lightyear
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A networking library to make multiplayer games for the Bevy game engine
What's the reason for using bitcode instead of [bincode](https://github.com/bincode-org/bincode), which is arguably more mature and has wider adoption in production scenarios?
Something that really hurts my understand of lightyear is just how many hoops I have to jump through with tons of layers of configurations and boilerplate for what really should...
## Problem If a client connects and disconnects from the server multiple times the client will not be able to connect to any server anymore (it will show timeout error)....
- The `priority` example somehow reaches a deadlock because the quota is always reached. How come? The EntityActions are not sent, but the EntityUpdates still are. Maybe because the actions...
Turning on the [ambiguity checker](https://bevy-cheatbook.github.io/programming/schedules.html#ambiguity-detection) produces a lot of warnings for lightyear systems. Fixing this would likely mean adding a lot of [ambiguous_with](https://docs.rs/bevy/latest/bevy/ecs/prelude/trait.IntoSystemConfigs.html#method.ambiguous_with) annotations to systems, and/or fixing any potential...
# Context There are a lot of situations where we suddenly need to allocate a bunch of small objects that we will then discard: - when buffering all the updates...
Take a look at channel receivers to see if they are correct. I think reliability should only be the concern of the sender, and ordering (sequenced, ordered, unordered) should only...
The goal is to avoid allocating when we receive a packet, but instead re-use preallocated vectors that we can copy the packet bytes into. However when I benchmarked it it...
Benchmarks show that it takes 1.3 ms to replicate 1000 entities (replicon takes 30us). Why? With a lot of tracing spans, it's 3ms (because of the tracing overhead): - send_entity_spawn...
So the replication troubles you had were: 1) client to server replication stops after 20-30 minutes 2) ~~client to server replication is broken on reconnections?~~ FIXED 3) in the client...