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Author SHA1 Message Date
griffi-gh f0270e3ce5 handle fuck off request 2024-02-21 04:21:47 +01:00
griffi-gh 00edf0d272 restructure stuff 2024-02-21 03:51:05 +01:00
griffi-gh a63cc4bd17 update the loading screen 2024-02-21 03:31:52 +01:00
griffi-gh 80614e8461 separate loading screen base 2024-02-21 02:28:15 +01:00
13 changed files with 654 additions and 744 deletions

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@ -1,202 +0,0 @@
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@ -1,12 +0,0 @@
use kubi_shared::networking::state::ClientJoinState;
use shipyard::{UniqueViewMut, UniqueView};
use crate::state::{NextState, GameState};
pub fn switch_to_loading_if_connected(
mut next_state: UniqueViewMut<NextState>,
client_state: UniqueView<ClientJoinState>,
) {
if *client_state == ClientJoinState::Joined {
next_state.0 = Some(GameState::LoadingWorld);
}
}

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@ -1,12 +1,12 @@
use hui::UiInstance;
use hui_glium::GliumUiRenderer;
use shipyard::{AllStoragesView, Unique, UniqueView, NonSendSync, UniqueViewMut};
use crate::rendering::{Renderer, RenderTarget, WindowSize};
use crate::rendering::{RenderTarget, Renderer, WindowSize};
#[derive(Unique)]
pub struct UiState {
pub hui: UiInstance,
pub renderer: GliumUiRenderer,
pub renderer: GliumUiRenderer
}
pub fn kubi_ui_init(
@ -15,7 +15,7 @@ pub fn kubi_ui_init(
let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
storages.add_unique_non_send_sync(UiState {
hui: UiInstance::new(),
renderer: GliumUiRenderer::new(&renderer.display)
renderer: GliumUiRenderer::new(&renderer.display),
});
}
@ -29,7 +29,7 @@ pub fn kubi_ui_end(
mut ui: NonSendSync<UniqueViewMut<UiState>>
) {
let ui: &mut UiState = &mut ui;
let UiState { hui, renderer } = ui;
let UiState { hui, renderer, .. } = ui;
hui.end();
renderer.update(hui);
}

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@ -13,7 +13,13 @@ use winit::{
use glam::vec3;
use std::time::Instant;
pub use kubi_shared::transform;
pub(crate) use kubi_shared::transform;
mod ui {
pub(crate) mod loading_screen;
pub(crate) mod connecting_screen;
}
pub(crate) use ui::{loading_screen, connecting_screen};
pub(crate) mod rendering;
pub(crate) mod world;
@ -33,8 +39,6 @@ pub(crate) mod hui_integration;
pub(crate) mod networking;
pub(crate) mod init;
pub(crate) mod color;
pub(crate) mod loading_screen;
pub(crate) mod connecting_screen;
pub(crate) mod fixed_timestamp;
pub(crate) mod filesystem;
pub(crate) mod client_physics;
@ -77,9 +81,9 @@ use control_flow::{exit_on_esc, insert_control_flow_unique, RequestExit};
use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
use init::initialize_from_args;
use hui_integration::{kubi_ui_init, kubi_ui_begin, kubi_ui_end, kubi_ui_draw};
use hui_integration::{kubi_ui_begin, kubi_ui_draw, kubi_ui_end, kubi_ui_init};
use loading_screen::update_loading_screen;
use connecting_screen::switch_to_loading_if_connected;
use connecting_screen::update_connecting_screen;
use fixed_timestamp::init_fixed_timestamp_storage;
use filesystem::AssetManager;
use client_physics::{init_client_physics, update_client_physics_late};
@ -124,7 +128,7 @@ fn update() -> Workload {
).into_sequential_workload().run_if(is_ingame_or_loading),
update_networking().run_if(is_multiplayer),
(
switch_to_loading_if_connected
update_connecting_screen,
).into_sequential_workload().run_if(is_connecting),
(
update_loading_screen,

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@ -1,101 +0,0 @@
use hui::{
element::{container::Container, progress_bar::ProgressBar, text::Text},
layout::{Alignment, UiDirection, UiSize},
rectangle::{Corners, Sides}
};
use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
use winit::keyboard::KeyCode;
use crate::{
world::ChunkStorage,
state::{GameState, NextState},
rendering::WindowSize,
input::RawKbmInputState,
hui_integration::UiState,
};
fn render_loading_ui(
mut ui: NonSendSync<UniqueViewMut<UiState>>,
world: UniqueView<ChunkStorage>,
size: UniqueView<WindowSize>
) {
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
acc + chunk.desired_state.matches_current(chunk.current_state) as usize
});
let total = world.chunks.len();
let value = loaded as f32 / total as f32;
let percentage = value * 100.;
ui.hui.add(
Container {
size: (UiSize::Fraction(1.), UiSize::Fraction(1.)),
background: (0.1, 0.1, 0.1, 1. - (value - 0.75).max(0.)).into(),
align: Alignment::Center.into(),
elements: vec![
Box::new(Container {
padding: Sides::all(10.),
gap: 10.,
background: (0.2, 0.2, 0.2).into(),
corner_radius: Corners::all(8.),
elements: vec![
Box::new(Text {
text: "Loading...".into(),
..Default::default()
}),
Box::new(ProgressBar {
value,
size: (UiSize::Static(400.), UiSize::Auto),
corner_radius: Corners::all(2.),
..Default::default()
}),
Box::new(Container {
size: (UiSize::Static(400.), UiSize::Auto),
align: (Alignment::End, Alignment::Begin).into(),
direction: UiDirection::Horizontal,
elements: vec![
Box::new(Text {
text: format!("{loaded}/{total} ({percentage:.1}%)").into(),
..Default::default()
})
],
..Default::default()
})
],
..Default::default()
})
],
..Default::default()
},
size.0.as_vec2()
);
}
fn switch_to_ingame_if_loaded(
world: UniqueView<ChunkStorage>,
mut state: UniqueViewMut<NextState>
) {
if world.chunks.is_empty() {
return
}
if world.chunks.iter().all(|(_, chunk)| {
chunk.desired_state.matches_current(chunk.current_state)
}) {
log::info!("Finished loading chunks");
state.0 = Some(GameState::InGame);
}
}
fn override_loading(
kbm_state: UniqueView<RawKbmInputState>,
mut state: UniqueViewMut<NextState>
) {
if kbm_state.keyboard_state.contains(KeyCode::KeyF as u32) {
state.0 = Some(GameState::InGame);
}
}
pub fn update_loading_screen() -> Workload {
(
render_loading_ui,
override_loading,
switch_to_ingame_if_loaded,
).into_sequential_workload()
}

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@ -1,198 +1,201 @@
use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, EntitiesViewMut, Component, ViewMut, SystemModificator, View, IntoIter, WorkloadModificator};
use winit::event_loop::ControlFlow;
use std::net::SocketAddr;
use uflow::{
client::{Client, Config as ClientConfig, Event as ClientEvent},
EndpointConfig
};
use kubi_shared::networking::{
messages::ServerToClientMessage,
state::ClientJoinState,
client::ClientIdMap,
};
use crate::{
events::EventComponent,
control_flow::RequestExit,
world::tasks::ChunkTaskManager,
state::is_ingame_or_loading,
fixed_timestamp::FixedTimestamp
};
mod handshake;
mod world;
mod player;
use handshake::{
set_client_join_state_to_connected,
say_hello,
check_server_hello_response
};
use world::{
inject_network_responses_into_manager_queue,
send_block_place_events,
recv_block_place_events,
};
use player::{
init_client_map,
send_player_movement_events,
receive_player_movement_events,
receive_player_connect_events
};
const NET_TICKRATE: u16 = 33;
#[derive(Unique, Clone, Copy, PartialEq, Eq)]
pub enum GameType {
Singleplayer,
Muliplayer
}
#[derive(Unique, Clone, Copy, PartialEq, Eq)]
pub struct ServerAddress(pub SocketAddr);
#[derive(Unique)]
pub struct UdpClient(pub Client);
#[derive(Component)]
pub struct NetworkEvent(pub ClientEvent);
impl NetworkEvent {
///Checks if postcard-encoded message has a type
pub fn is_message_of_type<const T: u8>(&self) -> bool {
let ClientEvent::Receive(data) = &self.0 else { return false };
if data.len() == 0 { return false }
data[0] == T
}
}
#[derive(Component)]
pub struct NetworkMessageEvent(pub ServerToClientMessage);
fn connect_client(
storages: AllStoragesView
) {
log::info!("Creating client");
let address = storages.borrow::<UniqueView<ServerAddress>>().unwrap();
let client = Client::connect(address.0, ClientConfig {
endpoint_config: EndpointConfig {
active_timeout_ms: 10000,
keepalive: true,
keepalive_interval_ms: 5000,
..Default::default()
},
}).expect("Client connection failed");
storages.add_unique(UdpClient(client));
storages.add_unique(ClientJoinState::Disconnected);
}
fn poll_client(
mut client: UniqueViewMut<UdpClient>,
mut entities: EntitiesViewMut,
mut events: ViewMut<EventComponent>,
mut network_events: ViewMut<NetworkEvent>,
) {
entities.bulk_add_entity((
&mut events,
&mut network_events,
), client.0.step().map(|event| {
(EventComponent, NetworkEvent(event))
}));
}
fn flush_client(
mut client: UniqueViewMut<UdpClient>,
) {
client.0.flush();
}
fn handle_disconnect(
network_events: View<NetworkEvent>,
mut join_state: UniqueViewMut<ClientJoinState>
) {
for event in network_events.iter() {
if matches!(event.0, ClientEvent::Disconnect) {
log::warn!("Disconnected from server");
*join_state = ClientJoinState::Disconnected;
return;
}
}
}
pub fn update_networking() -> Workload {
(
init_client_map.run_if_missing_unique::<ClientIdMap>(),
connect_client.run_if_missing_unique::<UdpClient>(),
poll_client.into_workload().make_fixed(NET_TICKRATE, 0),
(
set_client_join_state_to_connected,
say_hello,
).into_sequential_workload().run_if(if_just_connected),
(
check_server_hello_response,
handle_disconnect,
).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Connected as u8}>),
(
(
receive_player_connect_events,
).into_workload(),
(
recv_block_place_events,
receive_player_movement_events,
).into_workload()
).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Joined as u8}>).run_if(is_ingame_or_loading),
inject_network_responses_into_manager_queue.run_if(is_ingame_or_loading).skip_if_missing_unique::<ChunkTaskManager>(),
).into_sequential_workload()
}
pub fn update_networking_late() -> Workload {
(
(
send_block_place_events,
send_player_movement_events,
).into_workload().run_if(is_join_state::<{ClientJoinState::Joined as u8}>),
flush_client.into_workload().make_fixed(NET_TICKRATE, 1)
).into_sequential_workload()
}
pub fn disconnect_on_exit(
exit: UniqueView<RequestExit>,
mut client: UniqueViewMut<UdpClient>,
) {
//TODO check if this works
if exit.0 {
if client.0.is_active() {
client.0.flush();
client.0.disconnect();
while client.0.is_active() { client.0.step().for_each(|_|()); }
log::info!("Client disconnected");
} else {
log::info!("Client inactive")
}
}
}
// conditions
fn if_just_connected(
network_events: View<NetworkEvent>,
) -> bool {
network_events.iter().any(|event| matches!(&event.0, ClientEvent::Connect))
}
fn is_join_state<const STATE: u8>(
join_state: UniqueView<ClientJoinState>
) -> bool {
(*join_state as u8) == STATE
}
pub fn is_multiplayer(
game_type: UniqueView<GameType>
) -> bool {
*game_type == GameType::Muliplayer
}
pub fn is_singleplayer(
game_type: UniqueView<GameType>
) -> bool {
*game_type == GameType::Singleplayer
}
use shipyard::{Unique, AllStoragesView, UniqueView, UniqueViewMut, Workload, IntoWorkload, EntitiesViewMut, Component, ViewMut, SystemModificator, View, IntoIter, WorkloadModificator};
use winit::event_loop::ControlFlow;
use std::net::SocketAddr;
use uflow::{
client::{Client, Config as ClientConfig, Event as ClientEvent},
EndpointConfig
};
use kubi_shared::networking::{
messages::ServerToClientMessage,
state::ClientJoinState,
client::ClientIdMap,
};
use crate::{
events::EventComponent,
control_flow::RequestExit,
world::tasks::ChunkTaskManager,
state::is_ingame_or_loading,
fixed_timestamp::FixedTimestamp
};
mod handshake;
mod world;
mod player;
pub use handshake::ConnectionRejectionReason;
use handshake::{
set_client_join_state_to_connected,
say_hello,
check_server_hello_response,
check_server_fuck_off_response,
};
use world::{
inject_network_responses_into_manager_queue,
send_block_place_events,
recv_block_place_events,
};
use player::{
init_client_map,
send_player_movement_events,
receive_player_movement_events,
receive_player_connect_events
};
const NET_TICKRATE: u16 = 33;
#[derive(Unique, Clone, Copy, PartialEq, Eq)]
pub enum GameType {
Singleplayer,
Muliplayer
}
#[derive(Unique, Clone, Copy, PartialEq, Eq)]
pub struct ServerAddress(pub SocketAddr);
#[derive(Unique)]
pub struct UdpClient(pub Client);
#[derive(Component)]
pub struct NetworkEvent(pub ClientEvent);
impl NetworkEvent {
///Checks if postcard-encoded message has a type
pub fn is_message_of_type<const T: u8>(&self) -> bool {
let ClientEvent::Receive(data) = &self.0 else { return false };
if data.len() == 0 { return false }
data[0] == T
}
}
#[derive(Component)]
pub struct NetworkMessageEvent(pub ServerToClientMessage);
fn connect_client(
storages: AllStoragesView
) {
log::info!("Creating client");
let address = storages.borrow::<UniqueView<ServerAddress>>().unwrap();
let client = Client::connect(address.0, ClientConfig {
endpoint_config: EndpointConfig {
active_timeout_ms: 10000,
keepalive: true,
keepalive_interval_ms: 5000,
..Default::default()
},
}).expect("Client connection failed");
storages.add_unique(UdpClient(client));
storages.add_unique(ClientJoinState::Disconnected);
}
fn poll_client(
mut client: UniqueViewMut<UdpClient>,
mut entities: EntitiesViewMut,
mut events: ViewMut<EventComponent>,
mut network_events: ViewMut<NetworkEvent>,
) {
entities.bulk_add_entity((
&mut events,
&mut network_events,
), client.0.step().map(|event| {
(EventComponent, NetworkEvent(event))
}));
}
fn flush_client(
mut client: UniqueViewMut<UdpClient>,
) {
client.0.flush();
}
fn handle_disconnect(
network_events: View<NetworkEvent>,
mut join_state: UniqueViewMut<ClientJoinState>
) {
for event in network_events.iter() {
if matches!(event.0, ClientEvent::Disconnect) {
log::warn!("Disconnected from server");
*join_state = ClientJoinState::Disconnected;
return;
}
}
}
pub fn update_networking() -> Workload {
(
init_client_map.run_if_missing_unique::<ClientIdMap>(),
connect_client.run_if_missing_unique::<UdpClient>(),
poll_client.into_workload().make_fixed(NET_TICKRATE, 0),
(
set_client_join_state_to_connected,
say_hello,
).into_sequential_workload().run_if(if_just_connected),
(
check_server_hello_response,
check_server_fuck_off_response,
handle_disconnect,
).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Connected as u8}>),
(
(
receive_player_connect_events,
).into_workload(),
(
recv_block_place_events,
receive_player_movement_events,
).into_workload()
).into_sequential_workload().run_if(is_join_state::<{ClientJoinState::Joined as u8}>).run_if(is_ingame_or_loading),
inject_network_responses_into_manager_queue.run_if(is_ingame_or_loading).skip_if_missing_unique::<ChunkTaskManager>(),
).into_sequential_workload()
}
pub fn update_networking_late() -> Workload {
(
(
send_block_place_events,
send_player_movement_events,
).into_workload().run_if(is_join_state::<{ClientJoinState::Joined as u8}>),
flush_client.into_workload().make_fixed(NET_TICKRATE, 1)
).into_sequential_workload()
}
pub fn disconnect_on_exit(
exit: UniqueView<RequestExit>,
mut client: UniqueViewMut<UdpClient>,
) {
//TODO check if this works
if exit.0 {
if client.0.is_active() {
client.0.flush();
client.0.disconnect();
while client.0.is_active() { client.0.step().for_each(|_|()); }
log::info!("Client disconnected");
} else {
log::info!("Client inactive")
}
}
}
// conditions
fn if_just_connected(
network_events: View<NetworkEvent>,
) -> bool {
network_events.iter().any(|event| matches!(&event.0, ClientEvent::Connect))
}
fn is_join_state<const STATE: u8>(
join_state: UniqueView<ClientJoinState>
) -> bool {
(*join_state as u8) == STATE
}
pub fn is_multiplayer(
game_type: UniqueView<GameType>
) -> bool {
*game_type == GameType::Muliplayer
}
pub fn is_singleplayer(
game_type: UniqueView<GameType>
) -> bool {
*game_type == GameType::Singleplayer
}

View file

@ -1,76 +1,111 @@
use shipyard::{UniqueViewMut, View, IntoIter, AllStoragesViewMut};
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};
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!");
}
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 });
}

View file

@ -1,87 +1,103 @@
use shipyard::{NonSendSync, UniqueView, Unique, AllStoragesView};
use glium::{texture::{SrgbTexture2dArray, MipmapsOption}, Program};
use kubi_shared::block::BlockTexture;
use crate::{rendering::Renderer, filesystem::AssetManager};
mod texture;
mod shaders;
use texture::load_texture2darray_prefab;
use shaders::include_shader_prefab;
pub trait AssetPaths {
fn file_name(self) -> &'static str;
}
impl AssetPaths for BlockTexture {
fn file_name(self) -> &'static str {
match self {
Self::Stone => "stone.png",
Self::Dirt => "dirt.png",
Self::GrassTop => "grass_top.png",
Self::GrassSide => "grass_side.png",
Self::Sand => "sand.png",
Self::Bedrock => "bedrock.png",
Self::Wood => "wood.png",
Self::WoodTop => "wood_top.png",
Self::Leaf => "leaf.png",
Self::Torch => "torch.png",
Self::TallGrass => "tall_grass.png",
Self::Snow => "snow.png",
Self::GrassSideSnow => "grass_side_snow.png",
Self::Cobblestone => "cobblestone.png",
Self::Planks => "planks.png",
Self::WaterSolid => "solid_water.png",
}
}
}
#[derive(Unique)]
#[repr(transparent)]
pub struct BlockTexturesPrefab(pub SrgbTexture2dArray);
#[derive(Unique)]
#[repr(transparent)]
pub struct ChunkShaderPrefab(pub Program);
#[derive(Unique)]
#[repr(transparent)]
pub struct ColoredShaderPrefab(pub Program);
pub fn load_prefabs(
storages: AllStoragesView,
renderer: NonSendSync<UniqueView<Renderer>>,
assman: UniqueView<AssetManager>
) {
log::info!("Loading textures...");
storages.add_unique_non_send_sync(BlockTexturesPrefab(
load_texture2darray_prefab::<BlockTexture, _>(
&assman,
"blocks".into(),
&renderer.display,
MipmapsOption::AutoGeneratedMipmaps
)
));
log::info!("Compiling shaders...");
storages.add_unique_non_send_sync(ChunkShaderPrefab(
include_shader_prefab!(
"world",
"../shaders/world.vert",
"../shaders/world.frag",
&renderer.display
)
));
storages.add_unique_non_send_sync(ColoredShaderPrefab(
include_shader_prefab!(
"colored",
"../shaders/colored.vert",
"../shaders/colored.frag",
&renderer.display
)
));
log::info!("releasing shader compiler");
renderer.display.release_shader_compiler();
}
use std::{io::{BufReader, Read}, path::Path};
use hui::text::FontHandle;
use shipyard::{AllStoragesView, NonSendSync, Unique, UniqueView, UniqueViewMut};
use glium::{texture::{SrgbTexture2dArray, MipmapsOption}, Program};
use kubi_shared::block::BlockTexture;
use crate::{filesystem::AssetManager, hui_integration::UiState, rendering::Renderer};
mod texture;
mod shaders;
use texture::load_texture2darray_prefab;
use shaders::include_shader_prefab;
pub trait AssetPaths {
fn file_name(self) -> &'static str;
}
impl AssetPaths for BlockTexture {
fn file_name(self) -> &'static str {
match self {
Self::Stone => "stone.png",
Self::Dirt => "dirt.png",
Self::GrassTop => "grass_top.png",
Self::GrassSide => "grass_side.png",
Self::Sand => "sand.png",
Self::Bedrock => "bedrock.png",
Self::Wood => "wood.png",
Self::WoodTop => "wood_top.png",
Self::Leaf => "leaf.png",
Self::Torch => "torch.png",
Self::TallGrass => "tall_grass.png",
Self::Snow => "snow.png",
Self::GrassSideSnow => "grass_side_snow.png",
Self::Cobblestone => "cobblestone.png",
Self::Planks => "planks.png",
Self::WaterSolid => "solid_water.png",
}
}
}
#[derive(Unique)]
#[repr(transparent)]
pub struct BlockTexturesPrefab(pub SrgbTexture2dArray);
#[derive(Unique)]
#[repr(transparent)]
pub struct ChunkShaderPrefab(pub Program);
#[derive(Unique)]
#[repr(transparent)]
pub struct ColoredShaderPrefab(pub Program);
#[derive(Unique)]
#[repr(transparent)]
pub struct UiFontPrefab(pub FontHandle);
pub fn load_prefabs(
storages: AllStoragesView,
renderer: NonSendSync<UniqueView<Renderer>>,
mut ui: NonSendSync<UniqueViewMut<UiState>>,
assman: UniqueView<AssetManager>
) {
log::info!("Loading textures...");
storages.add_unique_non_send_sync(BlockTexturesPrefab(
load_texture2darray_prefab::<BlockTexture, _>(
&assman,
"blocks".into(),
&renderer.display,
MipmapsOption::AutoGeneratedMipmaps
)
));
log::info!("Loading the UI stuff...");
{
let asset_handle = assman.open_asset(Path::new("fonts/Crisp.ttf")).unwrap();
let mut font_data = vec![];
BufReader::new(asset_handle).read_to_end(&mut font_data).unwrap();
let font_handle = ui.hui.add_font_from_bytes(&font_data);
storages.add_unique(UiFontPrefab(font_handle));
}
log::info!("Compiling shaders...");
storages.add_unique_non_send_sync(ChunkShaderPrefab(
include_shader_prefab!(
"world",
"../shaders/world.vert",
"../shaders/world.frag",
&renderer.display
)
));
storages.add_unique_non_send_sync(ColoredShaderPrefab(
include_shader_prefab!(
"colored",
"../shaders/colored.vert",
"../shaders/colored.frag",
&renderer.display
)
));
log::info!("releasing shader compiler");
renderer.display.release_shader_compiler();
}

View file

@ -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)
}

View file

@ -0,0 +1,52 @@
use hui::element::text::Text;
use kubi_shared::networking::state::ClientJoinState;
use shipyard::{IntoWorkload, NonSendSync, UniqueView, UniqueViewMut, Workload};
use crate::{
hui_integration::UiState,
loading_screen::loading_screen_base,
networking::{ConnectionRejectionReason, ServerAddress},
prefabs::UiFontPrefab,
rendering::WindowSize,
state::{GameState, NextState}
};
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>,
) {
ui.hui.add(
loading_screen_base(vec![
Box::new(Text {
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()
}),
], 1.),
size.0.as_vec2(),
);
}
fn switch_to_loading_if_connected(
mut next_state: UniqueViewMut<NextState>,
client_state: UniqueView<ClientJoinState>,
) {
if *client_state == ClientJoinState::Joined {
next_state.0 = Some(GameState::LoadingWorld);
}
}
pub fn update_connecting_screen() -> Workload {
(
render_connecting_ui,
switch_to_loading_if_connected,
).into_workload()
}

View file

@ -0,0 +1,115 @@
use hui::{
element::{container::Container, progress_bar::ProgressBar, text::Text, UiElement},
layout::{Alignment, UiDirection, UiSize},
rectangle::{Corners, Sides},
};
use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
use winit::keyboard::KeyCode;
use crate::{
hui_integration::UiState, input::RawKbmInputState, networking::ServerAddress, prefabs::UiFontPrefab, rendering::WindowSize, state::{GameState, NextState}, world::ChunkStorage
};
pub fn loading_screen_base(elements: Vec<Box<dyn UiElement>>, bg_alpha: f32) -> Container {
Container {
size: (UiSize::Fraction(1.), UiSize::Fraction(1.)),
background: (0.1, 0.1, 0.1, bg_alpha).into(),
align: Alignment::Center.into(),
elements: vec![
Box::new(Container {
padding: Sides::all(10.),
gap: 5.,
background: (0.2, 0.2, 0.2).into(),
corner_radius: Corners::all(8.),
elements,
..Default::default()
})
],
..Default::default()
}
}
fn render_loading_ui(
addr: Option<UniqueView<ServerAddress>>,
world: UniqueView<ChunkStorage>,
mut ui: NonSendSync<UniqueViewMut<UiState>>,
font: UniqueView<UiFontPrefab>,
size: UniqueView<WindowSize>
) {
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
acc + chunk.desired_state.matches_current(chunk.current_state) as usize
});
let total = world.chunks.len();
let value = loaded as f32 / total as f32;
let percentage = value * 100.;
ui.hui.add(loading_screen_base(vec![
Box::new(Text {
text: match addr {
Some(addr) => format!("Connected to {}\nDownloading world data...", addr.0).into(),
_ => "Loading...".into(),
},
font: font.0,
text_size: 16,
..Default::default()
}),
Box::new(ProgressBar {
value,
size: (UiSize::Static(400.), UiSize::Auto),
corner_radius: Corners::all(2.),
..Default::default()
}),
Box::new(Container {
size: (UiSize::Static(400.), UiSize::Auto),
align: (Alignment::End, Alignment::Begin).into(),
direction: UiDirection::Horizontal,
elements: vec![
Box::new(Text {
text: format!("{loaded}/{total} ({percentage:.1}%)").into(),
font: font.0,
text_size: 16,
..Default::default()
})
],
..Default::default()
}),
// Box::new(Text {
// text: "--------------------------------------------------\nTip: You can press F to skip this loading screen".into(),
// font: font_handle,
// text_size: 16,
// color: (0.5, 0.5, 0.5, 1.).into(),
// ..Default::default()
// })
], 1. - (value - 0.75).max(0.)), size.0.as_vec2());
}
fn switch_to_ingame_if_loaded(
world: UniqueView<ChunkStorage>,
mut state: UniqueViewMut<NextState>
) {
if world.chunks.is_empty() {
return
}
if world.chunks.iter().all(|(_, chunk)| {
chunk.desired_state.matches_current(chunk.current_state)
}) {
log::info!("Finished loading chunks");
state.0 = Some(GameState::InGame);
}
}
fn override_loading(
kbm_state: UniqueView<RawKbmInputState>,
mut state: UniqueViewMut<NextState>
) {
if kbm_state.keyboard_state.contains(KeyCode::KeyF as u32) {
state.0 = Some(GameState::InGame);
}
}
pub fn update_loading_screen() -> Workload {
(
render_loading_ui,
override_loading,
switch_to_ingame_if_loaded,
).into_sequential_workload()
}