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player movement, player connect events
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parent
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commit
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@ -2,3 +2,4 @@ pub const CHANNEL_GENERIC: usize = 0;
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pub const CHANNEL_AUTH: usize = 1;
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pub const CHANNEL_WORLD: usize = 2;
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pub const CHANNEL_BLOCK: usize = 3;
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pub const CHANNEL_MOVE: usize = 4;
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@ -3,7 +3,8 @@ use serde::{Serialize, Deserialize};
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use crate::{chunk::BlockData, queue::QueuedBlock};
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use super::client::ClientId;
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pub const PROTOCOL_ID: u16 = 0; //protocol id not used yet
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//protocol id not used yet
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pub const PROTOCOL_ID: u16 = 0;
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pub const C_CLIENT_HELLO: u8 = 0;
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pub const C_POSITION_CHANGED: u8 = 1;
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@ -39,6 +40,7 @@ pub const S_SERVER_FUCK_OFF: u8 = 1;
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pub const S_PLAYER_POSITION_CHANGED: u8 = 2;
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pub const S_CHUNK_RESPONSE: u8 = 3;
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pub const S_QUEUE_BLOCK: u8 = 4;
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pub const S_PLAYER_CONNECTED: u8 = 5;
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#[derive(Serialize, Deserialize, Clone)]
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#[repr(u8)]
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@ -56,7 +58,7 @@ pub enum ServerToClientMessage {
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} = S_PLAYER_POSITION_CHANGED,
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///## WARNING: THIS IS COMPRESSED
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///MESSAGES OF THIS TYPE ARE FULLY
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///COMPRESSED EXCEPT THE FIRST BYTE
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///COMPRESSED ***EXCEPT THE FIRST BYTE***
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///TO REDUCE NETWORK USAGE
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ChunkResponse {
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chunk: IVec3,
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@ -66,6 +68,9 @@ pub enum ServerToClientMessage {
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QueueBlock {
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item: QueuedBlock
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} = S_QUEUE_BLOCK,
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PlayerConnected {
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init: UserInitData
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} = S_PLAYER_CONNECTED,
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}
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//---
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@ -1,26 +1,29 @@
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use glam::Vec3;
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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 uflow::{client::{Client, Config as ClientConfig, Event as ClientEvent}, EndpointConfig};
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use uflow::{client::{Client, Config as ClientConfig, Event as ClientEvent}, EndpointConfig, SendMode};
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use kubi_shared::networking::{
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messages::{ClientToServerMessage, ServerToClientMessage, S_SERVER_HELLO},
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state::ClientJoinState,
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channels::CHANNEL_AUTH,
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channels::{CHANNEL_AUTH, CHANNEL_MOVE},
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};
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use crate::{
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events::EventComponent,
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events::{EventComponent, player_actions::PlayerActionEvent},
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control_flow::SetControlFlow,
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world::tasks::ChunkTaskManager,
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state::is_ingame_or_loading
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};
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mod world;
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mod player;
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use world::{
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inject_network_responses_into_manager_queue,
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send_block_place_events,
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recv_block_place_events,
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};
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use player::send_player_movement_events;
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#[derive(Unique, Clone, Copy, PartialEq, Eq)]
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pub enum GameType {
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@ -168,7 +171,10 @@ pub fn update_networking() -> Workload {
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pub fn update_networking_late() -> Workload {
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(
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send_block_place_events.run_if(is_join_state::<{ClientJoinState::Joined as u8}>),
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(
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send_block_place_events,
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send_player_movement_events,
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).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Joined as u8}>),
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flush_client,
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).into_sequential_workload()
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}
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50
kubi/src/networking/player.rs
Normal file
50
kubi/src/networking/player.rs
Normal file
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@ -0,0 +1,50 @@
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use glam::Vec3;
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use shipyard::{UniqueViewMut, View, IntoIter};
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use uflow::{SendMode, client::Event as ClientEvent};
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use kubi_shared::networking::{
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messages::{ClientToServerMessage, ServerToClientMessage, S_PLAYER_POSITION_CHANGED},
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channels::CHANNEL_MOVE,
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};
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use crate::events::player_actions::PlayerActionEvent;
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use super::{UdpClient, NetworkEvent};
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pub fn send_player_movement_events(
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actions: View<PlayerActionEvent>,
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mut client: UniqueViewMut<UdpClient>,
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) {
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for event in actions.iter() {
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let PlayerActionEvent::PositionChanged { position, direction } = event else {
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continue
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};
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client.0.send(
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postcard::to_allocvec(&ClientToServerMessage::PositionChanged {
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position: *position,
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velocity: Vec3::ZERO,
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direction: *direction
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}).unwrap().into_boxed_slice(),
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CHANNEL_MOVE,
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SendMode::TimeSensitive
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);
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}
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}
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pub fn receive_player_movement_events(
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network_events: View<NetworkEvent>,
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) {
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for event in network_events.iter() {
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let ClientEvent::Receive(data) = &event.0 else {
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continue
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};
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if !event.is_message_of_type::<S_PLAYER_POSITION_CHANGED>() {
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continue
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}
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let Ok(parsed_message) = postcard::from_bytes(data) else {
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log::error!("Malformed message");
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continue
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};
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let ServerToClientMessage::PlayerPositionChanged {
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client_id, position, direction
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} = parsed_message else { unreachable!() };
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//TODO apply position to local player
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}
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}
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