stack, and receive the parsed packet objects instead of payload bytes. The seam carries the COSMOS0002 diagnostic (Public API Tracking); referencing it is a build error until the kernel project acknowledges the missing compatibility promise:
<PropertyGroup>
<NoWarn>$(NoWarn);COSMOS0002</NoWarn>
</PropertyGroup>
The seam has three parts:
| Part | Members |
|---|---|
| Packet types | EthernetPacket, ArpRequestEthernet/ArpReplyEthernet, IPPacket, IcmpEchoRequest/IcmpEchoReply, UdpPacket, DhcpDiscover/DhcpRequest/DhcpRelease, DnsPacketQuery/DnsPacketAnswer, TcpPacket |
| Transmit and inject | NetworkStack.Send(IPPacket) queues a built packet with ARP resolution; NetworkStack.HandlePacket injects a raw frame into the receive path |
| Packet-level client I/O | UdpClient.Send(UdpPacket) / UdpClient.ReceivePacket(timeout), IcmpClient.Send(IcmpPacket) / IcmpClient.ReceivePacket(timeout) |
The seam is for building and reading the packet types the stack already
speaks, not for adding new ones: their wire fields, header checksum helpers
and the InitializeFields parse hook are internal to the stack, so a kernel
constructs a packet and reads its properties rather than deriving its own.
A crafted echo request, correlated with its reply by the identifier and sequence number the caller chose:
using Cosmos.Kernel.System.Network;
using Cosmos.Kernel.System.Network.Config;
using Cosmos.Kernel.System.Network.IPv4;
IPConfig? config = NetworkManager.Primary.IPConfig;
if (config is null)
{
Console.WriteLine("The primary adapter has no IPv4 configuration.");
return;
}
Address localIp = config.Address;
Address gateway = config.DefaultGateway;
IcmpClient icmp = new IcmpClient();
icmp.Connect(gateway);
IcmpEchoRequest request = new IcmpEchoRequest(localIp, gateway, id: 0x1234, sequence: 7);
if (!NetworkStack.Send(request))
{
Console.WriteLine("No interface carries " + localIp.ToString());
return;
}
if (icmp.ReceivePacket(5000) is IcmpEchoReply reply
&& reply.IcmpId == 0x1234 && reply.IcmpSequence == 7)
{
Console.WriteLine("reply from " + reply.SourceIP.ToString());
}
icmp.Close();
The contract the packet types actually implement:
- A build constructor writes the complete frame, including lengths and checksums, at construction time; nothing is recomputed later, so header bytes must not be modified after construction.
- Header properties are snapshots parsed from
RawDataat construction; writing toRawDatadoes not refresh them. - A parse constructor (
new XxxPacket(byte[])) aliases the caller's array without copying. NetworkStack.Sendresolves the sending device from the packet's source IP and returnsfalsewhen no configured interface matches it; the destination MAC is resolved by ARP unless the destination is a broadcast.- A custom IP protocol is a subclass of
IPPacket: pass the protocol number and payload length to a build constructor and write the payload atDataOffset.
Current limitations
System.Net.Dnsis not plugged; use the CosmosDnsClientshown above.- No TLS, so no
HttpClient/HTTPS: raw TCP only. - Several NICs are registered and configured, and outbound packets are routed by matching the source address against each interface's configuration, so
NetworkManager.Primarydecides only where the unrouted helpers (NetworkManager.Send, the no-handleIPConfig.Enable) go. - Half-close is not supported:
Close()on an established TCP connection expects the peer to answer the FIN handshake within 5 seconds and throws if it keeps the connection open. - On the Cosmos
UdpClientandIcmpClient,Close()andDispose()are not the same door.Close()stops delivery to the client and anIcmpClientreopens with anotherConnect();Dispose()(including the one ausingblock runs) retires the client for good, and every other member throwsObjectDisposedExceptionafterwards.
How it works
Your code calls the standard .NET socket classes, whose PAL bottoms out in Socket-level plugs in Cosmos.Kernel.Plugs (SocketPlug, TcpClientPlug, TcpListenerPlug, UdpClientPlug, NetworkStreamPlug). Those delegate to the Cosmos network stack (the TCP state machine and UDP layer over IPv4, ARP and Ethernet), which sends and receives frames through the NetworkDevice driver registered with NetworkManager. The Cosmos DhcpClient and DnsClient sit directly on the Cosmos UDP layer.
TcpClient / TcpListener / UdpClient / NetworkStream (stock BCL)
│
Socket plugs (Cosmos.Kernel.Plugs)
│
Cosmos TCP state machine / UDP (Cosmos.Kernel.System.Network.IPv4)
│ DhcpClient / DnsClient ride UDP directly
IPv4 / ARP / Ethernet
│
NetworkDevice driver (Intel E1000E, virtio-net)