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Netbound
A safe and fair way to play games with friends over the internet
âš¡ Quick start
The following is a basic example of how to start a websockets game server using Netbound. This example uses the asyncio library to run the server in a non-blocking manner.
# File: __main__.py
import asyncio
from sqlalchemy.ext.asyncio import AsyncEngine, create_async_engine
from netbound.app import ServerApp
async def main() -> None:
db_engine: AsyncEngine = create_async_engine("sqlite+aiosqlite:///database.sqlite3")
server_app: ServerApp = ServerApp("localhost", 443, db_engine)
print("Server starting...")
async with asyncio.TaskGroup() as tg:
tg.create_task(server_app.start())
tg.create_task(server_app.run(ticks_per_second=10))
print("Server stopped")
if __name__ == "__main__":
try:
asyncio.run(main())
except KeyboardInterrupt:
logging.info("Server stopped by user")
Defining packets
Packets are the primary way of communicating between the server and the client, or between server "protocols". Create your own module(s) with subclass packets of netbound.packet.BasePacket and inject them into the server app.
# File: example_packets.py
from netbound.packet import BasePacket
class ExamplePacket(BasePacket):
my_field: str
my_other_field: int
class AnotherPacket(BasePacket):
some_field: list[int]
# File: __main__.py
import example_packets
from netbound.app import ServerApp
server_app: ServerApp = ServerApp("localhost", 443)
server_app.register_packets(example_packets)
Defining models
Models are the primary way of storing data in the database. Create your own module(s) with subclassed models of sqlalchemy.orm.DeclarativeBase and inject them into the server app.
# File: example_models.py
from sqlalchemy.orm import DeclarativeBase
class Base(DeclarativeBase):
pass
class ExampleModel(Base):
my_field: str
my_other_field: int
Now we need to tell alembic where your models are located:
alembic init alembic
And edit the alembic/env.py file to point to your models' Base class so that when when you run the following shell commands,
alembic revision --autogenerate -m "Initial migration"
alembic upgrade head
you will see your database file appear with all of your models inside.
For more information, see https://alembic.sqlalchemy.org/en/latest/tutorial.html.
Defining states
States are the primary way of managing the game state. Create an initial state for the server app and tell it to use that state.
# File: entry_state.py
from netbound.state import BaseState
from example_packets import ExamplePacket, AnotherPacket
from example_models import ExampleModel
class EntryState:
def __init__(self, *args, **kwargs) -> None:
super().__init__(*args, **kwargs)
self._name: str = "entry_state"
async def _on_transition(self, *args, **kwargs) -> None:
await self._send_to_client(ExamplePacket(from_pid=self._pid, my_field="hello", my_other_field=42))
async with self._get_db_session() as session:
eg: ExampleModel = ExampleModel(my_field="hello", my_other_field=42)
session.add(eg)
session.commit()
async def handle_anotherpacket(self, p: AnotherPacket) -> None:
print("Received another packet with fields:")
for n in p.some_field:
print(n)
# File: __main__.py
import asyncio
from entry_state import EntryState
from netbound.app import ServerApp
async def main() -> None:
server_app: ServerApp = ServerApp("localhost", 443)
print("Server starting...")
async with asyncio.TaskGroup() as tg:
tg.create_task(server_app.start(initial_state=EntryState))
tg.create_task(server_app.run(ticks_per_second=10))
print("Server stopped")
if __name__ == "__main__":
try:
asyncio.run(main())
except KeyboardInterrupt:
logging.info("Server stopped by user")
NPCs
NPCs can be treated as just a special type of player protocol which doesn't have a client. This is exactly how Netbound treats them.
You can add NPCs to your game by first creating a state for them to live in. It can be easy to subclass some sort of PlayState you might have for your players, but
remember not to use the self._send_to_client method. Instead, it is safest to simply override that function to log a warning in the __init__ method of your NPC state.
NPC states are also where netbound.schedule really shines, as it is a non-blocking way to schedule events in the future. This is useful for making NPCs move around, or do other things at certain times.
# File: npc_state.py
from netbound import schedule
from server.packet import ChatPacket
from netbound.constants import EVERYONE
from server.state import LoggedState
class BobPlayState(LoggedState):
def __init__(self, *args, **kwargs) -> None:
super().__init__(*args, **kwargs)
self._send_to_client = self._dummy_send_to_client
async def _dummy_send_to_client(self, p: BasePacket) -> None:
logging.warning(f"NPC {self._name} tried to send a packet to its non-existant client: {p}")
async def handle_chat(self, p: ChatPacket) -> None:
reply: str = "Hi, I'm Bob!"
schedule(
1,
lambda: self._send_to_other(ChatPacket(from_pid=self._pid, to_pid=EVERYONE, exclude_sender=True, message=reply))
)
Then, in your main file, you can add the NPC to the server app like so:
# File: __main__.py
from server.npc_state import BobPlayState
# ... (regular setup code)
server_app.add_npc(BobPlayState)
# ...
This will add an NPC to the server app that will reply to any chat messages with "Hi, I'm Bob!" after 1 second.
Game objects
Sometimes the server needs to keep track of objects in the game that aren't necessarily players, NPCs or models belonging to the database. For example, you might want to keep track of the positions of all the bullets in a shooter game. This is where game objects come in.
Instead of making each protocol state keep track of its own game objects (which would be a waste of resources), Netbound provides a way to keep track of these objects in one place, and pass them along to the protocol states that need them.
To define your own game objects, simply subclass netbound.app.game.GameObject, override the update method, and add them to the state's
_game_objects set.
# File: bullet.py
from netbound.app.game import GameObject
class Bullet(GameObject):
def __init__(self, x: float, y: float, x_dir: int, y_dir: int, shooter_pid: bytes) -> None:
super().__init__()
self.x: float = x
self.y: float = y
self.x_dir: int = x_dir
self.y_dir: int = y_dir
self.speed: float = 450.0
self.shooter_pid: bytes = shooter_pid
def update(self, delta: float) -> None:
self.x += self.x_dir * self.speed * delta
self.y += self.y_dir * self.speed * delta
Then, in your state, you could add a bullet like so:
# File: play_state.py
...
async def handle_shootbullet(self, p: pck.ShootBulletPacket) -> None:
if p.from_pid == self._pid:
await self._send_to_other(pck.ShootBulletPacket(from_pid=self._pid, to_pid=p.to_pid, exclude_sender=True, dx=p.dx, dy=p.dy))
bullet: obj.Fireball = obj.Fireball(self._x, self._y, p.dx, p.dy, self._pid)
self._game_objects.add(bullet) # This is the line you need to add
else:
await self._po_(pck.ShootBulletPacket(from_pid=p.from_pid, dx=p.dx, dy=p.dy))
In other words, if a ShootBullet packet is received from the client, the server will add a new Bullet object to the state's _game_objects set,
which is shared across all protocol states.
To actually tell the server to process these game objects, you need to call the server's process_game_objects method. Here, you pass in the game's
framerate, which is often much higher than the server's tick rate. For this reason, it is very important to keep the update method of your game objects
as lightweight as possible.
# File: __main__.py
...
async with asyncio.TaskGroup() as tg:
tg.create_task(server_app.start(initial_state=EntryState))
tg.create_task(server_app.run(ticks_per_second=10))
tg.create_task(server_app.process_game_objects(60)) # This is the line you need to add
When you want to delete a game object, simply pass it into the _game_objects.discard method. If you
want to ensure only one object of a certain type exists, you can decorate the class with the @unique
decorate (found in netbound.app.game). This will have the effect that any new additions of that type to
_game_objects will replace the old one.
# File: hat.py
from netbound.app.game import GameObject, unique
@unique
class Hat(GameObject):
def __init__(self, x: float, y: float) -> None:
super().__init__()
self.x: float = x
self.y: float = y
If you want to obtain the unique instance of a game object (if it exists), you can use the get_unique method
of _game_objects.
# File: example.py
...
hat1: obj.Hat = obj.Hat(0, 0)
self._game_objects.add(hat)
hat2: obj.Hat = obj.Hat(1, 1)
self._game_objects.add(hat) # This will replace the old hat
...
In terms of querying game objects from a protocol state, you can use the netbound.schedule function
to recursively search for the object you want. For example, if you wanted to find if you have been hit
by a bullet, you could do something like this:
# File: play_state.py
...
async def _on_transition(self, previous_state_view: BaseState.View | None = None) -> None:
await self._check_bullet_collisions()
async def _check_bullet_collisions(self) -> None:
schedule(1/60, self._check_bullet_collisions) # Recursively make sure this function is called every frame
for bullet in self._game_objects.copy(): # Make a copy of the set to avoid modifying it while iterating
if not isinstance(bullet, obj.Bullet):
continue
if self._is_colliding_with_bullet(bullet): # This is a custom method you would need to implement
await self._send_to_other(pck.HitByBulletPacket(from_pid=self._pid, to_pid=EVERYONE)) # For example
bullet.queue_free() # This will remove the bullet from the game objects set on the next frame
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