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
Sections:
Renet aims to have a simple API that is easy to integrate with any code base. Pool for new messages at the start of a frame with update
, messages sent during a frame - or that need to be resent - are aggregated and sent together with sent_packets
.
let delta_time = Duration::from_millis(16);
let mut server = RenetServer::new(...);
let channel_id = 0;
// Your gameplay loop
loop {
// Receive new messages and update clients
server.update(delta_time)?;
// Check for client connections/disconnections
while let Some(event) = server.get_event() {
match event {
ServerEvent::ClientConnected(id, user_data) => {
println!("Client {} connected", id);
}
ServerEvent::ClientDisconnected(id) => {
println!("Client {} disconnected", id);
}
}
}
// Receive message from channel
for client_id in server.clients_id().into_iter() {
while let Some(message) = server.receive_message(client_id, channel_id) {
// Handle received message
}
}
// Send a text message for all clients
server.broadcast_message(channel_id, "server message".as_bytes().to_vec());
// Send message to only one client
let client_id = ...;
server.send_message(client_id, channel_id, "server message".as_bytes().to_vec());
// Send packets to clients
server.send_packets()?;
}
let delta_time = Duration::from_millis(16);
let mut client = RenetClient::new(...);
let channel_id = 0;
// Your gameplay loop
loop {
// Receive new messages and update client
client.update(delta_time)?;
if client.is_connected() {
// Receive message from server
while let Some(message) = client.receive_message(channel_id) {
// Handle received message
}
// Send message
client.send_message(channel_id, "client text".as_bytes().to_vec());
}
// Send packets to server
client.send_packets()?;
}
You can checkout the echo example for a simple usage of the library. 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
Chat Demo
Simple chat application made with egui to demonstrate how you could handle errors, states transitions and client self hosting:
Chat.Demo.webm
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: