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wip server chunks
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parent
f4bbfd3e8a
commit
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@ -54,6 +54,7 @@ fn process_chunk_requests(
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} else {
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let mut chunk = Chunk::new(chunk_position);
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chunk.state = ChunkState::Loading;
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chunk.subscriptions.insert(*client_id);
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chunk_manager.chunks.insert(chunk_position, chunk);
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task_manager.spawn_task(ChunkTask::LoadChunk {
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position: chunk_position,
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@ -88,6 +89,7 @@ fn process_finished_tasks(
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queued: queue.iter().map(|item| (item.position.to_array(), item.block_type)).collect()
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}).map_err(log_error).ok();
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}
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log::debug!("Chunk {chunk_position} loaded, {} subs", chunk.subscriptions.len())
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}
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}
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@ -80,7 +80,7 @@ fn test_connection() {
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log::info!("client received message");
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assert_eq!(data, STC_MSG, "Received message not equal");
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message_received = true;
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client.disconnect();
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client.disconnect().unwrap();
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},
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_ => ()
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}
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@ -1,4 +1,5 @@
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use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
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use glium::glutin::event::VirtualKeyCode;
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use glam::{Mat3, vec2};
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use crate::{
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world::ChunkStorage,
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@ -7,7 +8,9 @@ use crate::{
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gui::{
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GuiComponent,
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progressbar::ProgressbarComponent
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}, rendering::{WindowSize, if_resized},
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},
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rendering::{WindowSize, if_resized},
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input::RawKbmInputState,
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};
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#[derive(Unique, Clone, Copy)]
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@ -69,6 +72,15 @@ fn switch_to_ingame_if_loaded(
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}
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}
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fn override_loading(
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kbm_state: UniqueView<RawKbmInputState>,
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mut state: UniqueViewMut<NextState>
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) {
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if kbm_state.keyboard_state.contains(&VirtualKeyCode::F) {
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state.0 = Some(GameState::InGame);
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}
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}
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fn despawn_loading_screen_if_switching_state(
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mut storages: AllStoragesViewMut,
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) {
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@ -85,6 +97,7 @@ pub fn update_loading_screen() -> Workload {
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spawn_loading_screen.run_if_missing_unique::<ProgressbarId>(),
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resize_progress_bar.run_if(if_resized),
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update_progress_bar_progress,
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override_loading,
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switch_to_ingame_if_loaded,
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despawn_loading_screen_if_switching_state.run_if(is_changing_state),
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).into_workload()
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@ -110,7 +110,7 @@ fn update() -> Workload {
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(
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update_networking,
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inject_network_responses_into_manager_queue,
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).into_workload().run_if(is_multiplayer),
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).into_sequential_workload().run_if(is_multiplayer),
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(
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switch_to_loading_if_connected
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).into_workload().run_if(is_connecting),
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@ -1,7 +1,7 @@
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use flume::{Sender, Receiver};
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use glam::IVec3;
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use kubi_shared::{
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networking::messages::{ClientToServerMessage, ServerToClientMessage},
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networking::messages::ServerToClientMessage,
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worldgen::QueuedBlock
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};
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use shipyard::{Unique, UniqueView, View, IntoIter};
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@ -13,7 +13,7 @@ use super::{
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};
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use crate::{
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rendering::world::ChunkVertex,
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networking::{UdpClient, NetworkEvent}
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networking::NetworkEvent,
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};
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use kubi_udp::client::ClientEvent;
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