mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-22 06:48:43 -06:00
wip connect
This commit is contained in:
parent
41a1a5d00b
commit
1b1f6c6426
|
@ -1,13 +1,13 @@
|
|||
use shipyard::{Unique, Component};
|
||||
|
||||
// disconnected => connect => join => load => ingame
|
||||
#[derive(Unique, Component)]
|
||||
#[derive(Unique, Component, PartialEq, Eq, Clone, Copy)]
|
||||
pub enum ClientJoinState {
|
||||
/// Not connected yet
|
||||
Disconnected,
|
||||
/// Client has connected to the game, but hasn't authenticated yet
|
||||
Connected,
|
||||
/// Client has joined the game, but haven't loaded the world yet
|
||||
/// Client has joined the game, but hasn't loaded the world yet
|
||||
Joined,
|
||||
/// Client is currently ingame
|
||||
InGame,
|
||||
|
|
12
kubi/src/connecting_screen.rs
Normal file
12
kubi/src/connecting_screen.rs
Normal file
|
@ -0,0 +1,12 @@
|
|||
use kubi_shared::networking::state::ClientJoinState;
|
||||
use shipyard::{UniqueViewMut, UniqueView};
|
||||
use crate::state::{NextState, GameState};
|
||||
|
||||
pub fn switch_to_loading_if_connected(
|
||||
mut next_state: UniqueViewMut<NextState>,
|
||||
client_state: UniqueView<ClientJoinState>,
|
||||
) {
|
||||
if *client_state == ClientJoinState::Joined {
|
||||
next_state.0 = Some(GameState::LoadingWorld);
|
||||
}
|
||||
}
|
|
@ -39,12 +39,14 @@ pub(crate) mod networking;
|
|||
pub(crate) mod init;
|
||||
pub(crate) mod color;
|
||||
pub(crate) mod loading_screen;
|
||||
pub(crate) mod connecting_screen;
|
||||
|
||||
use world::{
|
||||
init_game_world,
|
||||
loading::update_loaded_world_around_player,
|
||||
raycast::update_raycasts,
|
||||
queue::apply_queued_blocks
|
||||
queue::apply_queued_blocks,
|
||||
tasks::inject_network_responses_into_manager_queue
|
||||
};
|
||||
use player::spawn_player;
|
||||
use prefabs::load_prefabs;
|
||||
|
@ -74,11 +76,12 @@ use block_placement::block_placement_system;
|
|||
use delta_time::{DeltaTime, init_delta_time};
|
||||
use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
|
||||
use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
|
||||
use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state};
|
||||
use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
|
||||
use networking::{update_networking, is_multiplayer, disconnect_on_exit};
|
||||
use init::initialize_from_args;
|
||||
use gui::{render_gui, init_gui, update_gui};
|
||||
use loading_screen::update_loading_screen;
|
||||
use connecting_screen::switch_to_loading_if_connected;
|
||||
|
||||
fn startup() -> Workload {
|
||||
(
|
||||
|
@ -104,10 +107,13 @@ fn update() -> Workload {
|
|||
update_window_size,
|
||||
update_cursor_lock_state,
|
||||
process_inputs,
|
||||
|
||||
(
|
||||
update_networking
|
||||
update_networking,
|
||||
inject_network_responses_into_manager_queue,
|
||||
).into_workload().run_if(is_multiplayer),
|
||||
(
|
||||
switch_to_loading_if_connected
|
||||
).into_workload().run_if(is_connecting),
|
||||
(
|
||||
update_loading_screen,
|
||||
).into_workload().run_if(is_loading),
|
||||
|
|
|
@ -35,6 +35,12 @@ pub fn is_changing_state(
|
|||
state.0.is_some()
|
||||
}
|
||||
|
||||
pub fn is_connecting(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
*state == GameState::Connecting
|
||||
}
|
||||
|
||||
pub fn is_ingame(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
|
|
|
@ -1,13 +1,15 @@
|
|||
use flume::{Sender, Receiver};
|
||||
use glam::IVec3;
|
||||
use shipyard::Unique;
|
||||
use kubi_shared::networking::messages::{ClientToServerMessage, ServerToClientMessage};
|
||||
use shipyard::{Unique, UniqueView, View, IntoIter};
|
||||
use rayon::{ThreadPool, ThreadPoolBuilder};
|
||||
use super::{
|
||||
chunk::BlockData,
|
||||
mesh::{generate_mesh, data::MeshGenData},
|
||||
worldgen::generate_world,
|
||||
};
|
||||
use crate::rendering::world::ChunkVertex;
|
||||
use crate::{rendering::world::ChunkVertex, networking::{UdpClient, NetworkEvent}};
|
||||
use kubi_udp::client::ClientEvent;
|
||||
|
||||
pub enum ChunkTask {
|
||||
LoadChunk {
|
||||
|
@ -43,6 +45,11 @@ impl ChunkTaskManager {
|
|||
pool: ThreadPoolBuilder::new().num_threads(4).build().unwrap()
|
||||
}
|
||||
}
|
||||
pub fn add_sussy_response(&self, response: ChunkTaskResponse) {
|
||||
// this WILL get stuck if the channel is bounded
|
||||
// don't make the channel bounded ever
|
||||
self.channel.0.send(response).unwrap()
|
||||
}
|
||||
pub fn spawn_task(&self, task: ChunkTask) {
|
||||
let sender = self.channel.0.clone();
|
||||
self.pool.spawn(move || {
|
||||
|
@ -62,3 +69,36 @@ impl ChunkTaskManager {
|
|||
self.channel.1.try_recv().ok()
|
||||
}
|
||||
}
|
||||
|
||||
pub fn spawn_task_or_get_from_network_if_possible(client: Option<&mut UdpClient>, manager: &mut ChunkTaskManager, task: ChunkTask) {
|
||||
match &task {
|
||||
ChunkTask::LoadChunk { seed, position } => {
|
||||
match client {
|
||||
Some(client) => {
|
||||
client.0.send_message(ClientToServerMessage::ChunkRequest { chunk: position.to_array() }).unwrap();
|
||||
},
|
||||
None => {
|
||||
manager.spawn_task(task)
|
||||
}
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
manager.spawn_task(task)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//TODO get rid of this, this is awfulll
|
||||
pub fn inject_network_responses_into_manager_queue(
|
||||
manager: UniqueView<ChunkTaskManager>,
|
||||
events: View<NetworkEvent>
|
||||
) {
|
||||
for event in events.iter() {
|
||||
if let ClientEvent::MessageReceived(ServerToClientMessage::ChunkResponse { chunk, data }) = &event.0 {
|
||||
let position = IVec3::from_array(*chunk);
|
||||
manager.add_sussy_response(ChunkTaskResponse::LoadedChunk {
|
||||
position, chunk_data: data.clone()
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue