# Renet [![Latest version](https://img.shields.io/crates/v/renet.svg)](https://crates.io/crates/renet) [![Documentation](https://docs.rs/renet/badge.svg)](https://docs.rs/renet) ![MIT](https://img.shields.io/badge/license-MIT-blue.svg) ![Apache](https://img.shields.io/badge/license-Apache-blue.svg) Renet is a network library for Server/Client games written in rust. It is focused on fast-paced games such as FPS, and competitive games. Provides the following features: - Client/Server connection management - Message based communication using channels, they can have different guarantees: - ReliableOrdered: guarantee of message delivery and order - ReliableUnordered: guarantee of message delivery but not order - Unreliable: no guarantee of message delivery or order - Packet fragmentation and reassembly - Authentication and encryption, using [renetcode](https://github.com/lucaspoffo/renet/tree/master/renetcode) - The transport layer can be customizable. The default transport can be disabled and replaced with a custom one ## Channels Renet communication is message based, and channels describe how the messages should be delivered. Channels are unidirectional, `ConnectionConfig.client_channels_config` describes the channels that the clients sends to the server, and `ConnectionConfig.server_channels_config` describes the channels that the server sends to the clients. Each channel has its own configuration `ChannelConfig`: ```rust // No guarantee of message delivery or order let send_type = SendType::Unreliable; // guarantee of message delivery and order let send_type = SendType::ReliableOrdered { // If a message is lost, it will be resent after this duration resend_time: Duration::from_millis(300) }; // Guarantee of message delivery but not order let send_type = SendType::ReliableUnordered { resend_time: Duration::from_millis(300) }; let channel_config = ChannelConfig { // The id for the channel, must be unique within its own list, // but it can be repeated between the server and client lists. channel_id: 0, // Maximum number of bytes that the channel may hold without acknowledgement of messages before becoming full. max_memory_usage_bytes: 5 * 1024 * 1024, // 5 megabytes send_type }; ``` ## Usage Renet aims to have a simple API that is easy to integrate with any code base. Poll for new messages at the start of a frame with `update`. Call `send_packets` from the transport layer to send packets to the client/server. ### Server ```rust let mut server = RenetServer::new(ConnectionConfig::default()); // Setup transport layer const SERVER_ADDR: SocketAddr = SocketAddr::new(IpAddr::V4(Ipv4Addr::new(127, 0, 0, 1)), 5000); let socket: UdpSocket = UdpSocket::bind(SERVER_ADDR).unwrap(); let server_config = ServerConfig { current_time: SystemTime::now().duration_since(SystemTime::UNIX_EPOCH).unwrap(), max_clients: 64, protocol_id: 0, public_addresses: vec![SERVER_ADDR], authentication: ServerAuthentication::Unsecure }; let mut transport = NetcodeServerTransport::new(server_config, socket).unwrap(); // Your gameplay loop loop { let delta_time = Duration::from_millis(16); // Receive new messages and update clients server.update(delta_time); transport.update(delta_time, &mut server)?; // Check for client connections/disconnections while let Some(event) = server.get_event() { match event { ServerEvent::ClientConnected { client_id } => { println!("Client {client_id} connected"); } ServerEvent::ClientDisconnected { client_id, reason } => { println!("Client {client_id} disconnected: {reason}"); } } } // Receive message from channel for client_id in server.clients_id() { // The enum DefaultChannel describe the channels used by the default configuration while let Some(message) = server.receive_message(client_id, DefaultChannel::ReliableOrdered) { // Handle received message } } // Send a text message for all clients server.broadcast_message(DefaultChannel::ReliableOrdered, "server message"); let client_id = ClientId::from_raw(0); // Send a text message for all clients except for Client 0 server.broadcast_message_except(client_id, DefaultChannel::ReliableOrdered, "server message"); // Send message to only one client server.send_message(client_id, DefaultChannel::ReliableOrdered, "server message"); // Send packets to clients using the transport layer transport.send_packets(&mut server); std::thread::sleep(delta_time); // Running at 60hz } ``` ### Client ```rust let mut client = RenetClient::new(ConnectionConfig::default()); // Setup transport layer const server_addr: SocketAddr = "127.0.0.1:5000".parse().unwrap(); let socket = UdpSocket::bind("127.0.0.1:0").unwrap(); let current_time = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH).unwrap(); let authentication = ClientAuthentication::Unsecure { server_addr, client_id: 0, user_data: None, protocol_id: 0, }; let mut transport = NetcodeClientTransport::new(current_time, authentication, socket).unwrap(); // Your gameplay loop loop { let delta_time = Duration::from_millis(16); // Receive new messages and update client client.update(delta_time); transport.update(delta_time, &mut client).unwrap(); if client.is_connected() { // Receive message from server while let Some(message) = client.receive_message(DefaultChannel::ReliableOrdered) { // Handle received message } // Send message client.send_message(DefaultChannel::ReliableOrdered, "client text"); } // Send packets to server using the transport layer transport.send_packets(&mut client)?; std::thread::sleep(delta_time); // Running at 60hz } ``` ## Demos You can checkout the [echo example](https://github.com/lucaspoffo/renet/blob/master/renet/examples/echo.rs) for a simple usage of the library. Usage: - Server: `cargo run --example echo -- server 5000` - Client: `cargo run --example echo -- client 127.0.0.1:5000 CoolNickName` Or you can look into the two demos that have more complex uses of renet:
Bevy Demo
Simple bevy application to demonstrate how you could replicate entities and send reliable messages as commands from the server/client using renet:

[Bevy Demo.webm](https://user-images.githubusercontent.com/35241085/180664609-f8c969e0-d313-45c0-9c04-8a116896d0bd.webm) [Repository](https://github.com/lucaspoffo/renet/tree/master/demo_bevy)
Chat Demo
Simple chat application made with egui to demonstrate how you could handle errors, states transitions and client self hosting:

[Chat Demo.webm](https://user-images.githubusercontent.com/35241085/180664911-0baf7b35-c9d4-43ff-b793-5955060adebc.webm) [Repository](https://github.com/lucaspoffo/renet/tree/master/demo_chat)
## Plugins Checkout [bevy_renet](https://github.com/lucaspoffo/renet/tree/master/bevy_renet) if you want to use renet as a plugin with the [Bevy engine](https://bevyengine.org/). Checkout [renet_steam](https://github.com/lucaspoffo/renet/tree/master/renet_steam) if you want to use the steam transport layer instead of the default one. ## Visualizer Checkout [renet_visualizer](https://github.com/lucaspoffo/renet/tree/master/renet_visualizer) for a egui plugin to plot metrics data from renet clients and servers: https://user-images.githubusercontent.com/35241085/175834010-b1eafd77-7ea2-47dc-a915-a399099c7a99.mp4