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basic networking
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@ -6,18 +6,6 @@ use kubi_udp::{ClientId, ClientIdRepr};
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#[derive(Component)]
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pub struct Client(ClientId);
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// disconnected => connect => join => load => ingame
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#[derive(Component)]
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pub enum ClientJoinState {
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/// Client has connected to the game, but haven't authenticated yet
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Connected,
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/// Client has joined the game, but haven't loaded the world yet
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Joined,
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/// Client is currently ingame
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InGame,
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}
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pub struct ClientMap(HashMap<ClientId, EntityId, BuildNoHashHasher<ClientIdRepr>>);
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impl ClientMap {
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pub fn new() -> Self {
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@ -1 +1,2 @@
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pub mod messages;
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pub mod state;
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14
kubi-shared/src/networking/state.rs
Normal file
14
kubi-shared/src/networking/state.rs
Normal file
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@ -0,0 +1,14 @@
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use shipyard::{Unique, Component};
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// disconnected => connect => join => load => ingame
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#[derive(Unique, Component)]
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pub enum ClientJoinState {
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/// Not connected yet
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Disconnected,
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/// Client has connected to the game, but hasn't authenticated yet
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Connected,
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/// Client has joined the game, but haven't loaded the world yet
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Joined,
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/// Client is currently ingame
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InGame,
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}
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@ -5,7 +5,7 @@ edition = "2021"
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[dependencies]
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kubi-shared = { path = "../kubi-shared" }
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kubi-udp = { path = "../kubi-udp", optional = true }
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kubi-udp = { path = "../kubi-udp" }
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kubi-logging = { path = "../kubi-logging" }
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log = "*"
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glium = "0.32"
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@ -1,6 +1,10 @@
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, WorkloadModificator};
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use std::net::SocketAddr;
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use shipyard::Unique;
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use kubi_udp::client::{Client, ClientConfig};
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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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#[derive(Unique, Clone, Copy, PartialEq, Eq)]
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pub enum GameType {
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@ -10,3 +14,54 @@ pub enum GameType {
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#[derive(Unique, Clone, Copy, PartialEq, Eq)]
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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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pub fn create_client(
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storages: AllStoragesView
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) {
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let address = storages.borrow::<UniqueView<ServerAddress>>().unwrap();
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storages.add_unique(UdpClient(Client::new(
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address.0,
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ClientConfig::default()
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).unwrap()));
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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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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(
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mut client: UniqueViewMut<UdpClient>
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) {
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client.0.update().unwrap();
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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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}
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pub fn update_networking() -> Workload {
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(
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update_client,
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).into_workload().run_if(is_multiplayer)
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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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*game_type == GameType::Muliplayer
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}
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pub fn is_singleplayer(
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game_type: UniqueView<GameType>
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) -> bool {
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*game_type == GameType::Singleplayer
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}
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