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bevy_slinet

A simple networking plugin for bevy.

docs.rs Crates.io Crates.io

Features

  • You can choose TCP or UDP protocol. Adding your own protocols is as easy as implementing a few traits.
  • Multiple clients/servers with different configs (specifies a protocol, packet types, serializer, etc.)
  • De/serialization. You choose a serialization format, packet type (you probably want it to be enum), and receive events with deserialized packets.

Note: Everything in bevy_slinet is feature-gated. Make sure to enable features you need (client, server, protocol_tcp, protocol_udp, serializer_bincode).

Client example

use bevy::prelude::*;
use serde::{Deserialize, Serialize};

use bevy_slinet::client::{ClientPlugin, ConnectionEstablishEvent, PacketReceiveEvent};
use bevy_slinet::packet_length_serializer::LittleEndian;
use bevy_slinet::protocols::tcp::TcpProtocol;
use bevy_slinet::serializers::bincode::{BincodeSerializer, DefaultOptions};
use bevy_slinet::ClientConfig;

struct Config;

impl ClientConfig for Config {
    type ClientPacket = Packet;
    type ServerPacket = Packet;
    type Protocol = TcpProtocol;
    type SerializerError = bincode::Error;
    type LengthSerializer = LittleEndian<u32>;
    fn build_serializer(
    ) -> SerializerAdapter<Self::ClientPacket, Self::ServerPacket, Self::SerializerError> {
        SerializerAdapter::ReadOnly(Arc::new(
            BincodeSerializer::<DefaultOptions>::default(),
        ))
    }
}

#[derive(Serialize, Deserialize, Debug)]
enum ClientPacket {
    String(String),
}

#[derive(Serialize, Deserialize, Debug)]
enum ServerPacket {
    String(String),
}

fn main() {
    App::new()
        .add_plugins(MinimalPlugins)
        .add_plugins(ClientPlugin::<Config>::connect("127.0.0.1:3000"))
        .add_observer(connection_establish_system)
        .add_observer(packet_receive_system)
        .run()
}

fn connection_establish_system(event: Trigger<ConnectionEstablishEvent<Config>>) {
    println!("Connected!");
}

fn packet_receive_system(event: Trigger<PacketReceiveEvent<Config>>) {
    match &event.event().packet {
        ServerPacket::String(s) => println!("Got a message: {}", s),
    }
    event
        .event()
        .connection
        .send(ClientPacket::String("Hello, Server!".to_string()))
        .unwrap();
}

Server Example

use bevy::prelude::*;
use serde::{Deserialize, Serialize};

use bevy_slinet::packet_length_serializer::LittleEndian;
use bevy_slinet::protocols::tcp::TcpProtocol;
use bevy_slinet::serializers::bincode::{BincodeSerializer, DefaultOptions};
use bevy_slinet::server::{NewConnectionEvent, ServerPlugin, PacketReceiveEvent};
use bevy_slinet::ServerConfig;

struct Config;

impl ServerConfig for Config {
    type ClientPacket = Packet;
    type ServerPacket = Packet;
    type Protocol = TcpProtocol;
    type SerializerError = bincode::Error;
    type LengthSerializer = LittleEndian<u32>;
    fn build_serializer(
    ) -> SerializerAdapter<Self::ClientPacket, Self::ServerPacket, Self::SerializerError> {
        SerializerAdapter::ReadOnly(Arc::new(
            BincodeSerializer::<DefaultOptions>::default(),
        ))
    }
}

#[derive(Serialize, Deserialize, Debug)]
enum ClientPacket {
    String(String),
}

#[derive(Serialize, Deserialize, Debug)]
enum ServerPacket {
    String(String),
}

fn main() {
    App::new()
        .add_plugins(MinimalPlugins)
        .add_plugins(ServerPlugin::<Config>::bind("127.0.0.1:3000").unwrap())
        .add_observer(new_connection_system)
        .add_observer(packet_receive_system)
        .run()
}

fn new_connection_system(event: Trigger<NewConnectionEvent<Config>>) {
    event
        .event()
        .connection
        .send(ServerPacket::String("Hello, Client!".to_string()))
        .unwrap();
}

fn packet_receive_system(event: Trigger<PacketReceiveEvent<Config>>) {
    match &event.event().packet {
        ClientPacket::String(s) => println!("Got a message from a client: {}", s),
    }
    event
        .event()
        .connection
        .send(ServerPacket::String("Hello, Client!".to_string()))
        .unwrap();
}

Note: you should implement keep-alive and disconnection systems yourself, or look at lobby_and_battle_servers example

More examples

Here.

Compatibility table

Plugin Version Bevy Version
0.1 0.6
0.2 0.6
0.3 0.7
0.4 0.8
0.5 0.9
0.6 0.10.1
0.7 0.11
0.8 0.12
0.9 0.13
0.10 0.13
0.11 0.14
0.12 0.14
0.13 0.15
main 0.15

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A simple networking plugin for bevy.

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