//! This is the "Simple Box" example from the bevy_replicon repo with minimal modifications use std::{ error::Error, net::{IpAddr, Ipv4Addr, SocketAddr, UdpSocket}, time::SystemTime, }; use bevy::{prelude::*, winit::UpdateMode::Continuous, winit::WinitSettings}; use clap::Parser; use serde::{Deserialize, Serialize}; use bevy_replicon::prelude::*; use bevy_replicon_renet::{ renet::{ transport::{ ClientAuthentication, NetcodeClientTransport, NetcodeServerTransport, ServerAuthentication, ServerConfig, }, ConnectionConfig, RenetClient, RenetServer, }, RenetChannelsExt, RepliconRenetPlugins, }; // Setting a overly low server tickrate to make the difference between the different methods clearly visible // Usually you would want a server for a realtime game to run with at least 30 ticks per second const MAX_TICK_RATE: u16 = 5; fn main() { App::new() .init_resource::() // Parse CLI before creating window. // Makes the server/client update continuously even while unfocused. .insert_resource(WinitSettings { focused_mode: Continuous, unfocused_mode: Continuous, }) .add_plugins(( DefaultPlugins, RepliconPlugins.build().set(ServerPlugin { tick_policy: TickPolicy::MaxTickRate(MAX_TICK_RATE), ..default() }), RepliconRenetPlugins, SimpleBoxPlugin, )) .run(); } struct SimpleBoxPlugin; impl Plugin for SimpleBoxPlugin { fn build(&self, app: &mut App) { app.replicate::() .replicate::() .add_client_event::(ChannelKind::Ordered) .add_systems( Startup, (Self::cli_system.map(Result::unwrap), Self::init_system), ) .add_systems( Update, ( Self::movement_system.run_if(has_authority), // Runs only on the server or a single player. Self::server_event_system.run_if(resource_exists::), // Runs only on the server. (Self::draw_boxes_system, Self::input_system), ), ); } } impl SimpleBoxPlugin { fn cli_system( mut commands: Commands, cli: Res, channels: Res, ) -> Result<(), Box> { match *cli { Cli::SinglePlayer => { commands.spawn(PlayerBundle::new( ClientId::SERVER, Vec2::ZERO, bevy::color::palettes::css::GREEN.into(), )); } Cli::Server { port } => { let server_channels_config = channels.get_server_configs(); let client_channels_config = channels.get_client_configs(); let server = RenetServer::new(ConnectionConfig { server_channels_config, client_channels_config, ..Default::default() }); let current_time = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH)?; let public_addr = SocketAddr::new(Ipv4Addr::LOCALHOST.into(), port); let socket = UdpSocket::bind(public_addr)?; let server_config = ServerConfig { current_time, max_clients: 10, protocol_id: PROTOCOL_ID, authentication: ServerAuthentication::Unsecure, public_addresses: vec![public_addr], }; let transport = NetcodeServerTransport::new(server_config, socket)?; commands.insert_resource(server); commands.insert_resource(transport); commands.spawn(TextBundle::from_section( "Server", TextStyle { font_size: 30.0, color: Color::WHITE, ..default() }, )); commands.spawn(PlayerBundle::new( ClientId::SERVER, Vec2::ZERO, bevy::color::palettes::css::GREEN.into(), )); } Cli::Client { port, ip } => { let server_channels_config = channels.get_server_configs(); let client_channels_config = channels.get_client_configs(); let client = RenetClient::new(ConnectionConfig { server_channels_config, client_channels_config, ..Default::default() }); let current_time = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH)?; let client_id = current_time.as_millis() as u64; let server_addr = SocketAddr::new(ip, port); let socket = UdpSocket::bind((ip, 0))?; let authentication = ClientAuthentication::Unsecure { client_id, protocol_id: PROTOCOL_ID, server_addr, user_data: None, }; let transport = NetcodeClientTransport::new(current_time, authentication, socket)?; commands.insert_resource(client); commands.insert_resource(transport); commands.spawn(TextBundle::from_section( format!("Client: {client_id:?}"), TextStyle { font_size: 30.0, color: Color::WHITE, ..default() }, )); } } Ok(()) } fn init_system(mut commands: Commands) { commands.spawn(Camera2dBundle::default()); } /// Logs server events and spawns a new player whenever a client connects. fn server_event_system(mut commands: Commands, mut server_event: EventReader) { for event in server_event.read() { match event { ServerEvent::ClientConnected { client_id } => { info!("player: {client_id:?} Connected"); // Generate pseudo random color from client id. let r = ((client_id.get() % 23) as f32) / 23.0; let g = ((client_id.get() % 27) as f32) / 27.0; let b = ((client_id.get() % 39) as f32) / 39.0; commands.spawn(PlayerBundle::new( *client_id, Vec2::ZERO, Color::srgb(r, g, b), )); } ServerEvent::ClientDisconnected { client_id, reason } => { info!("client {client_id:?} disconnected: {reason}"); } } } } fn draw_boxes_system(mut gizmos: Gizmos, players: Query<(&PlayerPosition, &PlayerColor)>) { for (position, color) in &players { gizmos.rect( Vec3::new(position.x, position.y, 0.0), Quat::IDENTITY, Vec2::ONE * 50.0, color.0, ); } } /// Reads player inputs and sends [`MoveCommandEvents`] fn input_system(mut move_events: EventWriter, input: Res>) { let mut direction = Vec2::ZERO; if input.pressed(KeyCode::ArrowRight) { direction.x += 1.0; } if input.pressed(KeyCode::ArrowLeft) { direction.x -= 1.0; } if input.pressed(KeyCode::ArrowUp) { direction.y += 1.0; } if input.pressed(KeyCode::ArrowDown) { direction.y -= 1.0; } if direction != Vec2::ZERO { move_events.send(MoveDirection(direction.normalize_or_zero())); } } /// Mutates [`PlayerPosition`] based on [`MoveCommandEvents`]. /// /// Fast-paced games usually you don't want to wait until server send a position back because of the latency. /// But this example just demonstrates simple replication concept. fn movement_system( time: Res