mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-12-22 03:48:21 -06:00
handle fuck off request
This commit is contained in:
parent
00edf0d272
commit
f0270e3ce5
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@ -1,198 +1,201 @@
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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, EntitiesViewMut, Component, ViewMut, SystemModificator, View, IntoIter, WorkloadModificator};
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use winit::event_loop::ControlFlow;
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use std::net::SocketAddr;
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use uflow::{
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client::{Client, Config as ClientConfig, Event as ClientEvent},
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EndpointConfig
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};
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use kubi_shared::networking::{
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messages::ServerToClientMessage,
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state::ClientJoinState,
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client::ClientIdMap,
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};
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use crate::{
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events::EventComponent,
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control_flow::RequestExit,
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world::tasks::ChunkTaskManager,
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state::is_ingame_or_loading,
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fixed_timestamp::FixedTimestamp
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};
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mod handshake;
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mod world;
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mod player;
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use handshake::{
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set_client_join_state_to_connected,
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say_hello,
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check_server_hello_response
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};
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use world::{
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inject_network_responses_into_manager_queue,
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send_block_place_events,
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recv_block_place_events,
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};
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use player::{
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init_client_map,
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send_player_movement_events,
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receive_player_movement_events,
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receive_player_connect_events
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};
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const NET_TICKRATE: u16 = 33;
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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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#[derive(Unique)]
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pub struct UdpClient(pub Client);
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#[derive(Component)]
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pub struct NetworkEvent(pub ClientEvent);
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impl NetworkEvent {
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///Checks if postcard-encoded message has a type
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pub fn is_message_of_type<const T: u8>(&self) -> bool {
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let ClientEvent::Receive(data) = &self.0 else { return false };
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if data.len() == 0 { return false }
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data[0] == T
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}
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}
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#[derive(Component)]
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pub struct NetworkMessageEvent(pub ServerToClientMessage);
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fn connect_client(
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storages: AllStoragesView
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) {
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log::info!("Creating client");
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let address = storages.borrow::<UniqueView<ServerAddress>>().unwrap();
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let client = Client::connect(address.0, ClientConfig {
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endpoint_config: EndpointConfig {
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active_timeout_ms: 10000,
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keepalive: true,
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keepalive_interval_ms: 5000,
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..Default::default()
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},
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}).expect("Client connection failed");
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storages.add_unique(UdpClient(client));
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storages.add_unique(ClientJoinState::Disconnected);
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}
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fn poll_client(
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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.step().map(|event| {
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(EventComponent, NetworkEvent(event))
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}));
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}
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fn flush_client(
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mut client: UniqueViewMut<UdpClient>,
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) {
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client.0.flush();
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}
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fn handle_disconnect(
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network_events: View<NetworkEvent>,
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mut join_state: UniqueViewMut<ClientJoinState>
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) {
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for event in network_events.iter() {
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if matches!(event.0, ClientEvent::Disconnect) {
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log::warn!("Disconnected from server");
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*join_state = ClientJoinState::Disconnected;
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return;
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}
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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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init_client_map.run_if_missing_unique::<ClientIdMap>(),
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connect_client.run_if_missing_unique::<UdpClient>(),
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poll_client.into_workload().make_fixed(NET_TICKRATE, 0),
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(
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set_client_join_state_to_connected,
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say_hello,
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).into_sequential_workload().run_if(if_just_connected),
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(
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check_server_hello_response,
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handle_disconnect,
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).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Connected as u8}>),
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(
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(
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receive_player_connect_events,
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).into_workload(),
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(
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recv_block_place_events,
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receive_player_movement_events,
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).into_workload()
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).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Joined as u8}>).run_if(is_ingame_or_loading),
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inject_network_responses_into_manager_queue.run_if(is_ingame_or_loading).skip_if_missing_unique::<ChunkTaskManager>(),
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).into_sequential_workload()
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}
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pub fn update_networking_late() -> Workload {
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(
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(
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send_block_place_events,
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send_player_movement_events,
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).into_workload().run_if(is_join_state::<{ClientJoinState::Joined as u8}>),
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flush_client.into_workload().make_fixed(NET_TICKRATE, 1)
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).into_sequential_workload()
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}
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pub fn disconnect_on_exit(
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exit: UniqueView<RequestExit>,
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mut client: UniqueViewMut<UdpClient>,
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) {
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//TODO check if this works
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if exit.0 {
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if client.0.is_active() {
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client.0.flush();
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client.0.disconnect();
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while client.0.is_active() { client.0.step().for_each(|_|()); }
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log::info!("Client disconnected");
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} else {
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log::info!("Client inactive")
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}
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}
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}
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// conditions
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fn if_just_connected(
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network_events: View<NetworkEvent>,
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) -> bool {
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network_events.iter().any(|event| matches!(&event.0, ClientEvent::Connect))
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}
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fn is_join_state<const STATE: u8>(
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join_state: UniqueView<ClientJoinState>
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) -> bool {
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(*join_state as u8) == STATE
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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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use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, EntitiesViewMut, Component, ViewMut, SystemModificator, View, IntoIter, WorkloadModificator};
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use winit::event_loop::ControlFlow;
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use std::net::SocketAddr;
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use uflow::{
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client::{Client, Config as ClientConfig, Event as ClientEvent},
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EndpointConfig
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};
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use kubi_shared::networking::{
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messages::ServerToClientMessage,
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state::ClientJoinState,
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client::ClientIdMap,
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};
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use crate::{
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events::EventComponent,
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control_flow::RequestExit,
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world::tasks::ChunkTaskManager,
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state::is_ingame_or_loading,
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fixed_timestamp::FixedTimestamp
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};
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mod handshake;
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mod world;
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mod player;
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pub use handshake::ConnectionRejectionReason;
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use handshake::{
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set_client_join_state_to_connected,
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say_hello,
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check_server_hello_response,
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check_server_fuck_off_response,
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};
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use world::{
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inject_network_responses_into_manager_queue,
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send_block_place_events,
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recv_block_place_events,
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};
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use player::{
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init_client_map,
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send_player_movement_events,
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receive_player_movement_events,
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receive_player_connect_events
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};
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const NET_TICKRATE: u16 = 33;
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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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#[derive(Unique)]
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pub struct UdpClient(pub Client);
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#[derive(Component)]
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pub struct NetworkEvent(pub ClientEvent);
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impl NetworkEvent {
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///Checks if postcard-encoded message has a type
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pub fn is_message_of_type<const T: u8>(&self) -> bool {
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let ClientEvent::Receive(data) = &self.0 else { return false };
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if data.len() == 0 { return false }
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data[0] == T
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}
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}
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#[derive(Component)]
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pub struct NetworkMessageEvent(pub ServerToClientMessage);
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fn connect_client(
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storages: AllStoragesView
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) {
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log::info!("Creating client");
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let address = storages.borrow::<UniqueView<ServerAddress>>().unwrap();
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let client = Client::connect(address.0, ClientConfig {
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endpoint_config: EndpointConfig {
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active_timeout_ms: 10000,
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keepalive: true,
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keepalive_interval_ms: 5000,
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..Default::default()
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},
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}).expect("Client connection failed");
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storages.add_unique(UdpClient(client));
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storages.add_unique(ClientJoinState::Disconnected);
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}
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fn poll_client(
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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.step().map(|event| {
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(EventComponent, NetworkEvent(event))
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}));
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}
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fn flush_client(
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mut client: UniqueViewMut<UdpClient>,
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) {
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client.0.flush();
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}
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fn handle_disconnect(
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network_events: View<NetworkEvent>,
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mut join_state: UniqueViewMut<ClientJoinState>
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) {
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for event in network_events.iter() {
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if matches!(event.0, ClientEvent::Disconnect) {
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log::warn!("Disconnected from server");
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*join_state = ClientJoinState::Disconnected;
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return;
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}
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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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init_client_map.run_if_missing_unique::<ClientIdMap>(),
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connect_client.run_if_missing_unique::<UdpClient>(),
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poll_client.into_workload().make_fixed(NET_TICKRATE, 0),
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(
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set_client_join_state_to_connected,
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say_hello,
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).into_sequential_workload().run_if(if_just_connected),
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(
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check_server_hello_response,
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check_server_fuck_off_response,
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handle_disconnect,
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).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Connected as u8}>),
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(
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(
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receive_player_connect_events,
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).into_workload(),
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(
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recv_block_place_events,
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receive_player_movement_events,
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).into_workload()
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).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Joined as u8}>).run_if(is_ingame_or_loading),
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inject_network_responses_into_manager_queue.run_if(is_ingame_or_loading).skip_if_missing_unique::<ChunkTaskManager>(),
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).into_sequential_workload()
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}
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pub fn update_networking_late() -> Workload {
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(
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(
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send_block_place_events,
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send_player_movement_events,
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).into_workload().run_if(is_join_state::<{ClientJoinState::Joined as u8}>),
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flush_client.into_workload().make_fixed(NET_TICKRATE, 1)
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).into_sequential_workload()
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}
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pub fn disconnect_on_exit(
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exit: UniqueView<RequestExit>,
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mut client: UniqueViewMut<UdpClient>,
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) {
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//TODO check if this works
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if exit.0 {
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if client.0.is_active() {
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client.0.flush();
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client.0.disconnect();
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while client.0.is_active() { client.0.step().for_each(|_|()); }
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log::info!("Client disconnected");
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} else {
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log::info!("Client inactive")
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}
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}
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}
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// conditions
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fn if_just_connected(
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network_events: View<NetworkEvent>,
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) -> bool {
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network_events.iter().any(|event| matches!(&event.0, ClientEvent::Connect))
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}
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fn is_join_state<const STATE: u8>(
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join_state: UniqueView<ClientJoinState>
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) -> bool {
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(*join_state as u8) == STATE
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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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|
|
|
@ -1,76 +1,111 @@
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use shipyard::{UniqueViewMut, View, IntoIter, AllStoragesViewMut};
|
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use uflow::{client::Event as ClientEvent, SendMode};
|
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use kubi_shared::networking::{
|
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messages::{ClientToServerMessage, ServerToClientMessage, ServerToClientMessageType},
|
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state::ClientJoinState,
|
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channels::Channel,
|
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};
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use crate::player::{spawn_local_player_multiplayer, spawn_remote_player_multiplayer};
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use super::{UdpClient, NetworkEvent};
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pub fn set_client_join_state_to_connected(
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mut join_state: UniqueViewMut<ClientJoinState>
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) {
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log::info!("Setting ClientJoinState");
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*join_state = ClientJoinState::Connected;
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}
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pub fn say_hello(
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mut client: UniqueViewMut<UdpClient>,
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) {
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let username = "XxX-FishFucker-69420-XxX".into();
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let password = None;
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log::info!("Authenticating");
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client.0.send(
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postcard::to_allocvec(
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&ClientToServerMessage::ClientHello { username, password }
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).unwrap().into_boxed_slice(),
|
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Channel::Auth as usize,
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SendMode::Reliable
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);
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}
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pub fn check_server_hello_response(
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mut storages: AllStoragesViewMut,
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) {
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//Check if we got the message and extract the init data from it
|
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let Some(init) = storages.borrow::<View<NetworkEvent>>().unwrap().iter().find_map(|event| {
|
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let ClientEvent::Receive(data) = &event.0 else {
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return None
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};
|
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if !event.is_message_of_type::<{ServerToClientMessageType::ServerHello as u8}>() {
|
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return None
|
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}
|
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let Ok(parsed_message) = postcard::from_bytes(data) else {
|
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log::error!("Malformed message");
|
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return None
|
||||
};
|
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let ServerToClientMessage::ServerHello { init } = parsed_message else {
|
||||
unreachable!()
|
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};
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Some(init)
|
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}) else { return };
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|
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// struct ClientInitData {
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// client_id: ClientId,
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// username: String,
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// position: Vec3,
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// velocity: Vec3,
|
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// direction: Quat,
|
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// health: Health,
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// }
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|
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//Add components to main player
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spawn_local_player_multiplayer(&mut storages, init.user);
|
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|
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//Init players
|
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for init_data in init.users {
|
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spawn_remote_player_multiplayer(&mut storages, init_data);
|
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}
|
||||
|
||||
// Set state to connected
|
||||
let mut join_state = storages.borrow::<UniqueViewMut<ClientJoinState>>().unwrap();
|
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*join_state = ClientJoinState::Joined;
|
||||
|
||||
log::info!("Joined the server!");
|
||||
}
|
||||
use shipyard::{AllStoragesView, AllStoragesViewMut, IntoIter, Unique, UniqueView, UniqueViewMut, View};
|
||||
use uflow::{client::Event as ClientEvent, SendMode};
|
||||
use kubi_shared::networking::{
|
||||
messages::{ClientToServerMessage, ServerToClientMessage, ServerToClientMessageType},
|
||||
state::ClientJoinState,
|
||||
channels::Channel,
|
||||
};
|
||||
use crate::player::{spawn_local_player_multiplayer, spawn_remote_player_multiplayer};
|
||||
use super::{UdpClient, NetworkEvent};
|
||||
|
||||
#[derive(Unique)]
|
||||
pub struct ConnectionRejectionReason {
|
||||
pub reason: String,
|
||||
}
|
||||
|
||||
pub fn set_client_join_state_to_connected(
|
||||
mut join_state: UniqueViewMut<ClientJoinState>
|
||||
) {
|
||||
log::info!("Setting ClientJoinState");
|
||||
*join_state = ClientJoinState::Connected;
|
||||
}
|
||||
|
||||
pub fn say_hello(
|
||||
mut client: UniqueViewMut<UdpClient>,
|
||||
) {
|
||||
let username = "XxX-FishFucker-69420-XxX".into();
|
||||
let password = None;
|
||||
log::info!("Authenticating");
|
||||
client.0.send(
|
||||
postcard::to_allocvec(
|
||||
&ClientToServerMessage::ClientHello { username, password }
|
||||
).unwrap().into_boxed_slice(),
|
||||
Channel::Auth as usize,
|
||||
SendMode::Reliable
|
||||
);
|
||||
}
|
||||
|
||||
pub fn check_server_hello_response(
|
||||
mut storages: AllStoragesViewMut,
|
||||
) {
|
||||
//Check if we got the message and extract the init data from it
|
||||
let Some(init) = storages.borrow::<View<NetworkEvent>>().unwrap().iter().find_map(|event| {
|
||||
let ClientEvent::Receive(data) = &event.0 else {
|
||||
return None
|
||||
};
|
||||
if !event.is_message_of_type::<{ServerToClientMessageType::ServerHello as u8}>() {
|
||||
return None
|
||||
}
|
||||
let Ok(parsed_message) = postcard::from_bytes(data) else {
|
||||
log::error!("Malformed message");
|
||||
return None
|
||||
};
|
||||
let ServerToClientMessage::ServerHello { init } = parsed_message else {
|
||||
unreachable!()
|
||||
};
|
||||
Some(init)
|
||||
}) else { return };
|
||||
|
||||
// struct ClientInitData {
|
||||
// client_id: ClientId,
|
||||
// username: String,
|
||||
// position: Vec3,
|
||||
// velocity: Vec3,
|
||||
// direction: Quat,
|
||||
// health: Health,
|
||||
// }
|
||||
|
||||
//Add components to main player
|
||||
spawn_local_player_multiplayer(&mut storages, init.user);
|
||||
|
||||
//Init players
|
||||
for init_data in init.users {
|
||||
spawn_remote_player_multiplayer(&mut storages, init_data);
|
||||
}
|
||||
|
||||
// Set state to connected
|
||||
let mut join_state = storages.borrow::<UniqueViewMut<ClientJoinState>>().unwrap();
|
||||
*join_state = ClientJoinState::Joined;
|
||||
|
||||
log::info!("Joined the server!");
|
||||
}
|
||||
|
||||
pub fn check_server_fuck_off_response(
|
||||
storages: AllStoragesView,
|
||||
) {
|
||||
//Check if we got the message and extract the init data from it
|
||||
let Some(reason) = storages.borrow::<View<NetworkEvent>>().unwrap().iter().find_map(|event| {
|
||||
let ClientEvent::Receive(data) = &event.0 else {
|
||||
return None
|
||||
};
|
||||
if !event.is_message_of_type::<{ServerToClientMessageType::ServerFuckOff as u8}>() {
|
||||
return None
|
||||
}
|
||||
let Ok(parsed_message) = postcard::from_bytes(data) else {
|
||||
log::error!("Malformed message");
|
||||
return None
|
||||
};
|
||||
let ServerToClientMessage::ServerFuckOff { reason } = parsed_message else {
|
||||
unreachable!()
|
||||
};
|
||||
Some(reason)
|
||||
}) else { return };
|
||||
|
||||
let mut client = storages.borrow::<UniqueViewMut<UdpClient>>().unwrap();
|
||||
client.0.disconnect_now();
|
||||
|
||||
let mut join_state = storages.borrow::<UniqueViewMut<ClientJoinState>>().unwrap();
|
||||
*join_state = ClientJoinState::Disconnected;
|
||||
|
||||
storages.add_unique(ConnectionRejectionReason { reason });
|
||||
}
|
||||
|
|
|
@ -1,58 +1,58 @@
|
|||
use shipyard::{Unique, UniqueView, UniqueViewMut, AllStoragesView};
|
||||
use std::mem::take;
|
||||
|
||||
#[derive(Unique, PartialEq, Eq, Default, Clone, Copy)]
|
||||
pub enum GameState {
|
||||
#[default]
|
||||
Initial,
|
||||
Connecting,
|
||||
LoadingWorld,
|
||||
InGame
|
||||
}
|
||||
|
||||
#[derive(Unique, PartialEq, Eq, Default, Clone, Copy)]
|
||||
pub struct NextState(pub Option<GameState>);
|
||||
|
||||
pub fn init_state(
|
||||
all_storages: AllStoragesView,
|
||||
) {
|
||||
all_storages.add_unique(GameState::default());
|
||||
all_storages.add_unique(NextState::default());
|
||||
}
|
||||
|
||||
pub fn update_state(
|
||||
mut state: UniqueViewMut<GameState>,
|
||||
mut next: UniqueViewMut<NextState>,
|
||||
) {
|
||||
*state = take(&mut next.0).unwrap_or(*state);
|
||||
}
|
||||
|
||||
pub fn is_changing_state(
|
||||
state: UniqueView<NextState>
|
||||
) -> bool {
|
||||
state.0.is_some()
|
||||
}
|
||||
|
||||
pub fn is_connecting(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
*state == GameState::Connecting
|
||||
}
|
||||
|
||||
pub fn is_ingame(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
*state == GameState::InGame
|
||||
}
|
||||
|
||||
pub fn is_loading(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
matches!(*state, GameState::LoadingWorld)
|
||||
}
|
||||
|
||||
pub fn is_ingame_or_loading(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
matches!(*state, GameState::InGame | GameState::LoadingWorld)
|
||||
}
|
||||
use shipyard::{Unique, UniqueView, UniqueViewMut, AllStoragesView};
|
||||
use std::mem::take;
|
||||
|
||||
#[derive(Unique, PartialEq, Eq, Default, Clone, Copy)]
|
||||
pub enum GameState {
|
||||
#[default]
|
||||
Initial,
|
||||
Connecting,
|
||||
LoadingWorld,
|
||||
InGame
|
||||
}
|
||||
|
||||
#[derive(Unique, PartialEq, Eq, Default, Clone, Copy)]
|
||||
pub struct NextState(pub Option<GameState>);
|
||||
|
||||
pub fn init_state(
|
||||
all_storages: AllStoragesView,
|
||||
) {
|
||||
all_storages.add_unique(GameState::default());
|
||||
all_storages.add_unique(NextState::default());
|
||||
}
|
||||
|
||||
pub fn update_state(
|
||||
mut state: UniqueViewMut<GameState>,
|
||||
mut next: UniqueViewMut<NextState>,
|
||||
) {
|
||||
*state = take(&mut next.0).unwrap_or(*state);
|
||||
}
|
||||
|
||||
pub fn is_changing_state(
|
||||
state: UniqueView<NextState>
|
||||
) -> bool {
|
||||
state.0.is_some()
|
||||
}
|
||||
|
||||
pub fn is_connecting(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
*state == GameState::Connecting
|
||||
}
|
||||
|
||||
pub fn is_ingame(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
*state == GameState::InGame
|
||||
}
|
||||
|
||||
pub fn is_loading(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
matches!(*state, GameState::LoadingWorld)
|
||||
}
|
||||
|
||||
pub fn is_ingame_or_loading(
|
||||
state: UniqueView<GameState>
|
||||
) -> bool {
|
||||
matches!(*state, GameState::InGame | GameState::LoadingWorld)
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ use shipyard::{IntoWorkload, NonSendSync, UniqueView, UniqueViewMut, Workload};
|
|||
use crate::{
|
||||
hui_integration::UiState,
|
||||
loading_screen::loading_screen_base,
|
||||
networking::ServerAddress,
|
||||
networking::{ConnectionRejectionReason, ServerAddress},
|
||||
prefabs::UiFontPrefab,
|
||||
rendering::WindowSize,
|
||||
state::{GameState, NextState}
|
||||
|
@ -12,6 +12,8 @@ use crate::{
|
|||
|
||||
fn render_connecting_ui(
|
||||
addr: UniqueView<ServerAddress>,
|
||||
rejection: Option<UniqueView<ConnectionRejectionReason>>,
|
||||
join_state: UniqueView<ClientJoinState>,
|
||||
mut ui: NonSendSync<UniqueViewMut<UiState>>,
|
||||
font: UniqueView<UiFontPrefab>,
|
||||
size: UniqueView<WindowSize>,
|
||||
|
@ -19,10 +21,11 @@ fn render_connecting_ui(
|
|||
ui.hui.add(
|
||||
loading_screen_base(vec![
|
||||
Box::new(Text {
|
||||
text: format!(
|
||||
"Connecting to {}...",
|
||||
addr.0,
|
||||
).into(),
|
||||
text: match (rejection, *join_state) {
|
||||
(Some(err), _) => format!("Connection rejected by {}\n\n{}", addr.0, err.reason).into(),
|
||||
(_, ClientJoinState::Disconnected) => format!("Lost connection to {}", addr.0).into(),
|
||||
_ => format!("Connecting to {}...", addr.0).into(),
|
||||
},
|
||||
font: font.0,
|
||||
text_size: 16,
|
||||
..Default::default()
|
||||
|
|
Loading…
Reference in a new issue