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// Copyright (c) 2015-2016 Ivo Wetzel // Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or // http://www.apache.org/licenses/LICENSE-2.0> or the MIT license // <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your // option. This file may not be copied, modified, or distributed // except according to those terms. //! **cobalt** is a networking library which provides [virtual connections //! over UDP](http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/) //! for both unreliable, reliable and optional in-order delivery of messages. //! //! It is primarily designed to be used as the basis of real-time, low latency, //! single server / multi client systems. //! //! The library provides the underlying architecture required for handling and //! maintaining virtual connections over UDP sockets and takes care of sending //! raw messages over the established client-server connections with minimal //! overhead. //! //! **cobalt** is also fully configurable and can be integrated in a variety of //! ways, as can be seen in the examples below. //! //! ## Getting started //! //! **cobalt** supports a number of different integration strategies, the most //! forward one being the use of so called *handlers*. The `Handler` trait acts //! as a event proxy for both server and client events that are emitted from //! the underlying tick loop inside the library. //! //! //! ## Handler based integration //! //! The handler based approach suits itself especially well for the server side //! where all updates on any connections will be performed inside a single tick //! handler. //! //! ``` //! use std::collections::HashMap; //! use cobalt::{Config, Connection, ConnectionID, Handler, Server, MessageKind}; //! //! struct GameServer { //! tick: u8 //! } //! impl Handler<Server> for GameServer { //! //! fn bind(&mut self, server: &mut Server) { //! // Since this is a runnable doc, we'll just exit right away //! server.shutdown().unwrap(); //! } //! //! fn tick_connections( //! &mut self, _: &mut Server, //! connections: &mut HashMap<ConnectionID, Connection> //! ) { //! //! for (_, conn) in connections.iter_mut() { //! // Receive player input //! for msg in conn.received() { //! println!("Received message from client: {:?}", msg); //! } //! } //! //! // Advance game state //! self.tick = self.tick.wrapping_add(1); //! //! // Send state updates to players //! for (_, conn) in connections.iter_mut() { //! conn.send(MessageKind::Instant, b"Hello World".to_vec()); //! } //! //! } //! //! fn shutdown(&mut self, _: &mut Server) { //! // Logging and things //! } //! //! fn connection(&mut self, _: &mut Server, _: &mut Connection) { //! // Create Player, send MOTD etc. //! } //! //! fn connection_lost(&mut self, _: &mut Server, _: &mut Connection) { //! // Remove Player //! } //! //! } //! //! let mut handler = GameServer { //! tick: 0 //! }; //! let mut server = Server::new(Config::default()); //! server.bind(&mut handler, "127.0.0.1:7156").ok(); //! ``` //! //! The client version of the handler based approach looks almost //! identical - except for a few methods sporting different names. //! //! This method is best used when separate logic / rendering threads are used. //! //! ``` //! use cobalt::{Config, Connection, Handler, Client, MessageKind}; //! //! struct GameClient { //! tick: u8 //! }; //! //! impl Handler<Client> for GameClient { //! //! fn connect(&mut self, client: &mut Client) { //! // Since this is a runnable doc, we'll just exit right away //! client.close().unwrap(); //! } //! //! fn tick_connection(&mut self, _: &mut Client, conn: &mut Connection) { //! //! // Receive incoming state from the server //! for msg in conn.received() { //! println!("Received message {:?}", msg); //! } //! //! // Advance game state //! self.tick = self.tick.wrapping_add(1); //! //! // Send some message to server //! conn.send(MessageKind::Instant, b"Hello World".to_vec()); //! //! } //! //! fn close(&mut self, _: &mut Client) { //! // Exit game //! } //! //! fn connection(&mut self, _: &mut Client, _: &mut Connection) { //! // Request map list and settings from server //! } //! //! fn connection_failed(&mut self, _: &mut Client, _: &mut Connection) { //! // Failed to connect to the server //! } //! //! fn connection_lost(&mut self, _: &mut Client, _: &mut Connection) { //! // Inform the user //! } //! //! } //! //! let mut handler = GameClient { //! tick: 0 //! }; //! let mut client = Client::new(Config::default()); //! client.connect(&mut handler, "127.0.0.1:7156").ok(); //! ``` //! //! ## Stream based integration //! //! For situations where a event loop is already in place (e.g. game engines), //! a stream based approach can be used in order to achieve easier integration //! in single threaded scenarios. //! //! ``` //! use cobalt::{ClientEvent, ClientStream, Config, MessageKind}; //! //! // Create a new stream //! let mut stream = ClientStream::new(Config { //! send_rate: 15, //! .. Default::default() //! }); //! //! // Initiate the connection //! stream.connect("127.0.0.1:5555").ok(); //! //! // Inside of the existing event loop //! // loop { //! //! // Receive incoming messages //! while let Ok(event) = stream.receive() { //! match event { //! ClientEvent::Connection => println!("Connection established"), //! ClientEvent::ConnectionLost => println!("Connection lost"), //! ClientEvent::Tick => { //! // Handle network related logic, advance actual in game time //! }, //! ClientEvent::Message(payload) => println!("Received message: {:?}", payload), //! _ => {} //! } //! } //! //! // Send some messages //! stream.send(MessageKind::Instant, b"Hello World".to_vec()).ok(); //! //! // Send outgoing messages //! stream.flush().ok(); //! //! // } //! ``` //! //! ## Low level synchronous integration //! //! For times when even the stream based abstraction is too much, there's also //! the option to use the underlying synchronous client implement on top of //! which both the handler and stream based approaches are built. //! //! ``` //! use cobalt::{Client, Config, Handler, MessageKind}; //! //! struct SyncHandler; //! impl Handler<Client> for SyncHandler {} //! //! let mut handler = SyncHandler; //! let mut client = Client::new(Config::default()); //! let mut state = client.connect_sync( //! &mut handler, //! "127.0.0.1:7156" //! //! ).unwrap(); //! //! // Receive from the server //! client.receive_sync(&mut handler, &mut state, 0); //! //! // Tick the connection //! client.tick_sync(&mut handler, &mut state); //! //! // Send a message //! state.send(MessageKind::Instant, b"Hello World".to_vec()); //! //! // Send any pending messages via the connection //! client.send_sync(&mut handler, &mut state); //! ``` #![cfg_attr(feature="clippy", feature(plugin))] #![cfg_attr(feature="clippy", plugin(clippy))] #![deny( missing_docs, missing_debug_implementations, missing_copy_implementations, trivial_casts, trivial_numeric_casts, unsafe_code, unused_import_braces, unused_qualifications )] mod client; mod client_stream; mod server; mod tick; mod shared { pub mod binary_rate_limiter; pub mod config; pub mod connection; pub mod message_queue; pub mod udp_socket; pub mod stats; } mod traits { pub mod handler; pub mod rate_limiter; pub mod socket; } #[doc(inline)] pub use shared::config::Config; #[doc(inline)] pub use shared::connection::{ Connection, ConnectionID, ConnectionMap, ConnectionState }; #[doc(inline)] pub use shared::message_queue::MessageKind; #[doc(inline)] pub use shared::binary_rate_limiter::BinaryRateLimiter; #[doc(inline)] pub use shared::udp_socket::UdpSocket; #[doc(inline)] pub use shared::stats::Stats; #[doc(inline)] pub use traits::handler::Handler; #[doc(inline)] pub use traits::rate_limiter::RateLimiter; #[doc(inline)] pub use traits::socket::Socket; #[doc(inline)] pub use client::Client; #[doc(inline)] pub use client::ClientState; #[doc(inline)] pub use client_stream::ClientStream; #[doc(inline)] pub use client_stream::ClientEvent; #[doc(inline)] pub use server::Server; #[cfg(test)] mod tests { mod client; mod client_stream; mod connection; mod message_queue; mod server; mod mock; }