bevy client connexion ok
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b48ab964d8
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@ -1,14 +1,12 @@
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_renet::RenetClientPlugin;
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use std::{net::UdpSocket, time::SystemTime};
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use std::{net::UdpSocket, time::SystemTime};
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use renet::{
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use bevy_renet::{
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transport::{
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renet::{transport::ClientAuthentication, ConnectionConfig, RenetClient},
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ClientAuthentication, NetcodeClientTransport, NetcodeTransportError,
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transport::NetcodeClientPlugin,
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NETCODE_USER_DATA_BYTES,
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RenetClientPlugin,
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},
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ConnectionConfig, RenetClient,
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};
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};
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use renet::transport::{NetcodeClientTransport, NetcodeTransportError, NETCODE_USER_DATA_BYTES};
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// This id needs to be the same as the server is using
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// This id needs to be the same as the server is using
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const PROTOCOL_ID: u64 = 2878;
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const PROTOCOL_ID: u64 = 2878;
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@ -33,6 +31,7 @@ fn main() {
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}))
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}))
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// Renet setup
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// Renet setup
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.add_plugins(RenetClientPlugin)
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.add_plugins(RenetClientPlugin)
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.add_plugins(NetcodeClientPlugin)
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.insert_resource(client)
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.insert_resource(client)
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.insert_resource(transport)
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.insert_resource(transport)
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.add_systems(Update, panic_on_error_system)
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.add_systems(Update, panic_on_error_system)
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@ -58,11 +58,9 @@ fn main() {
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// Receive connection events from clients
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// Receive connection events from clients
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while let Some(event) = server.get_event() {
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while let Some(event) = server.get_event() {
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trace!("event received");
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match event {
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match event {
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ServerEvent::ClientConnected { client_id } => {
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ServerEvent::ClientConnected { client_id } => {
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let user_data = transport.user_data(client_id).unwrap();
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let user_data = transport.user_data(client_id).unwrap();
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info!("🎉 Client {} connected.", client_id);
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// Tell the recently joined player about the other player
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// Tell the recently joined player about the other player
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for (player_id, player) in game_state.players.iter() {
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for (player_id, player) in game_state.players.iter() {
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@ -83,7 +81,7 @@ fn main() {
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// Tell all players that a new player has joined
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// Tell all players that a new player has joined
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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info!("Client {} connected.", client_id);
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info!("🎉 Client {} connected.", client_id);
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// In TicTacTussle the game can begin once two players has joined
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// In TicTacTussle the game can begin once two players has joined
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if game_state.players.len() == 2 {
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if game_state.players.len() == 2 {
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let event = store::GameEvent::BeginGame {
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let event = store::GameEvent::BeginGame {
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