Files
shinespark/src/netcode/mod.rs
T

33 lines
1.1 KiB
Rust

//! Rollback networking: session setup and the engine-level rollback
//! registrations. Gameplay components are registered by the plugin that owns
//! them, not here.
use bevy::prelude::*;
use bevy_egui::EguiPrimaryContextPass;
use bevy_ggrs::prelude::*;
pub mod debug;
pub mod session;
/// The GGRS configuration for this game — notably, what a frame of input is.
pub type GGRSCfg = GgrsConfig<crate::input::FighterInputFrame>;
#[derive(Default)]
pub struct FighterNetcodePlugin;
impl Plugin for FighterNetcodePlugin {
fn build(&self, app: &mut App) {
let plugin = GgrsPlugin::<GGRSCfg>::default();
app.add_plugins(plugin)
// Engine-level components that every rolled-back entity may carry.
// Gameplay components are registered by the plugin that owns them.
.rollback_component_with_clone::<Name>()
.add_systems(
EguiPrimaryContextPass,
debug::network_debug.run_if(crate::debug_tools::network_enabled),
)
.add_systems(Update, session::print_events_system)
.insert_resource(RollbackFrameRate(60));
}
}