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/*!
A simple networking plugin for Bevy designed to work with Bevy's event architecture.
Using this plugin is meant to be straightforward and highly configurable.
You simply add the `EventworkPlugin` to the respective bevy app with the runtime you wish to use
and the networking provider you wish to use. Next add your runtime to the app as the [`EventworkRuntime`] Resource.
Then, register which kind of messages can be received through [`managers::network::AppNetworkMessage::listen_for_message`],
as well as which provider you wantto handle these messages and you
can start receiving packets as events of [`NetworkData<T>`].
This plugin also supports Request/Response style messages, see that modules documentation for further info: **[Request Documentation](https://docs.rs/bevy_eventwork/latest/bevy_eventwork/managers/network_request/index.html)**
## Example Client
```rust,no_run
use bevy::prelude::*;
use bevy_eventwork::{EventworkRuntime, EventworkPlugin, NetworkData, NetworkMessage, NetworkEvent, AppNetworkMessage, tcp::TcpProvider,tcp::NetworkSettings};
use serde::{Serialize, Deserialize};
use bevy::tasks::TaskPoolBuilder;
#[derive(Serialize, Deserialize)]
struct WorldUpdate;
impl NetworkMessage for WorldUpdate {
const NAME: &'static str = "example:WorldUpdate";
}
fn main() {
let mut app = App::new();
app.add_plugins(EventworkPlugin::<
TcpProvider,
bevy::tasks::TaskPool,
>::default());
//Insert our runtime and the neccessary settings for the TCP transport
app.insert_resource(EventworkRuntime(
TaskPoolBuilder::new().num_threads(2).build(),
));
app.insert_resource(NetworkSettings::default());
// We are receiving this from the server, so we need to listen for it
app.listen_for_message::<WorldUpdate, TcpProvider>();
app.add_systems(Update, (handle_world_updates,handle_connection_events));
}
fn handle_world_updates(
mut chunk_updates: EventReader<NetworkData<WorldUpdate>>,
) {
for chunk in chunk_updates.read() {
info!("Got chunk update!");
}
}
fn handle_connection_events(mut network_events: EventReader<NetworkEvent>,) {
for event in network_events.read() {
match event {
&NetworkEvent::Connected(_) => info!("Connected to server!"),
_ => (),
}
}
}
```
## Example Server
```rust,no_run
use bevy::prelude::*;
use bevy_eventwork::{EventworkRuntime,
EventworkPlugin, NetworkData, NetworkMessage, Network, NetworkEvent, AppNetworkMessage,
tcp::TcpProvider,tcp::NetworkSettings
};
use bevy::tasks::TaskPoolBuilder;
use serde::{Serialize, Deserialize};
#[derive(Serialize, Deserialize)]
struct UserInput;
impl NetworkMessage for UserInput {
const NAME: &'static str = "example:UserInput";
}
fn main() {
let mut app = App::new();
app.add_plugins(EventworkPlugin::<
TcpProvider,
bevy::tasks::TaskPool,
>::default());
//Insert our runtime and the neccessary settings for the TCP transport
app.insert_resource(EventworkRuntime(
TaskPoolBuilder::new().num_threads(2).build(),
));
app.insert_resource(NetworkSettings::default());
// We are receiving this from a client, so we need to listen for it!
app.listen_for_message::<UserInput, TcpProvider>();
app.add_systems(Update, (handle_world_updates,handle_connection_events));
}
fn handle_world_updates(
mut chunk_updates: EventReader<NetworkData<UserInput>>,
) {
for chunk in chunk_updates.read() {
info!("Got chunk update!");
}
}
#[derive(Serialize, Deserialize)]
struct PlayerUpdate;
impl NetworkMessage for PlayerUpdate {
const NAME: &'static str = "example:PlayerUpdate";
}
fn handle_connection_events(
net: Res<Network<TcpProvider>>,
mut network_events: EventReader<NetworkEvent>,
) {
for event in network_events.read() {
match event {
&NetworkEvent::Connected(conn_id) => {
net.send_message(conn_id, PlayerUpdate);
info!("New client connected: {:?}", conn_id);
}
_ => (),
}
}
}
```
As you can see, they are both quite similar, and provide everything a basic networked game needs.
Currently, Bevy's [TaskPool](bevy::tasks::TaskPool) is the default runtime used by Eventwork.
*/
/// Contains error enum.
/// Contains all functionality for starting a server or client, sending, and recieving messages from clients.
pub use ;
use NetworkProvider;
pub use EventworkRuntime;
use JoinHandle;
pub use Runtime;
use ;
pub use async_channel;
use ;
pub use async_trait;
use *;
use NetworkError;
pub use NetworkMessage;
use ;
use Deref;
/// A default tcp provider to help get you started.
/// A [`ConnectionId`] denotes a single connection
/// [`NetworkPacket`]s are untyped packets to be sent over the wire
/// A network event originating from another eventwork app
/// [`NetworkData`] is what is sent over the bevy event system
///
/// Please check the root documentation how to up everything
/// The plugin to add to your bevy [`App``] when you want
/// to instantiate a server
>,
);