mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-12-22 03:48:21 -06:00
client networking calls
This commit is contained in:
parent
bcd3066c95
commit
8758938e7e
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@ -51,7 +51,7 @@ pub enum ClientEvent<T> where T: Encode + Decode {
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}
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pub struct Client<S, R> where S: Encode + Decode, R: Encode + Decode {
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pub config: ClientConfig,
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config: ClientConfig,
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addr: SocketAddr,
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socket: UdpSocket,
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status: ClientStatus,
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@ -125,6 +125,28 @@ impl<S, R> Client<S, R> where S: Encode + Decode, R: Encode + Decode {
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Ok(())
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}
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pub fn get_status(&self) -> ClientStatus {
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self.status
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}
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pub fn is_connected(&self) -> bool {
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self.status == ClientStatus::Connected
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}
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pub fn is_connecting(&self) -> bool {
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self.status == ClientStatus::Connecting
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}
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pub fn is_disconnected(&self) -> bool {
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self.status == ClientStatus::Disconnected
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}
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//Return true if the client has not made any connection attempts yet
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pub fn has_not_made_connection_attempts(&self) -> bool {
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matches!(self.status, ClientStatus::Disconnected) &&
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matches!(self.disconnect_reason, DisconnectReason::NotConnected)
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}
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pub fn send_message(&self, message: S) -> Result<()> {
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if self.status != ClientStatus::Connected {
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bail!("Not Connected");
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@ -152,43 +174,45 @@ impl<S, R> Client<S, R> where S: Encode + Decode, R: Encode + Decode {
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}
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//receive
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let mut buf = [0; u16::MAX as usize];
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match self.socket.recv(&mut buf) {
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Ok(length) => {
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//TODO check the first byte of the raw data instead of decoding?
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let (packet, _): (IdServerPacket<R>, _) = bincode::decode_from_slice(&buf[..length], BINCODE_CONFIG)?;
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let IdServerPacket(user_id, packet) = packet;
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if self.client_id.map(|x| Some(x) != user_id).unwrap_or_default() {
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return Ok(())
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}
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self.reset_timeout();
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match packet {
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ServerPacket::Connected(client_id) => {
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log::info!("client connected with id {client_id}");
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self.client_id = Some(client_id);
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self.status = ClientStatus::Connected;
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self.event_queue.push_back(ClientEvent::Connected(client_id));
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loop {
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match self.socket.recv(&mut buf) {
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Ok(length) => {
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//TODO check the first byte of the raw data instead of decoding?
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let (packet, _): (IdServerPacket<R>, _) = bincode::decode_from_slice(&buf[..length], BINCODE_CONFIG)?;
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let IdServerPacket(user_id, packet) = packet;
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if self.client_id.map(|x| Some(x) != user_id).unwrap_or_default() {
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return Ok(())
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},
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ServerPacket::Disconnected(reason) => {
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log::info!("client kicked: {reason}");
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let reason = DisconnectReason::KickedByServer(Some(reason));
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self.disconnect_inner(reason, true)?; //this should never fail but we're handling the error anyway
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return Ok(())
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},
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ServerPacket::Data(message) => {
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self.event_queue.push_back(ClientEvent::MessageReceived(message));
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}
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}
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},
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Err(error) if error.kind() != ErrorKind::WouldBlock => {
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return Err(error.into());
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},
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_ => (),
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self.reset_timeout();
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match packet {
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ServerPacket::Connected(client_id) => {
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log::info!("client connected with id {client_id}");
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self.client_id = Some(client_id);
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self.status = ClientStatus::Connected;
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self.event_queue.push_back(ClientEvent::Connected(client_id));
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return Ok(())
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},
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ServerPacket::Disconnected(reason) => {
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log::info!("client kicked: {reason}");
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let reason = DisconnectReason::KickedByServer(Some(reason));
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self.disconnect_inner(reason, true)?; //this should never fail but we're handling the error anyway
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return Ok(())
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},
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ServerPacket::Data(message) => {
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self.event_queue.push_back(ClientEvent::MessageReceived(message));
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}
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}
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},
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Err(error) if error.kind() != ErrorKind::WouldBlock => {
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return Err(error.into());
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},
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_ => break,
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}
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}
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Ok(())
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}
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pub fn get_event(&mut self) -> Option<ClientEvent<R>> {
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pub fn pop_event(&mut self) -> Option<ClientEvent<R>> {
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self.event_queue.pop_front()
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}
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pub fn process_events(&mut self) -> DrainDeque<ClientEvent<R>> {
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@ -52,11 +52,25 @@ pub struct Server<S, R> where S: Encode + Decode, R: Encode + Decode {
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_s: PhantomData<S>,
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}
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impl<S, R> Server<S, R> where S: Encode + Decode, R: Encode + Decode {
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pub fn bind(addr: SocketAddr, config: ServerConfig) -> anyhow::Result<Self> {
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assert!(config.max_clients <= MAX_CLIENTS);
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let socket = UdpSocket::bind(addr)?;
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socket.set_nonblocking(true)?;
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Ok(Self {
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config,
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socket,
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clients: HashMap::with_capacity_and_hasher(MAX_CLIENTS, BuildNoHashHasher::default()),
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event_queue: VecDeque::new(),
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_s: PhantomData,
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})
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}
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fn send_to_addr(&self, addr: SocketAddr, packet: IdServerPacket<S>) -> Result<()> {
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let bytes = bincode::encode_to_vec(packet, BINCODE_CONFIG)?;
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self.socket.send_to(&bytes, addr)?;
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Ok(())
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}
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fn send_packet(&self, packet: IdServerPacket<S>) -> Result<()> {
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let Some(id) = packet.0 else {
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bail!("send_to_client call without id")
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@ -67,6 +81,7 @@ impl<S, R> Server<S, R> where S: Encode + Decode, R: Encode + Decode {
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self.send_to_addr(client.addr, packet)?;
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Ok(())
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}
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fn add_client(&mut self, addr: SocketAddr) -> Result<ClientId> {
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let Some(id) = (1..=self.config.max_clients)
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.map(|x| ClientId::new(x as _).unwrap())
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@ -83,6 +98,7 @@ impl<S, R> Server<S, R> where S: Encode + Decode, R: Encode + Decode {
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});
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Ok(id)
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}
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fn disconnect_client_inner(&mut self, id: ClientId, reason: String) -> Result<()> {
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let result = self.send_packet(IdServerPacket(
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Some(id), ServerPacket::Disconnected(reason)
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@ -98,6 +114,7 @@ impl<S, R> Server<S, R> where S: Encode + Decode, R: Encode + Decode {
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self.disconnect_client_inner(id, reason)?;
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Ok(())
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}
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pub fn shutdown(mut self) -> Result<()> {
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let clients = self.clients.keys().copied().collect::<Vec<ClientId>>();
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for id in clients {
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@ -105,90 +122,82 @@ impl<S, R> Server<S, R> where S: Encode + Decode, R: Encode + Decode {
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}
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Ok(())
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}
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pub fn send_message(&mut self, id: ClientId, message: S) -> anyhow::Result<()> {
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self.send_packet(IdServerPacket(Some(id), ServerPacket::Data(message)))?;
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Ok(())
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}
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pub fn bind(addr: SocketAddr, config: ServerConfig) -> anyhow::Result<Self> {
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assert!(config.max_clients <= MAX_CLIENTS);
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let socket = UdpSocket::bind(addr)?;
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socket.set_nonblocking(true)?;
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Ok(Self {
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config,
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socket,
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clients: HashMap::with_capacity_and_hasher(MAX_CLIENTS, BuildNoHashHasher::default()),
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event_queue: VecDeque::new(),
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_s: PhantomData,
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})
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}
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pub fn update(&mut self) -> Result<()> {
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//TODO client timeout
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let mut buf = [0; u16::MAX as usize];
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match self.socket.recv_from(&mut buf) {
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Ok((len, addr)) => {
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if let Ok(packet) = bincode::decode_from_slice(&buf[..len], BINCODE_CONFIG) {
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let (packet, _): (IdClientPacket<R>, _) = packet;
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let IdClientPacket(id, packet) = packet;
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match id {
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Some(id) => {
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if !self.clients.contains_key(&id) {
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bail!("Client with id {id} doesn't exist");
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};
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match packet {
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ClientPacket::Data(data) => {
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self.event_queue.push_back(ServerEvent::MessageReceived {
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from: id,
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message: data,
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});
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}
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ClientPacket::Disconnect => {
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log::info!("Client {id} disconnected");
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self.event_queue.push_back(ServerEvent::Disconnected(id));
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self.disconnect_client_inner(id, "Disconnected".into())?;
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},
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ClientPacket::Heartbeat => {
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self.clients.get_mut(&id).unwrap().timeout = Instant::now()
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},
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ClientPacket::Connect => bail!("Client already connected"),
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}
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},
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None => {
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match packet {
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ClientPacket::Connect => {
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match self.add_client(addr) {
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Ok(id) => {
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log::info!("Client with id {id} connected");
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self.event_queue.push_back(ServerEvent::Connected(id));
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self.send_to_addr(addr,
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IdServerPacket(None, ServerPacket::Connected(id)
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))?;
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},
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Err(error) => {
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let reason = error.to_string();
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log::error!("Client connection failed: {reason}");
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self.send_to_addr(addr, IdServerPacket(
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None, ServerPacket::Disconnected(reason)
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))?;
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}
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loop {
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match self.socket.recv_from(&mut buf) {
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Ok((len, addr)) => {
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if let Ok(packet) = bincode::decode_from_slice(&buf[..len], BINCODE_CONFIG) {
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let (packet, _): (IdClientPacket<R>, _) = packet;
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let IdClientPacket(id, packet) = packet;
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match id {
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Some(id) => {
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if !self.clients.contains_key(&id) {
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bail!("Client with id {id} doesn't exist");
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};
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match packet {
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ClientPacket::Data(data) => {
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self.event_queue.push_back(ServerEvent::MessageReceived {
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from: id,
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message: data,
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});
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}
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},
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_ => bail!("Invalid packet type for non-id packet")
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ClientPacket::Disconnect => {
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log::info!("Client {id} disconnected");
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self.event_queue.push_back(ServerEvent::Disconnected(id));
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self.disconnect_client_inner(id, "Disconnected".into())?;
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},
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ClientPacket::Heartbeat => {
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self.clients.get_mut(&id).unwrap().timeout = Instant::now()
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},
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ClientPacket::Connect => bail!("Client already connected"),
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}
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},
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None => {
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match packet {
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ClientPacket::Connect => {
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match self.add_client(addr) {
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Ok(id) => {
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log::info!("Client with id {id} connected");
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self.event_queue.push_back(ServerEvent::Connected(id));
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self.send_to_addr(addr,
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IdServerPacket(None, ServerPacket::Connected(id)
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))?;
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},
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Err(error) => {
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let reason = error.to_string();
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log::error!("Client connection failed: {reason}");
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self.send_to_addr(addr, IdServerPacket(
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None, ServerPacket::Disconnected(reason)
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))?;
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}
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}
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},
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_ => bail!("Invalid packet type for non-id packet")
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}
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}
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}
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} else {
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bail!("Corrupted packet received");
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}
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} else {
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bail!("Corrupted packet received");
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}
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},
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Err(error) if error.kind() != ErrorKind::WouldBlock => {
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return Err(error.into());
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},
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_ => (),
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},
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Err(error) if error.kind() != ErrorKind::WouldBlock => {
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return Err(error.into());
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},
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_ => break,
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}
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}
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Ok(())
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}
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pub fn get_event(&mut self) -> Option<ServerEvent<R>> {
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pub fn pop_event(&mut self) -> Option<ServerEvent<R>> {
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self.event_queue.pop_front()
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}
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pub fn process_events(&mut self) -> DrainDeque<ServerEvent<R>> {
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@ -63,16 +63,19 @@ use rendering::{
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RenderTarget,
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BackgroundColor,
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clear_background,
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init_window_size,
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update_window_size,
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primitives::init_primitives,
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selection_box::render_selection_box,
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world::draw_world,
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world::draw_current_chunk_border, init_window_size, update_window_size,
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world::draw_current_chunk_border,
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};
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use block_placement::block_placement_system;
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use delta_time::{DeltaTime, init_delta_time};
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use cursor_lock::{insert_lock_state, update_cursor_lock_state, lock_cursor_now};
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use control_flow::{exit_on_esc, insert_control_flow_unique, SetControlFlow};
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use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state};
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use networking::{update_networking, is_multiplayer};
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use init::initialize_from_args;
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use gui::{render_gui, init_gui, update_gui};
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use loading_screen::update_loading_screen;
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@ -102,6 +105,9 @@ fn update() -> Workload {
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update_cursor_lock_state,
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process_inputs,
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exit_on_esc,
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(
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update_networking
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).into_workload().run_if(is_multiplayer),
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(
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update_loading_screen,
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).into_workload().run_if(is_loading),
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@ -114,8 +120,8 @@ fn update() -> Workload {
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update_raycasts,
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block_placement_system,
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apply_queued_blocks,
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compute_cameras,
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).into_workload().run_if(is_ingame),
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compute_cameras,
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update_gui,
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update_state,
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).into_workload()
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@ -1,11 +1,13 @@
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, WorkloadModificator};
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, WorkloadModificator, EntitiesView, EntitiesViewMut, Component, ViewMut, SystemModificator};
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use std::net::SocketAddr;
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use kubi_udp::client::{Client, ClientConfig};
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use kubi_udp::client::{Client, ClientConfig, ClientEvent};
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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;
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#[derive(Unique, Clone, Copy, PartialEq, Eq)]
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pub enum GameType {
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Singleplayer,
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@ -18,6 +20,9 @@ pub struct ServerAddress(pub SocketAddr);
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#[derive(Unique)]
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pub struct UdpClient(pub Client<ClientToServerMessage, ServerToClientMessage>);
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#[derive(Component)]
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pub struct NetworkEvent(pub ClientEvent<ServerToClientMessage>);
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pub fn create_client(
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storages: AllStoragesView
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) {
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@ -29,34 +34,47 @@ pub fn create_client(
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storages.add_unique(ClientJoinState::Disconnected);
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}
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pub fn client_connect(
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pub fn connect_client(
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mut client: UniqueViewMut<UdpClient>
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) {
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client.0.connect().unwrap();
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}
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pub fn update_client_and_get_events(
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pub fn update_client(
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mut client: UniqueViewMut<UdpClient>,
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) {
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client.0.update().unwrap();
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for event in client.0.process_events() {
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todo!()
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}
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}
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pub fn init_networking() -> Workload {
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(
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create_client,
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client_connect,
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).into_workload().run_if(is_multiplayer)
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pub fn insert_client_events(
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mut client: UniqueViewMut<UdpClient>,
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mut entities: EntitiesViewMut,
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mut events: ViewMut<EventComponent>,
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mut network_events: ViewMut<NetworkEvent>,
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) {
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entities.bulk_add_entity((
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&mut events,
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&mut network_events,
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), client.0.process_events().map(|event| {
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(EventComponent, NetworkEvent(event))
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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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update_client_and_get_events,
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create_client.run_if_missing_unique::<UdpClient>(),
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connect_client.run_if(client_needs_connect_call),
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update_client,
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insert_client_events,
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).into_workload().run_if(is_multiplayer)
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}
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fn client_needs_connect_call(
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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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pub fn is_multiplayer(
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game_type: UniqueView<GameType>
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) -> bool {
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