Crates.io | durian |
lib.rs | durian |
version | 0.5.0 |
source | src |
created_at | 2022-12-08 07:05:47.629999 |
updated_at | 2023-09-06 09:28:11.375349 |
description | Client-server networking library built on top of the QUIC protocol, implemented in Rust by quinn. |
homepage | https://github.com/spoorn/durian |
repository | https://github.com/spoorn/durian |
max_upload_size | |
id | 732423 |
size | 188,380 |
"This library stinks!" ... "Unless you like durian"
durian
is a client-server networking library built on top of the QUIC protocol which is
implemented in Rust by quinn.
It provides a thin abstraction layer above the lower-level details of connection management, byte management, framing, and more, to make writing netcode easier and allow the user to focus on the messaging contents instead. Serialization and deserialization are built into the APIs so you can send and receive exact Packets as structs for ease of development.
durian
is a general purpose library, but was made primarily for me to dabble in game development. It has been
tested and working with the Bevy game engine.
Full documentation can be found at https://docs.rs/durian/latest/durian/
Crates.io: https://crates.io/crates/durian/
This library is in very early (but very active!) development, meaning a LOT of it will change rapidly.
In its current state, it's usable to create a quick multiplayer demo. I use it myself to learn game
development.
This is not production ready, and is missing a lot of features to make it production ready (see Features list below).
However, if you are trying to build something and want to avoid a lot of the headache of lower-level netcode details, and don't need the "production" features, such as a multiplayer game demo, LAN sandbox applications, etc., then feel free to try it out!
durian
's goal is to make it as simple as possible to setup netcode (See the examples below).
Certificate authentication between client-server
More complex connection configurations such as:
Handshake protocol
Connection/streams re-establishment
Reusing an Endpoint across multiple PacketManagers (for client connected to multiple servers, or having different Packet contracts)
Better Error handling/messaging
Unreliable packets
Unordered packets
Probably lots more
Add durian
to your Cargo.toml via cargo add durian
or manually:
[dependencies]
durian = "0.3"
There are 2 steps needed to create a Packet
to be used with durian
:
durian
allows for structuring Packets
as simple structs. The structs must implement
Trait Packet
, which has a single function Packet::as_bytes()
which will be called for
serializing the Packet
into bytes to be sent over the wire between client and server.
There also needs to be a struct that implements PacketBuilder
which is used to
deserialize from bytes back into your Packet
struct via the PacketBuilder::read()
function.
For your convenience, durian
is bundled with durian_macros
which contains a few macros that
help autogenerate Impl blocks for a struct for both Packet
and PacketBuilder
. The only
requirement is the struct must be de/serializable, meaning all nested fields also need to be
de/serializable.
#[bincode_packet]
will de/serialize your Packet using bincode and applies necessary derive
macros automatically for you.
use durian::bincode_packet;
// Automatically implements Packet, and generates a PositionPacketBuilder that implements
// PacketBuilder. You can also add other macros such as derive macros so long as they don't
// conflict with what #[bincode_packet] adds (See bincode_packet documentation).
#[bincode_packet]
#[derive(Debug)]
struct Position {
x: i32,
y: i32
}
// Works for Unit (empty) structs as well
#[bincode_packet]
struct Ack;
You can also use the derive macros (BinPacket
and UnitPacket
) manually:
use durian::serde::{Deserialize, Serialize};
use durian::{BinPacket, UnitPacket};
#[derive(Serialize, Deserialize, BinPacket)]
#[serde(crate = "durian::serde")]
struct Position { x: i32, y: i32 }
#[derive(UnitPacket)]
struct Ack;
PacketManager
is what you will use to initiate connections between clients/servers, and
send/receive Packets
.
A PacketManager
would be created on each client to connect to a
single server, and one created on the server to connect to multiple clients. It contains both
synchronous and asynchronous APIs, so you can call the functions both from a synchronous
context, or within an async runtime (Note: the synchronous path will create a separate
isolated async runtime context per PacketManager
instance.)
There are 4 basic steps to using the PacketManager
, which would be done on both the client
and server side:
Create a PacketManager
via new()
or, if calling from an async context, new_for_async()
Register the Packets
and PacketBuilders
that the PacketManager
will receive
and send using register_receive_packet()
and register_send_packet()
.
The ordering of Packet
registration matters for the receive
channel and
send
channel each - the client and server must register the same packets in the same order,
for the opposite channels.
receive
packets in the
same order the server registers the same as send
packets, and vice versa, the client must
register send
packets in the same order the server registers the same as receive
packets.
This helps to ensure the client and servers are in sync on what Packets to send/receive, almost
like ensuring they are on the same "version" so to speak, and is used to properly identify
Packets.durian_macros
comes bundled with 2 macros that simplify registration of send and
receive packets: register_receive!()
,
and register_send!()
Initiate connection(s) with init_client()
(or the async variant async_init_client()
if on the client side, else use init_server()
(or the async variant async_init_server)
if on the server side.
Send packets using any of broadcast()
, send()
, send_to()
or the respective async
variants if calling from an async context already. Receive packets
using any of received_all()
, received()
, or the respective
async
variants.
Putting these together:
use durian::{ClientConfig, PacketManager, bincode_packet, register_receive, register_send};
#[bincode_packet]
struct Position { x: i32, y: i32 }
#[bincode_packet]
struct ServerAck;
#[bincode_packet]
struct ClientAck;
#[bincode_packet]
struct InputMovement { direction: String }
fn packet_manager_example() {
// Create PacketManager
let mut manager = PacketManager::new();
// Register send and receive packets
// Using macros
let register_results = register_receive!(
manager,
(Position, PositionPacketBuilder),
(ServerAck, ServerAckPacketBuilder)
);
let send_results = register_send!(manager, ClientAck, InputMovement);
// Validate registrations succeeded
assert!(receive_results.iter().all(|r| r.is_ok()));
assert!(send_results.iter().all(|r| r.is_ok()));
// Or equivalently with manual registrations:
// manager.register_receive_packet::<Position>(PositionPacketBuilder).unwrap();
// manager.register_receive_packet::<ServerAck>(ServerAckPacketBuilder).unwrap();
// manager.register_send_packet::<ClientAck>().unwrap();
// manager.register_send_packet::<InputMovement>().unwrap();
// Initialize a client
let client_config = ClientConfig::new("127.0.0.1:5001", "127.0.0.1:5000", 2, 2);
manager.init_client(client_config).unwrap();
// Send and receive packets
manager.broadcast(InputMovement { direction: "North".to_string() }).unwrap();
manager.received_all::<Position, PositionPacketBuilder>(false).unwrap();
// The above PacketManager is for the client. Server side is similar except the packets
// are swapped between receive vs send channels:
// Create PacketManager
let mut server_manager = PacketManager::new();
// Register send and receive packets
let server_register_results = register_receive!(
server_manager,
(ClientAck, ClientAckPacketBuilder),
(InputMovement, InputMovementPacketBuilder)
);
let server_send_results = register_send!(server_manager, Position, ServerAck);
// Validate registrations succeeded
assert!(server_receive_results.iter().all(|r| r.is_ok()));
assert!(server_send_results.iter().all(|r| r.is_ok()));
// Initialize a client
let client_config = ClientConfig::new("127.0.0.1:5001", "127.0.0.1:5000", 2, 2);
server_manager.init_client(client_config).unwrap();
// Send and receive packets
server_manager.broadcast(Position { x: 1, y: 3 }).unwrap();
server_manager.received_all::<InputMovement, InputMovementPacketBuilder>(false).unwrap();
}
For beginners, creating packets to be sent between clients/server should be extremely straight-forward
and the above examples should cover most of what you'd need. For more complex scenarios, such as
serializing/deserializing packets in a custom way, can be done by implementing the various Traits
yourself, or through extra configurations in the PacketManager
.
For a comprehensive minimal example, see the example crate.
I also use this library myself for simple game development. See the multisnakegame repo.
durian
uses the log
API with debug and trace logs. Enable debug logging to see update logs
from durian
, and enable trace logging to see packet byte transmissions.