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wip
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@ -5,3 +5,4 @@ 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" }
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@ -12,24 +12,18 @@ pub enum ClientToServerMessage {
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password: Option<String>,
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},
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PositionChanged {
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client_id: u8,
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secret: u32,
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position: Vec3Arr,
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velocity: Vec3Arr,
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direction: QuatArr,
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},
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ChunkRequest {
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client_id: u8,
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secret: u32,
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chunk: IVec3Arr,
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},
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}
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#[derive(Encode, Decode)]
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pub enum ServerToClientMessage {
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ServerHello {
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client_id: u8,
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secret: u32,
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},
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ServerHello,
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ServerFuckOff {
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reason: String,
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},
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@ -5,6 +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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glium = "0.32"
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glam = { version = "0.22", features = ["debug-glam-assert", "fast-math"] }
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image = { version = "0.24", default_features = false, features = ["png"] }
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22
kubi/src/init.rs
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22
kubi/src/init.rs
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@ -0,0 +1,22 @@
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use std::net::SocketAddr;
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use shipyard::AllStoragesView;
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use std::env;
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use crate::{
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networking::{GameType, ServerAddress},
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state::GameState
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};
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pub fn initialize_from_args(
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all_storages: AllStoragesView,
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) {
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let args: Vec<String> = env::args().collect();
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if args.len() > 1 {
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let address = args[1].parse::<SocketAddr>().expect("invalid address");
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all_storages.add_unique(GameType::Muliplayer);
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all_storages.add_unique(GameState::Connecting);
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all_storages.add_unique(ServerAddress(address));
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} else {
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all_storages.add_unique(GameType::Singleplayer);
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all_storages.add_unique(GameState::LoadingWorld);
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}
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}
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@ -13,10 +13,10 @@ use glium::{
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}
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};
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use glam::vec3;
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use state::GameState;
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use std::time::Instant;
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mod logging;
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pub(crate) mod rendering;
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pub(crate) mod world;
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pub(crate) mod player;
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@ -33,6 +33,8 @@ pub(crate) mod cursor_lock;
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pub(crate) mod control_flow;
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pub(crate) mod state;
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pub(crate) mod gui;
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pub(crate) mod networking;
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pub(crate) mod init;
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use world::{
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init_game_world,
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@ -63,6 +65,7 @@ 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 init::initialize_from_args;
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fn startup() -> Workload {
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(
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@ -70,6 +73,7 @@ fn startup() -> Workload {
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load_prefabs,
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init_simple_box_buffers,
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insert_lock_state,
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initialize_from_args,
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lock_cursor_now,
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init_input,
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init_game_world,
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@ -151,7 +155,7 @@ fn main() {
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last_update = now;
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}
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//Run update workflow
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//Run update workflows
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world.run_workload(update).unwrap();
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//Start rendering (maybe use custom views for this?)
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12
kubi/src/networking.rs
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12
kubi/src/networking.rs
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@ -0,0 +1,12 @@
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use std::net::SocketAddr;
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use shipyard::Unique;
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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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Muliplayer
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}
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#[derive(Unique, Clone, Copy, PartialEq, Eq)]
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pub struct ServerAddress(pub SocketAddr);
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@ -1,14 +1,10 @@
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use strum::EnumIter;
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use shipyard::Unique;
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#[derive(Unique)]
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#[derive(Unique, EnumIter)]
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#[track(All)]
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pub enum GameState {
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Connecting,
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LoadingWorld,
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InGame,
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}
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fn insert_default_state(
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) {
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InGame
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}
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