Rollo
A Rust-based multiplayer framework.
## Features
- [Unity Client](https://github.com/netskillzgh/Rollo-Unity)
- TCP (with TLS support)
- Packet (command/payload)
- Game Loop (Update)
- Event Manager ([example](https://github.com/netskillzgh/rollo/blob/master/examples/event.rs))
- Interval Manager ([example](https://github.com/netskillzgh/rollo/blob/master/examples/interval.rs))
- DoS protection ([example](https://github.com/netskillzgh/rollo/blob/master/examples/dos.rs))
## Installation
Add the following to your `Cargo.toml` file:
```toml
[dependencies]
rollo = { version = "0.13.0", features = ["full"] }
```
## Example
```rust,no_run
use rollo::{
error::Error,
game::GameTime,
packet::to_bytes,
packet::Packet,
server::{ListenerSecurity, SocketTools, World, WorldSession, WorldSocketMgr},
AtomicCell,
};
use std::{sync::Arc, time::Duration};
#[tokio::main]
async fn main() {
// lazy_static works as well.
let world = Box::leak(Box::new(MyWorld {
game_time: AtomicCell::new(GameTime::new()),
}));
let mut socket_manager = WorldSocketMgr::new(world);
// Run the server and the game loop at a 15ms interval
socket_manager
.start_game_loop(Duration::from_millis(15))
.start_network("127.0.0.1:6666", ListenerSecurity::Tcp)
.await
.unwrap();
}
struct MyWorld {
game_time: AtomicCell,
}
impl World for MyWorld {
type WorldSessionimplementer = MyWorldSession;
fn update(&'static self, _diff: i64, game_time: GameTime) {
println!("Update at : {}", game_time.timestamp);
}
// Your GameTime will be updated automatically. (Optional)
fn game_time(&'static self) -> Option<&'static AtomicCell> {
Some(&self.game_time)
}
}
struct MyWorldSession {
socket_tools: SocketTools,
}
#[rollo::async_trait]
impl WorldSession for MyWorldSession {
async fn on_open(
tools: SocketTools,
_world: &'static MyWorld,
) -> Result, Error> {
Ok(Arc::new(Self {
socket_tools: tools,
}))
}
fn socket_tools(&self) -> &SocketTools {
&self.socket_tools
}
async fn on_message(world_session: &Arc, _world: &'static MyWorld, packet: Packet) {
// If the message received is Login(1), send a response to the player.
if packet.cmd == 1 {
// Create a packet without payload
let new_packet = to_bytes(10, None);
let new_packet = new_packet;
// Send it to the player
world_session.socket_tools.send_data(new_packet.into());
}
}
async fn on_close(_world_session: &Arc, _world: &'static MyWorld) {
println!("Session closed");
}
}
```
## Packet Structure
[Payload size(u32); Command(u16); Payload]
## License
MIT license ([LICENSE-MIT](LICENSE-MIT))