# Bevy Client Server Events [![Bevy Client Server Events](https://github.com/edouardpoitras/bevy_client_server_events/actions/workflows/rust.yml/badge.svg?branch=main)](https://github.com/edouardpoitras/bevy_client_server_events/actions/workflows/rust.yml) [![Latest version](https://img.shields.io/crates/v/bevy_client_server_events.svg)](https://crates.io/crates/bevy_client_server_events) [![Documentation](https://docs.rs/bevy_client_server_events/badge.svg)](https://docs.rs/bevy_client_server_events) ![MIT](https://img.shields.io/badge/license-MIT-blue.svg) ![Apache](https://img.shields.io/badge/license-Apache-blue.svg) Simple event-based client-server networking library for Bevy. Easily send bevy events to/from a client/server without worrying about serialization or network transport details. Builds off of the renet/bevy_renet library and attempts to simplify the configuration and management of types to be sent through a network. **Goals**: - Simplified network setup and configuration - Easily send any types to/from a client/server **Requirements**: - `serde` to derive `Serialize` and `Deserialize` on your types ## Events The following events are useful for servers: - `EventWriter` - Send this event to start a server - `EventWriter` - Send this event to stop a running server - `EventReader` - Received whenever a new client is connected - `EventReader` - Received whenever a client has disconnected - `EventReader>` - Received whenever a client has sent type T to the server - `EventWriter>` - Send this event to have a particular client receive type T - `EventWriter>` - Send this event to have all connected clients receive type T The following events are useful for clients: - `EventWriter` - Send this event to connect to a server - `EventWriter` - Send this event to disconnect from the server - `EventWriter>` - Send this event to have the server receive type T - `EventReader>` - Received whenever the server has sent type T to the client Both the client and the server can receive the `EventReader` events to deal with networking errors. ## Examples There are a few examples in the `examples/` directory. ### Ping See the `examples/ping.rs` file for a simple ping-pong example. In one terminal session, start the server: `cargo run --example ping -- -s` In another terminal session, connect with a client: `cargo run --example ping` With the client window in focus, hit `ENTER` to send a Ping. The server will respond with a Pong. In this example, we want to send a `Ping` event to the server and receive a `Pong` event in return. ```rust,ignore #[derive(Event, Serialize, Deserialize)] pub struct Ping; #[derive(Event, Serialize, Deserialize)] pub struct Pong; ``` When setting up our `App`, we need to pass it to the `client_server_events_plugin` macro and provide all the types to be sent over the network. ```rust,ignore fn main() { // ... let mut app = App::new(); client_server_events_plugin!( app, Ping => NetworkConfig::default(), Pong => NetworkConfig::default() ); // ... ``` You can provide type-specific network configuration, such as reliability, resend time, max memory usage, etc. The macro should be run regardless of whether this instance will be a server or a client. You can choose to start a server instance or connect to a server as a client using events. ```rust,ignore fn start_server(mut start_server: EventWriter) { start_server.send(StartServer::default()); // Binds to 127.0.0.1:5000 with no encryption by default. } fn connect_as_client(mut connect_to_server: EventWriter) { connect_to_server.send(ConnectToServer::default()); // Connects to 127.0.0.1:5000 with no encryption by default. } ``` Then you can send/receive events as desired. ```rust,ignore fn update_client( mut send_ping: EventWriter>, mut receive_pong: EventReader>, ) { // ... send_ping.send(SendToServer { content: Ping }); // ... for ReceiveFromServer { content } in receive_pong.read() { // Do something with content (Pong). // ... } } fn update_server( mut receive_ping: EventReader>, mut send_pong: EventWriter>, ) { for ReceiveFromClient { client_id, content } in receive_ping.read() { // Do something with content (Ping). send_pong.send(SendToClient { client_id, content: Pong, }); } } ``` ### Features Example See the `examples/features.rs` file for examples of more features, such as encryption, broadcasting, networking error handling, and client connect/disconnect events. In one terminal session, start the server: `cargo run --example features -- -s` In another terminal session, connect with a client: `cargo run --example features` 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. ## Other Networking Crates This crate was created because I wanted the quickest and easiest way to send types through a network. Other solutions seem to have me bogged down in transport/networking/channel details. This crate is ideal for prototyping and small client-server games. An alternative with more bells & whistles would be [bevy_replicon](https://github.com/lifescapegame/bevy_replicon). A mature alternative with more customizability would be [bevy_renet](https://github.com/lucaspoffo/renet/tree/master/bevy_renet). ## Bevy Compatibility |bevy|bevy_client_server_events| |---|---| |0.14|0.7| |0.12|0.6| |0.11|0.5|