Networking Implementation with bevy_replicon

This document outlines the architecture and implementation details for adding multiplayer networking support to our MTG Commander game engine using bevy_replicon.

Table of Contents

  1. Overview
  2. Setup and Dependencies
  3. Architecture
  4. Server Implementation
  5. Client Implementation
  6. Replication Strategy
  7. Game State Synchronization
  8. Networking Events
  9. Security Considerations
  10. Testing and Debugging

Overview

bevy_replicon is a high-level networking library built on top of bevy_renet that provides a client-server replication system for Bevy. It handles entity replication, RPC (Remote Procedure Calls), and event synchronization between the server and connected clients.

Our implementation will focus on creating a robust, secure, and efficient networking layer that supports the complex state management required for MTG Commander games while maintaining the game rules integrity.

Setup and Dependencies

Add the following dependencies to your Cargo.toml file:

[dependencies]
# Existing dependencies...
bevy_replicon = "0.15.0"
bevy_quinnet = { version = "0.6.0", optional = true }
serde = { version = "1.0", features = ["derive"] }
bincode = "1.3"

Architecture

Our networking architecture follows a client-server model:

  1. Server: Maintains authoritative game state, handles game logic, and broadcasts state changes to clients
  2. Clients: Connect to the server, send player actions, and render game state received from the server

Key Components:

  • NetworkingPlugin: Initializes all networking systems and components
  • ServerPlugin: Handles server-specific logic when running as a server
  • ClientPlugin: Handles client-specific logic when running as a client
  • ReplicationSet: Defines which components should be replicated from server to clients
  • NetworkedActions: Server-validated actions that clients can request

Server Implementation

The server is the authoritative source of truth for game state and handles:

  1. Game session creation and management
  2. Player connections and authentication
  3. Processing game actions and maintaining game rules
  4. Broadcasting state updates to connected clients
#![allow(unused)]
fn main() {
// src/networking/server.rs
use bevy::prelude::*;
use bevy_replicon::prelude::*;
use crate::game_engine::GameAction;

pub struct ServerPlugin;

impl Plugin for ServerPlugin {
    fn build(&self, app: &mut App) {
        app
            .add_plugins(bevy_replicon::prelude::ServerPlugin::default())
            .add_systems(Startup, setup_server)
            .add_systems(Update, (
                handle_player_connections,
                process_action_requests,
                validate_game_state,
                broadcast_game_events,
            ));
    }
}

fn setup_server(mut commands: Commands) {
    // Initialize server resources
    commands.insert_resource(GameServer::new());
    
    // Add server-specific systems and resources
    // ...
}

fn handle_player_connections(
    mut commands: Commands,
    mut server: ResMut<Server>,
    mut connection_events: EventReader<ConnectionEvent>,
    mut clients: ResMut<Clients>,
) {
    // Handle new player connections and disconnections
    // ...
}

fn process_action_requests(
    mut commands: Commands,
    mut server: ResMut<Server>,
    mut action_requests: EventReader<ClientActionRequest>,
    game_state: Res<GameState>,
) {
    // Process and validate client action requests
    // ...
}
}

Client Implementation

The client is responsible for:

  1. Connecting to the server
  2. Sending player inputs and action requests
  3. Rendering the replicated game state
  4. Providing feedback for connection status
#![allow(unused)]
fn main() {
// src/networking/client.rs
use bevy::prelude::*;
use bevy_replicon::prelude::*;
use crate::game_engine::GameAction;

pub struct ClientPlugin;

impl Plugin for ClientPlugin {
    fn build(&self, app: &mut App) {
        app
            .add_plugins(bevy_replicon::prelude::ClientPlugin::default())
            .add_systems(Startup, setup_client)
            .add_systems(Update, (
                handle_connection_status,
                send_player_actions,
                apply_server_updates,
            ));
    }
}

fn setup_client(mut commands: Commands) {
    // Initialize client resources
    commands.insert_resource(GameClient::new());
    
    // Add client-specific systems and resources
    // ...
}

fn handle_connection_status(
    mut connection_events: EventReader<ConnectionEvent>,
    mut client_state: ResMut<ClientState>,
) {
    // Update UI based on connection status
    // ...
}

fn send_player_actions(
    mut client: ResMut<Client>,
    mut action_queue: ResMut<ActionQueue>,
    input: Res<Input<KeyCode>>,
) {
    // Send player actions to the server
    // ...
}
}

Replication Strategy

We need to carefully consider which components should be replicated and how to maintain game state integrity.

Server-to-Client Replication:

#![allow(unused)]
fn main() {
// src/networking/replication.rs
use bevy::prelude::*;
use bevy_replicon::prelude::*;
use crate::card::Card;
use crate::player::Player;
use crate::game_engine::{GameState, Phase, PrioritySystem};

pub fn register_replication_components(app: &mut App) {
    app
        // Register components that should be replicated
        .replicate::<Card>()
        .replicate::<Player>()
        .replicate::<GameState>()
        .replicate::<Phase>()
        .replicate::<PrioritySystem>()
        // Register custom events for replication
        .replicate_event::<GameAction>();
}

#[derive(Component, Serialize, Deserialize, Default)]
pub struct NetworkedEntity;

#[derive(Component, Serialize, Deserialize)]
pub struct OwnerOnly {
    pub player_id: u64,
}
}

Game State Synchronization

MTG requires careful synchronization of complex game states:

Card Visibility and Privacy:

#![allow(unused)]
fn main() {
// Example of handling card visibility for networked games
// src/networking/visibility.rs
use bevy::prelude::*;
use bevy_replicon::prelude::*;
use crate::card::Card;
use crate::game_engine::zones::{Zone, ZoneType};

// Components for visibility control
#[derive(Component)]
pub struct VisibleTo {
    pub player_ids: Vec<u64>,
}

// System to update card visibility based on game rules
fn update_card_visibility(
    mut commands: Commands,
    mut cards: Query<(Entity, &Card, &Zone, Option<&VisibleTo>)>,
    players: Query<(Entity, &Player)>,
) {
    for (entity, card, zone, visible_to) in &mut cards {
        match zone.zone_type {
            ZoneType::Hand => {
                // Only visible to owner
                let owner_id = card.owner.id();
                commands.entity(entity).insert(VisibleTo {
                    player_ids: vec![owner_id],
                });
            },
            ZoneType::Battlefield => {
                // Visible to all players
                commands.entity(entity).remove::<VisibleTo>();
            },
            // Handle other zone types...
        }
    }
}
}

Networking Events

Define custom events for networking-related actions:

#![allow(unused)]
fn main() {
// src/networking/events.rs
use bevy::prelude::*;
use serde::{Serialize, Deserialize};

#[derive(Event, Serialize, Deserialize, Clone, Debug)]
pub struct ClientActionRequest {
    pub player_id: u64,
    pub action_type: NetworkedActionType,
    pub targets: Vec<Entity>,
    // Additional parameters specific to the action type
}

#[derive(Serialize, Deserialize, Clone, Debug)]
pub enum NetworkedActionType {
    PlayLand,
    CastSpell,
    ActivateAbility { ability_index: usize },
    PassPriority,
    MulliganDecision { keep: bool },
    CommanderZoneChoice { to_command_zone: bool },
    DeclareAttackers { attackers: Vec<Entity> },
    DeclareBlockers { blockers: Vec<(Entity, Entity)> },
    // Additional action types as needed
}

// Implement server-to-client events for game updates
#[derive(Event, Serialize, Deserialize, Clone, Debug)]
pub struct GameStateUpdate {
    pub active_player: Entity,
    pub phase: Phase,
    pub priority_player: Option<Entity>,
    // Additional state information
}
}

Security Considerations

Security is crucial for card games to prevent cheating:

  1. Server Authority: The server is the sole authority for game state. All client actions must be validated by the server.

  2. Action Validation: Each client action must be validated against the current game state and rules.

  3. Anti-Cheat Measures:

    • Hidden information (hand cards) should only be sent to the appropriate player
    • Random events (shuffling, coin flips) should be performed on the server
    • Rate-limiting client requests to prevent DoS attacks
  4. Reconnection Handling: Players should be able to reconnect to games in progress.

Testing and Debugging

For effective testing and debugging of the networking implementation:

  1. Local Testing: Simulate a networked environment on a single machine
#![allow(unused)]
fn main() {
// src/networking/testing.rs
pub fn setup_local_test_environment(app: &mut App) {
    app
        .add_plugins(ServerPlugin)
        .add_plugins(ClientPlugin)
        .add_systems(Startup, spawn_test_clients);
}
}
  1. Integration Tests: Dedicated tests for network functionality

  2. Network Condition Simulation: Test under various network conditions (latency, packet loss)

  3. Logging and Monitoring: Comprehensive logging of network events

#![allow(unused)]
fn main() {
fn log_network_events(
    connection_events: EventReader<ConnectionEvent>,
    client_events: EventReader<ClientActionRequest>,
    server_events: EventReader<GameStateUpdate>,
) {
    for event in connection_events.read() {
        info!("Connection event: {:?}", event);
    }
    
    // Log other events...
}
}

This document provides a high-level overview of implementing networking with bevy_replicon for the MTG Commander game engine. Implementation details will need to be adjusted based on specific game requirements and the evolving architecture of the game.