Crate crystalorb_bevy_networking_turbulence[][src]

Expand description

crystalorb-bevy-networking-turbulence

Provides a wrapper implementation of crystalorb::network_recource::NetworkResource that allows the bevy_networking_turbulence plugin to be used with CrystalOrb.

For your convenience, a bevy plugin is also provided that performs the necessary setup (such as registering the required message channels in the bevy_networking_turbulence plugin, and registering the Client/Server resources)

Pitfalls

At the moment, you still need to put all your physics and real-time game logic into the CrystalOrb::world::World, but, ideally, it would be great to put them into the bevy ECS instead (since the ECS is probably the reason why you want to use bevy in the first place). In the future, it might be possible to implement CrystalOrb::world::World for a bevy app (contributions welcome!!) so that we can run bevy inside CrystalOrb inside bevy (bevyception? That’ll be a cool name if it’s not already taken).

Usage

  • Add the CrystalOrbClientPlugin bevy plugin into your client bevy app.
  • Add the CrystalOrbServerPlugin bevy plugin into your server bevy app.
  • Access the CrystalOrb::Client on your client app as a bevy resource.
  • Access the CrystalOrb::Server on your server app as a bevy resource.

Heres an example client:

use bevy::prelude::*;
use crystalorb_demo::{DemoWorld, DemoCommand, PlayerSide, PlayerCommand};
use crystalorb_bevy_networking_turbulence::{
  WrappedNetworkResource,
  CrystalOrbClientPlugin,
  crystalorb::{
    Config,
    client::{
      Client,
      stage::StageMut as ClientStageMut,
    },
  },
  CommandChannelSettings,
  bevy_networking_turbulence::{
    NetworkResource,
    MessageChannelSettings,
    MessageChannelMode,
    ReliableChannelSettings
  },
};
use std::time::Duration;

#[derive(Default)]
struct PlayerInputState {
  jump: bool,
}

fn player_input(
  mut state: Local<PlayerInputState>,
  input: Res<Input<KeyCode>>,
  mut client: ResMut<Client<DemoWorld>>,
  mut net: ResMut<NetworkResource>,
) {
  if let ClientStageMut::Ready(mut ready_client) = client.stage_mut() {
    let jump = input.pressed(KeyCode::Up);

    if jump != state.jump {
      ready_client.issue_command(
        DemoCommand::new(
          PlayerSide::Left,
          PlayerCommand::Jump,
          jump
        ),
        &mut WrappedNetworkResource(&mut *net),
      );

    }

    state.jump = jump;
  }
}

fn main() {
  App::build()
    // You can optionally override some message channel settings
    // There is `CommandChannelSettings`, `SnapshotChannelSettings`, and `ClockSyncChannelSettings`
    // Make sure you apply the same settings for both client and server.
    .insert_resource(CommandChannelSettings(
        MessageChannelSettings {
            channel: 0,
            channel_mode: MessageChannelMode::Compressed {
                reliability_settings: ReliableChannelSettings {
                    bandwidth: 4096,
                    recv_window_size: 1024,
                    send_window_size: 1024,
                    burst_bandwidth: 1024,
                    init_send: 512,
                    wakeup_time: Duration::from_millis(100),
                    initial_rtt: Duration::from_millis(200),
                    max_rtt: Duration::from_secs(2),
                    rtt_update_factor: 0.1,
                    rtt_resend_factor: 1.5,
                },
                max_chunk_len: 1024,
            },
            message_buffer_size: 64,
            packet_buffer_size: 64,
        }
    ))
    .add_plugins(DefaultPlugins)
    .add_plugin(CrystalOrbClientPlugin::<DemoWorld>::new(Config::default()))
    .add_system(player_input.system())
    .run();
}

Here’s an example server:

use bevy::prelude::*;
use crystalorb_demo::DemoWorld;
use crystalorb_bevy_networking_turbulence::{
  CrystalOrbServerPlugin,
  crystalorb::Config,
  CommandChannelSettings,
  bevy_networking_turbulence::{
    MessageChannelSettings,
    MessageChannelMode,
    ReliableChannelSettings
  },
};
use std::time::Duration;

fn main() {
  App::build()
    // You can optionally override some message channel settings
    // There is `CommandChannelSettings`, `SnapshotChannelSettings`, and `ClockSyncChannelSettings`
    // Make sure you apply the same settings for both client and server.
    .insert_resource(CommandChannelSettings(
        MessageChannelSettings {
            channel: 0,
            channel_mode: MessageChannelMode::Compressed {
                reliability_settings: ReliableChannelSettings {
                    bandwidth: 4096,
                    recv_window_size: 1024,
                    send_window_size: 1024,
                    burst_bandwidth: 1024,
                    init_send: 512,
                    wakeup_time: Duration::from_millis(100),
                    initial_rtt: Duration::from_millis(200),
                    max_rtt: Duration::from_secs(2),
                    rtt_update_factor: 0.1,
                    rtt_resend_factor: 1.5,
                },
                max_chunk_len: 1024,
            },
            message_buffer_size: 64,
            packet_buffer_size: 64,
        }
    ))
    .add_plugins(DefaultPlugins)
    .add_plugin(CrystalOrbServerPlugin::<DemoWorld>::new(Config::default()))
    .run();
}

Re-exports

pub use bevy_networking_turbulence;
pub use crystalorb;

Structs

ClientSystemState
ClockSyncChannelSettings
CommandChannelSettings
CrystalOrbClientPlugin
CrystalOrbServerPlugin
SnapshotChannelSettings
WrappedConnection
WrappedNetworkResource

Enums

ClientConnectionEvent

Functions

client_system
network_setup
server_system