A multiplayer networking plugin for GlistEngine. Provides the znet networking library as gipZnet (namespace alias to znet).
- CMake 3.29 or newer — required by znet.
- OpenSSL — bundled with the glist toolchain on Windows; install it from your package manager on Linux and macOS.
- Network access on the first configure — znet and zstd are downloaded then.
cd path/to/your/glistplugins
git clone https://github.com/GlistPlugins/gipZnet.gitset(PLUGINS gipZnet)znet is fetched at configure time and pinned to a known-good commit in external/znet.cmake, so there is nothing else to install or check out. The sources land in your app's build tree, not in the plugin directory.
If you want to build against a local znet checkout instead of the pinned commit:
cmake -DFETCHCONTENT_SOURCE_DIR_ZNET=/path/to/znet ...#include "gipZnet.h"The example uses an abstract GameBackend with node replication. The canvas doesn't care how the connection works, it just attaches gNode objects and they get synced automatically.
src/
net/
GamePackets.h - Packet definitions (NodeState, NodeLeave) and serializers
GameBackend.h/cpp - Abstract base class for node replication
GameBackendLocal.h/cpp - Host backend (runs server, broadcasts to clients)
GameBackendRemote.h/cpp - Client backend (connects to server)
canvas/
MenuCanvas.h/cpp - Mode selection (Host/Client), IP and port input
GameCanvas.h/cpp - Game rendering, input handling, remote node management
gApp.h/cpp - Application entry point
main.cpp
GameBackend manages a registry of gNode* pointers tagged as local or remote:
- Local nodes: their position is sent to remote peers every frame.
- Remote nodes: their position is updated from incoming network data.
- Subclasses implement
broadcastState()for the actual transport.
GameBackendLocal (host) runs a server. When a client sends its position, the server handler enqueues it into the backend and rebroadcasts to all other clients. The host's own local nodes are sent directly to every client.
GameBackendRemote (client) connects to a server. Sends local node positions to the server, receives other clients' positions via server broadcasts.
GameCanvas owns the visuals. It creates a gBox for the local player, registers onJoin/onLeave callbacks to create and destroy remote player visuals, and calls backend->update() each frame.
// Attach any gNode for network syncing
backend->attachNode(myId, &localBox, true); // local - we send its position
backend->attachNode(remoteId, &remoteBox, false); // remote - we receive its position
// Callbacks for when remote nodes appear or disappear
backend->setOnJoin([](uint32_t id) { /* create visual, call attachNode */ });
backend->setOnLeave([](uint32_t id) { /* call detachNode, cleanup */ });
// Call once per frame - processes incoming events, sends local state
backend->update();Network events fire on znet's background thread pool, not the main thread. A thread-safe queue bridges the two: handlers enqueue events from the network thread, update() drains them on the main thread. See THREADING.md for details and a data flow diagram.
Run two instances of the example app. In the first, choose Host (binds to 0.0.0.0). In the second, choose Client and connect to 127.0.0.1 (or the host's LAN IP for cross-machine testing). Both use port 25000 by default.