1 unstable release
0.1.1 | Oct 15, 2023 |
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0.1.0 |
|
#21 in #network-programming
24KB
577 lines
tcpnet
A simple tick-based TCP message transport for games that runs on Tokio. The client and server provide send()
and receive()
methods to send data and poll events respectively.
Server usage example:
use tcpnet::server::{Event, Server};
fn main() {
let mut server = Server::new();
server.start(7000);
assert!(server.running());
// Process events on every tick
for event in server.received().unwrap() {
match event {
Event::Connect(addr) => println!("{} connected", addr),
Event::Disconnect(addr) => println!("{} disconnected", addr),
Event::Data(addr, data) => {
println!("{}: {}", addr, std::str::from_utf8(&data).unwrap());
server.send(addr, "Hello back!".as_bytes().to_vec())?;
}
}
}
}
Client usage example:
use tcpnet::client::{Event, Client};
fn main() {
let mut client = Client::new();
client.start("127.0.0.1:7000");
assert!(server.running());
// Process events on every tick/frame
for event in server.received().unwrap() {
match event {
Event::Disconnect => println!("Disconnected from server"),
Event::Data(data) => println!("Server: {}", addr, std::str::from_utf8(&data).unwrap()),
}
}
}
Dependencies
~2.4–9MB
~57K SLoC