/// /// Example using various features - IP/port hard-coded as default of 127.0.0.1:5000. /// See the chat example for configurable IP/port. /// Start the server with `cargo run --example example -- -s` /// Start the client with `cargo run --example example` /// /// The server and client will use encryption to communicate. /// /// Every 500 frames the server will broadcast a message of it's frame count. /// /// With focus on the server window: /// Hit 'ESC' to stop the server /// Hit 'ENTER' to start the server /// /// With focus on the client window: /// Hit 'ESC' to disconnect from the server /// Hit 'ENTER' to reconnect to the server /// Hit 'SPACE' to send a message of type PlayerMovement /// /// The server will respond to the PlayerMovement message with a ServerResponse message. /// use bevy::prelude::*; use bevy_client_server_events::{ client::{ConnectToServer, DisconnectFromServer, ReceiveFromServer, SendToServer}, client_server_events_plugin, server::{ ClientConnected, ClientDisconnected, ReceiveFromClient, SendToClient, SendToClients, StartServer, StopServer, }, string_to_key, NetcodeTransportError, NetworkConfig, }; use renet::SendType; use serde::{Deserialize, Serialize}; use std::{env, time::Duration}; #[derive(Debug, Event, Serialize, Deserialize)] pub struct PlayerMovement { pub x: f32, pub y: f32, } #[derive(Event, Serialize, Deserialize)] pub struct ServerResponse { pub message: String, } #[derive(Event, Serialize, Deserialize)] pub struct BroadcastMessage { pub message: String, } const SHARED_KEY: &str = "secret"; fn main() { let mut args = env::args(); args.next(); // Don't care about the program name. let is_server: bool = args.next() == Some("-s".to_string()); let mut app = App::new(); client_server_events_plugin!( app, PlayerMovement => NetworkConfig::default(), ServerResponse => NetworkConfig::default(), BroadcastMessage => NetworkConfig { max_memory_usage_bytes: 5 * 1024 * 1024, send_type: SendType::ReliableOrdered { resend_time: Duration::from_millis(1000), } } ); if is_server { app.add_plugins(DefaultPlugins) .add_systems(Startup, setup_server) .add_systems( Update, ( update_server, periodic_server_broadcast, log_connections_on_server, handle_errors, ), ) .run(); } else { app.add_plugins(DefaultPlugins) .add_systems(Startup, setup_client) .add_systems(Update, (update_client, handle_errors)) .run(); } } fn setup_server(mut start_server: EventWriter) { let key = string_to_key(SHARED_KEY); start_server.send(StartServer { private_key: Some(key), ..Default::default() }); } fn setup_client(mut connect_to_server: EventWriter) { let key = string_to_key(SHARED_KEY); connect_to_server.send(ConnectToServer { private_key: Some(key), ..Default::default() }); } fn update_server( input: Res>, mut start_server_events: EventWriter, mut stop_server_events: EventWriter, mut player_movement_events: EventReader>, mut server_response_events: EventWriter>, ) { if input.just_pressed(KeyCode::Escape) { stop_server_events.send(StopServer); println!("Stopping server"); } else if input.just_pressed(KeyCode::Return) { let key = string_to_key(SHARED_KEY); start_server_events.send(StartServer { private_key: Some(key), ..Default::default() }); println!("Starting server"); } for ReceiveFromClient { client_id, content } in player_movement_events.read() { println!( "Player Movement Received from Client {}: {:?}", *client_id, content ); server_response_events.send(SendToClient { client_id: *client_id, content: ServerResponse { message: "Player Movement Processed by Server".to_string(), }, }) } } fn periodic_server_broadcast( mut broadcast_events: EventWriter>, mut frames: Local, ) { *frames += 1; if *frames % 500 == 0 { broadcast_events.send(SendToClients { content: BroadcastMessage { message: format!("Broadcast: Server has been running for {} frames", *frames), }, }); } } fn log_connections_on_server( mut player_connected: EventReader, mut player_disconnected: EventReader, ) { for player_connected in player_connected.read() { println!("Player Connected: {:?}", player_connected); } for player_disconnected in player_disconnected.read() { println!("Player Disconnected: {:?}", player_disconnected); } } fn update_client( input: Res>, mut player_movement_events: EventWriter>, mut disconnect_events: EventWriter, mut connect_events: EventWriter, mut server_response_events: EventReader>, mut broadcast_events: EventReader>, ) { if input.just_pressed(KeyCode::Space) { player_movement_events.send(SendToServer { content: PlayerMovement { x: 1.0, y: 1.0 }, }); println!("Sending Player Movement to Server"); } else if input.just_pressed(KeyCode::Escape) { disconnect_events.send(DisconnectFromServer); println!("Disconnecting from server"); } else if input.just_pressed(KeyCode::Return) { let key = string_to_key(SHARED_KEY); connect_events.send(ConnectToServer { private_key: Some(key), ..Default::default() }); println!("Reconnecting to server"); } for server_response in server_response_events.read() { println!("Server Response: {}", server_response.content.message); } for broadcast_message in broadcast_events.read() { println!("Broadcast: {}", broadcast_message.content.message); } } fn handle_errors(mut errors: EventReader) { for error in errors.read() { println!("Networking Error: {:?}", error); } }