lightyear

Crates.iolightyear
lib.rslightyear
version0.17.1
sourcesrc
created_at2023-02-04 19:00:07.28414
updated_at2024-08-30 17:14:50.097955
descriptionServer-client networking library for the Bevy game engine
homepage
repositoryhttps://github.com/cBournhonesque/lightyear
max_upload_size
id776568
size1,924,730
Charles Bournhonesque (cBournhonesque)

documentation

README

Lightyear

crates.io docs.rs codecov

A library for writing server-authoritative multiplayer games with Bevy. Compatible with wasm via WebTransport.

https://github.com/cBournhonesque/lightyear/assets/8112632/7b57d48a-d8b0-4cdd-a16f-f991a394c852

Demo using one server with 2 clients. The entity is predicted (slightly ahead of server) on the controlling client and interpolated (slightly behind server) on the other client. The server only sends updates to clients 10 times per second but the clients still see smooth updates.

Getting started

You can first check out the examples.

To quickly get started, you can follow this tutorial, which re-creates the simple_box example.

You can also find more information in this WIP book.

Features

Ergonomic

Lightyear provides a simple API for sending and receiving messages, and for replicating entities and components:

  • the user needs to define a shared protocol that defines all the Messages, Components, Inputs that can be sent over the network; as well as the Channels to be used:
// messages
app.add_message::<Message1>(ChannelDirection::Bidirectional);

// inputs
app.add_plugins(InputPlugin::<Inputs>::default());

// components
app.register_component::<PlayerId>(ChannelDirection::ServerToClient)
    .add_prediction(ComponentSyncMode::Once)
    .add_interpolation(ComponentSyncMode::Once);
    
// channels
app.add_channel::<Channel1>(ChannelSettings {
    mode: ChannelMode::OrderedReliable(ReliableSettings::default()),
    ..default()
});
  • to enable replication, the user just needs to add a Replicate bundle to entities that need to be replicated.

  • all network-related events are accessible via bevy Events: EventReader<MessageEvent<MyMessage>> or EventReader<EntitySpawnEvent>

  • I provide a certain number of bevy Resources to interact with the library (InputManager, ConnectionManager, TickManager, etc.)

Batteries-included

  • Transport-agnostic: Lightyear uses a very general Transport trait to send raw data on the network. The trait currently has several implementations:
    • UDP sockets
    • WebTransport (using QUIC): available on both native and wasm!
    • WebSocket: available on both native and wasm!
    • Steam: use the SteamWorks SDK to send messages over the Steam network
  • Serialization
    • Lightyear uses bincode as a default serializer, but you can provide your own serialization function
  • Message passing
    • Lightyear supports sending packets with different guarantees of ordering and reliability through the use of channels.
    • Packet fragmentation (for messages larger than ~1200 bytes) is supported
  • Input handling
    • Lightyear has special handling for player inputs (mouse presses, keyboards). They are buffered every tick on the Client, and lightyear makes sure that the client input for tick N will be processed on tick N on the server. Inputs are protected against packet-loss: each packet will contain the client inputs for the last few frames.
    • With the leafwing feature, there is a special integration with the leafwing-input-manager crate, where your leafwing inputs are networked for you!
  • World Replication
    • Entities that have the Replicate bundle will be automatically replicated to clients. Only the components that change will be sent over the network. This functionality is similar to what bevy_replicon provides.
  • Advanced replication
    • Client-side prediction: with just a one-line change, you can enable client-prediction with rollback on the client, so that your inputs can feel responsive
    • Snapshot interpolation: with just a one-line change, you can enable Snapshot interpolation so that entities are smoothly interpolated even if replicated infrequently.
    • Client-authoritative replication: you can also replicate entities from the client to the server. The authority over the entity is transferable between the client and the server.
    • Pre-spawning predicted entities: you can spawn Predicted entities on the client first, and then transfer the authority to the server. This ensures that the entity is spawned immediately, but will still be controlled by the server.
    • Entity mapping: lightyear also supports replicating components/messages that contain references to other entities. The entities will be mapped from the local World to the remote World.
    • Interest management: lightyear supports replicating only a subset of the World to clients. Interest management is made flexible by the use of Rooms
    • Input Delay: you can add a custom amount of input-delay as a trade-off between having a more responsive game or more mis-predictions
    • Bandwidth Management: you can set a cap to the bandwidth for the connection. Then messages will be sent in decreasing order of priority (that you can set yourself), with a priority-accumulation scheme
  • Configurable
    • Lightyear is highly configurable: you can configure the size of the input buffer, the amount of interpolation-delay, the packet send rate, etc. All the configurations are accessible through the ClientConfig and ServerConfig structs.
  • Observability
    • Lightyear uses the tracing and metrics libraries to emit spans and logs around most events ( sending/receiving messages, etc.). The metrics can be exported to Prometheus for analysis.
  • Examples
    • Lightyear has plenty of examples demonstrating all these features, as well as the integration with other bevy crates such as bevy_xpbd_2d

Supported bevy version

Lightyear Bevy
0.16-0.17 0.14
0.10-0.15 0.13
0.1-0.9 0.12
Commit count: 1409

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