15次发布
0.0.16 | 2024年7月20日 |
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0.0.15 | 2024年2月21日 |
0.0.14 | 2023年11月12日 |
0.0.13 | 2023年7月20日 |
0.0.4 | 2021年12月27日 |
#133 in 网络编程
2,253 每月下载量
用于 9 个Crate(直接使用5个)
155KB
3K SLoC
Renet
Renet 是用 Rust 编写的 Server/Client 游戏网络库。它专注于快速游戏,如 FPS 和竞技游戏。提供以下功能
- 客户端/服务器连接管理
- 基于通道的消息通信,它们可以有不同的保证
- ReliableOrdered:保证消息交付和顺序
- ReliableUnordered:保证消息交付但无顺序
- Unreliable:不保证消息交付或顺序
- 数据包分片和重组
- 身份验证和加密,使用 renetcode
- 传输层可自定义。默认传输可以禁用并替换为自定义的
通道
Renet 通信基于消息,通道描述了消息的交付方式。通道是单向的,ConnectionConfig.client_channels_config
描述了客户端发送给服务器的通道,而 ConnectionConfig.server_channels_config
描述了服务器发送给客户端的通道。
每个通道都有自己的配置 ChannelConfig
// 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
};
使用方法
Renet 旨在拥有一个简单且易于与任何代码库集成的API。使用 update
在帧开始时轮询新消息。从传输层调用 send_packets
向客户端/服务器发送数据包。
服务器
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
}
客户端
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
}
示例
您可以通过 echo 示例 了解库的简单用法。使用方法
- 服务器:
cargo run --example echo -- server 5000
- 客户端:
cargo run --example echo -- client 127.0.0.1:5000 CoolNickName
或者您可以查看两个更复杂地使用了renet的演示。
插件
如果您想在Bevy 引擎中使用renet作为插件,请查看bevy_renet。
如果您想使用steam传输层而不是默认的传输层,请查看renet_steam。
可视化工具
如果您想查看从renet客户端和服务器收集的指标数据,请查看renet_visualizer。
依赖
~0.2–3.5MB
~62K SLoC