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synced 2024-11-10 01:28:41 -06:00
disconnect on exit
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commit
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@ -128,6 +128,12 @@ impl<S, R> Client<S, R> where S: Encode + Decode, R: Encode + Decode {
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Ok(())
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Ok(())
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}
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}
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#[inline]
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pub fn set_nonblocking(&mut self, is_nonblocking: bool) -> Result<()> {
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self.socket.set_nonblocking(is_nonblocking)?;
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Ok(())
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}
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#[inline]
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#[inline]
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pub fn get_status(&self) -> ClientStatus {
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pub fn get_status(&self) -> ClientStatus {
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self.status
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self.status
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@ -75,7 +75,7 @@ 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 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 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 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 networking::{update_networking, is_multiplayer, disconnect_on_exit};
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use init::initialize_from_args;
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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 gui::{render_gui, init_gui, update_gui};
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use loading_screen::update_loading_screen;
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use loading_screen::update_loading_screen;
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@ -104,7 +104,7 @@ fn update() -> Workload {
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update_window_size,
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update_window_size,
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update_cursor_lock_state,
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update_cursor_lock_state,
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process_inputs,
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process_inputs,
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exit_on_esc,
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(
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(
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update_networking
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update_networking
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).into_workload().run_if(is_multiplayer),
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).into_workload().run_if(is_multiplayer),
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@ -124,6 +124,8 @@ fn update() -> Workload {
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compute_cameras,
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compute_cameras,
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update_gui,
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update_gui,
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update_state,
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update_state,
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exit_on_esc,
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disconnect_on_exit,
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).into_workload()
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).into_workload()
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}
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}
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fn render() -> Workload {
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fn render() -> Workload {
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@ -1,4 +1,5 @@
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, WorkloadModificator, EntitiesView, EntitiesViewMut, Component, ViewMut, SystemModificator};
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, EntitiesViewMut, Component, ViewMut, SystemModificator};
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use glium::glutin::event_loop::ControlFlow;
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use std::net::SocketAddr;
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use std::net::SocketAddr;
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use kubi_udp::client::{Client, ClientConfig, ClientEvent};
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use kubi_udp::client::{Client, ClientConfig, ClientEvent};
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use kubi_shared::networking::{
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use kubi_shared::networking::{
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@ -6,7 +7,7 @@ use kubi_shared::networking::{
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state::ClientJoinState
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state::ClientJoinState
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};
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};
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use crate::events::EventComponent;
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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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#[derive(Unique, Clone, Copy, PartialEq, Eq)]
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pub enum GameType {
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pub enum GameType {
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@ -73,6 +74,20 @@ pub fn update_networking() -> Workload {
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).into_workload()
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).into_workload()
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}
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}
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pub fn disconnect_on_exit(
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control_flow: UniqueView<SetControlFlow>,
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mut client: UniqueViewMut<UdpClient>,
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) {
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if let Some(ControlFlow::ExitWithCode(_)) = control_flow.0 {
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client.0.set_nonblocking(false).expect("Failed to switch socket to blocking mode");
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if let Err(error) = client.0.disconnect() {
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log::error!("failed to disconnect: {}", error);
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} else {
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log::info!("Client disconnected");
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}
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}
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}
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pub fn is_multiplayer(
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pub fn is_multiplayer(
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game_type: UniqueView<GameType>
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game_type: UniqueView<GameType>
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) -> bool {
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) -> bool {
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