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wtf
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6933987d7b
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@ -16,6 +16,8 @@ pub fn authenticate_players(
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password
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}
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} = event {
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log::info!("ClientHello from {} with username {} and password {:?}", from, username, password);
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// Handle password auth
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if let Some(server_password) = &config.server.password {
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if let Some(user_password) = &password {
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@ -34,12 +36,12 @@ pub fn authenticate_players(
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}
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//Spawn the user
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// TODO
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//TODO Spawn the user on server side
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//Approve the user
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server.0.send_message(*from, ServerToClientMessage::ServerHello {
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init: InitData {
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users: todo!()
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users: vec![] //TODO create init data
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}
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}).map_err(log_error).ok();
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}
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@ -1,9 +1,9 @@
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//TODO server-side chunk manager
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pub struct Chunk {
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//TODO
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}
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pub struct ChunkManager {
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//TODO
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}
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pub fn server_chunk_response(
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@ -1,7 +1,8 @@
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use shipyard::{Unique, Component};
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// disconnected => connect => join => load => ingame
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#[derive(Unique, Component, PartialEq, Eq, Clone, Copy)]
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#[derive(Unique, Component, PartialEq, Eq, Clone, Copy, Debug)]
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#[repr(u8)]
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pub enum ClientJoinState {
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/// Not connected yet
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Disconnected,
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@ -20,7 +20,6 @@ fn update_perspective_matrix(
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mut vm_camera: ViewMut<Camera>,
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resize: View<WindowResizedEvent>,
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) {
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//TODO update on launch
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let Some(&size) = resize.iter().next() else {
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return
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};
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@ -1,4 +1,4 @@
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, EntitiesViewMut, Component, ViewMut, SystemModificator, View, IntoIter};
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, EntitiesViewMut, Component, ViewMut, SystemModificator, View, IntoIter, WorkloadModificator};
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use glium::glutin::event_loop::ControlFlow;
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use std::net::SocketAddr;
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use kubi_udp::client::{Client, ClientConfig, ClientEvent};
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@ -6,7 +6,6 @@ use kubi_shared::networking::{
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messages::{ClientToServerMessage, ServerToClientMessage},
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state::ClientJoinState
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};
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use crate::{events::EventComponent, control_flow::SetControlFlow};
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#[derive(Unique, Clone, Copy, PartialEq, Eq)]
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@ -36,15 +35,17 @@ fn create_client(
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storages.add_unique(ClientJoinState::Disconnected);
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}
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fn connect_client_if_needed(
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fn connect_client(
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mut client: UniqueViewMut<UdpClient>
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) {
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//NOTE: this used to be a condition function
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//but that caused some issues for no reason
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if client.0.has_not_made_connection_attempts() {
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log::info!("Connect called");
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client.0.connect().unwrap();
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}
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}
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fn should_connect(
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client: UniqueView<UdpClient>
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) -> bool {
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client.0.has_not_made_connection_attempts()
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}
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fn update_client(
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@ -67,12 +68,49 @@ fn insert_client_events(
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}));
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}
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fn set_client_join_state_to_connected(
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mut join_state: UniqueViewMut<ClientJoinState>
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) {
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log::info!("Setting ClientJoinState");
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*join_state = ClientJoinState::Connected;
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}
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fn say_hello(
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client: UniqueViewMut<UdpClient>,
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) {
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log::info!("Authenticating");
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client.0.send_message(ClientToServerMessage::ClientHello {
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username: "Sbeve".into(),
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password: None
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}).unwrap();
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}
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fn check_server_hello_response(
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network_events: View<NetworkEvent>,
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mut join_state: UniqueViewMut<ClientJoinState>
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) {
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for event in network_events.iter() {
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if let ClientEvent::MessageReceived(ServerToClientMessage::ServerHello { init }) = &event.0 {
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log::info!("Joined the server!");
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//TODO handle init data
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*join_state = ClientJoinState::Joined;
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}
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}
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}
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pub fn update_networking() -> Workload {
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(
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create_client.run_if_missing_unique::<UdpClient>(),
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connect_client_if_needed,
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connect_client.run_if(should_connect),
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update_client,
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insert_client_events,
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(
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set_client_join_state_to_connected,
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say_hello,
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).into_workload().run_if(if_just_connected),
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(
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check_server_hello_response,
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).into_workload().run_if(is_join_state::<{ClientJoinState::Connected as u8}>)
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).into_workload()
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}
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@ -90,6 +128,20 @@ pub fn disconnect_on_exit(
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}
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}
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// conditions
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fn if_just_connected(
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network_events: View<NetworkEvent>,
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) -> bool {
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network_events.iter().any(|event| matches!(event.0, ClientEvent::Connected(_)))
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}
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fn is_join_state<const STATE: u8>(
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join_state: UniqueView<ClientJoinState>
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) -> bool {
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(*join_state as u8) == STATE
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}
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pub fn is_multiplayer(
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game_type: UniqueView<GameType>
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) -> bool {
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@ -18,9 +18,6 @@ use chunk::{Chunk, ChunkMesh, CHUNK_SIZE};
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use tasks::ChunkTaskManager;
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use queue::BlockUpdateQueue;
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//TODO separate world struct for render data
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// because this is not send-sync
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#[derive(Default, Unique)]
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pub struct ChunkStorage {
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pub chunks: HashMap<IVec3, Chunk>
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@ -34,7 +34,7 @@ pub fn update_chunks_if_player_moved(
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mut vm_world: UniqueViewMut<ChunkStorage>,
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) {
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//Check if the player actually moved
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//TODO fix this also triggers on rotation, only activate when the player crosses the chnk border
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//TODO fix this also triggers on rotation, only activate when the player crosses the chunk border
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let Some((_, transform)) = (&v_local_player, v_transform.inserted_or_modified()).iter().next() else {
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return
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};
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