Renet is a network library for Server/Client games written in rust. Built on top of UDP, it is focused on fast-paced games such as FPS, and competitive games that need authentication. Provides the following features:
- Client/Server connection management
- Authentication and encryption, checkout renetcode
- Multiple types of channels:
- Reliable Ordered: garantee ordering and delivery of all messages
- Unreliable Unordered: messages that don't require any garantee of delivery or ordering
- Block Reliable: for bigger messages, such as level initialization
- Packet fragmention and reassembly
Checkout bevy_renet if you want to use renet as a plugin with the Bevy engine.
Checkout renet_visualizer for a egui plugin to plot metrics data from renet clients and servers:
renet_visualizer.mp4
let socket = UdpSocket::bind("127.0.0.0:5000").unwrap();
// Create one channel for each type reliable (0), unreliable(1), block(2)
let connection_config = ConnectionConfig::default();
let max_clients = 64;
let mut server: UdpServer = UdpServer::new(max_clients, connection_config, socket)?;
let frame_duration = Duration::from_millis(100);
loop {
server.update(frame_duration)?;
while let Some(event) = server.get_event() {
match event {
ServerEvent::ClientConnected(id) => println!("Client {} connected.", id),
ServerEvent::ClientDisconnected(id) => println!("Client {} disconnected: {}", id)
}
}
for client_id in server.clients_id().iter() {
while let Some(message) = server.receive_message(client_id, 0) {
let text = String::from_utf8(message)?;
println!("Client {} sent text: {}", client_id, text);
server.broadcast_message(0, text.as_bytes().to_vec());
}
}
server.send_packets()?;
thread::sleep(frame_duration);
}
let socket = UdpSocket::bind("127.0.0.1:0")?;
// Create one channel for each type reliable (0), unreliable(1), block(2)
let connection_config = ConnectionConfig::default();
let server_addr = "127.0.0.1:5000".parse().unwrap();
let mut client = UdpClient::new(socket, server_addr, connection_config)?;
let stdin_channel = spawn_stdin_channel();
let frame_duration = Duration::from_millis(100);
loop {
client.update(frame_duration)?;
match stdin_channel.try_recv() {
Ok(text) => client.send_message(0, text.as_bytes().to_vec())?,
Err(TryRecvError::Empty) => {}
Err(TryRecvError::Disconnected) => panic!("Channel disconnected"),
}
while let Some(text) = client.receive_message(0) {
let text = String::from_utf8(text).unwrap();
println!("Message from server: {}", text);
}
client.send_packets()?;
thread::sleep(frame_duration);
}
fn spawn_stdin_channel() -> Receiver<String> {
let (tx, rx) = mpsc::channel::<String>();
thread::spawn(move || loop {
let mut buffer = String::new();
std::io::stdin().read_line(&mut buffer).unwrap();
tx.send(buffer).unwrap();
});
rx
}