[−][src]Crate zelda
Zelda
Zelda is a lightweight application-level network protocol for use in real-time applications. It is built on UDP and provides lightweight virtual connections and estimation of Round-trip time. The API is inspired by laminar.
Zelda does not provide any reliability and is instead developed to be used alongside other reliable protocols (for example TCP) or with a reliability layer on top.
Examples
use std::net::SocketAddr; use crossbeam::channel::{Sender, Receiver}; use zelda::{Socket, Config, Packet, Event}; let socket_address: SocketAddr = "127.0.0.1:38000".parse().unwrap(); let socket1 = Socket::bind(socket_address, Config::default())?; let socket2 = Socket::bind_any(Config::default())?; println!("Address of socket 2: {}", socket2.local_address()); let packet_sender: Sender<Packet> = socket2.packet_sender(); packet_sender.send(Packet::new(socket_address, "Hello, Client!".as_bytes().to_vec())); let event_receiver: Receiver<Event> = socket1.event_receiver(); while let Ok(event) = event_receiver.recv() { Event::Connected(addr) => { // A connection was established with addr. }, Event::Received(addr, payload, estrtt) => { // Received payload on addr with estimated rtt. }, Event::Disconnected(addr) => { // Client with addr disconnected. break; } }
Another full example:
let server_address: SocketAddr = "127.0.0.1:38000".parse().unwrap(); let client_address: SocketAddr = "127.0.0.1:38001".parse().unwrap(); let server = Socket::bind(server_address, Config::default()).unwrap(); let client = Socket::bind(client_address, Config::default()).unwrap(); let j1 = std::thread::spawn(move || { for _ in 0..20 { server.packet_sender().send(Packet::new(client_address, "Hello, Client!".as_bytes().to_vec())).unwrap(); std::thread::sleep(std::time::Duration::from_millis(20)); } loop { match server.event_receiver().recv() { Ok(Event::Connected(addr)) => { println!("Client connected to server!"); assert_eq!(addr, client_address); }, Ok(Event::Received(addr, payload, rtt)) => { println!("Server received content: {}, estimated RTT: {} ms, has estimate: {}", std::str::from_utf8(&payload).unwrap(), rtt.unwrap_or_default().as_millis(), rtt.is_some()); assert_eq!(addr, client_address); assert_eq!("Hello, Server!".as_bytes().to_vec(), payload); }, Ok(Event::Disconnected(addr)) => { println!("Client disconnnected from server!"); assert_eq!(addr, client_address); break; }, Err(err) => { panic!("Error: {}", err); } } } }); let j2 = std::thread::spawn(move || { for _ in 0..20 { client.packet_sender().send(Packet::new(server_address, "Hello, Server!".as_bytes().to_vec())).unwrap(); std::thread::sleep(std::time::Duration::from_millis(20)); } loop { match client.event_receiver().recv() { Ok(Event::Connected(addr)) => { println!("Server connected to client!"); assert_eq!(addr, server_address); }, Ok(Event::Received(addr, payload, rtt)) => { println!("Client received content: {}, estimated RTT: {} ms, has estimate: {}", std::str::from_utf8(&payload).unwrap(), rtt.unwrap_or_default().as_millis(), rtt.is_some()); assert_eq!(addr, server_address); assert_eq!("Hello, Client!".as_bytes().to_vec(), payload); }, Ok(Event::Disconnected(addr)) => { println!("Server disconnnected from client!"); assert_eq!(addr, server_address); break; }, Err(err) => { panic!("Error: {}", err); } } } }); j1.join().unwrap(); j2.join().unwrap();
Structs
Config | |
Packet | |
Socket |
Enums
Event |