bevy client send messages

This commit is contained in:
Henri Bourcereau 2023-11-01 20:02:53 +01:00
parent dcf52503ac
commit 7985adb216
4 changed files with 77 additions and 12 deletions

1
Cargo.lock generated
View file

@ -3349,6 +3349,7 @@ dependencies = [
"anyhow",
"bevy",
"bevy_renet",
"bincode",
"renet",
"store",
]

View file

@ -9,5 +9,6 @@ edition = "2021"
anyhow = "1.0.75"
bevy = { version = "0.11.3" }
bevy_renet = "0.0.9"
bincode = "1.3.3"
renet = "0.0.13"
store = { path = "../store" }

View file

@ -1,24 +1,39 @@
use std::{net::UdpSocket, time::SystemTime};
use store::{EndGameReason, GameEvent, GameState};
use renet::transport::{NetcodeClientTransport, NetcodeTransportError, NETCODE_USER_DATA_BYTES};
use store::{EndGameReason, GameEvent, GameState};
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use bevy_renet::{
renet::{transport::ClientAuthentication, ConnectionConfig, RenetClient},
transport::NetcodeClientPlugin,
transport::{client_connected, NetcodeClientPlugin},
RenetClientPlugin,
};
#[derive(Debug, Resource)]
struct CurrentClientId(u64);
#[derive(Resource)]
struct BevyGameState(GameState);
impl Default for BevyGameState {
fn default() -> Self {
Self {
0: GameState::default()
0: GameState::default(),
}
}
}
#[derive(Resource, Deref, DerefMut)]
struct GameUIState {
selected_tile: Option<usize>,
}
impl Default for GameUIState {
fn default() -> Self {
Self {
selected_tile: None,
}
}
}
@ -34,7 +49,7 @@ fn main() {
let args = std::env::args().collect::<Vec<String>>();
let username = &args[1];
let (client, transport) = new_renet_client(&username).unwrap();
let (client, transport, client_id) = new_renet_client(&username).unwrap();
App::new()
// Lets add a nice dark grey background color
.insert_resource(ClearColor(Color::hex("282828").unwrap()))
@ -49,16 +64,20 @@ fn main() {
}))
// Add our game state and register GameEvent as a bevy event
.insert_resource(BevyGameState::default())
.insert_resource(GameUIState::default())
.add_event::<BevyGameEvent>()
// Renet setup
.add_plugins(RenetClientPlugin)
.add_plugins(NetcodeClientPlugin)
.insert_resource(client)
.insert_resource(transport)
.insert_resource(CurrentClientId(client_id))
.add_systems(Startup, setup)
.add_systems(Update, update_waiting_text)
.add_systems(Update, input)
.add_systems(Update, panic_on_error_system)
.add_systems(Update, (update_waiting_text, input, panic_on_error_system))
.add_systems(
PostUpdate,
receive_events_from_server.run_if(client_connected()),
)
.run();
}
@ -87,12 +106,20 @@ fn input(
// windows: Res<Windows>,
input: Res<Input<MouseButton>>,
game_state: Res<BevyGameState>,
mut game_ui_state: ResMut<GameUIState>,
mut client: ResMut<RenetClient>,
client_id: Res<CurrentClientId>,
) {
// We only want to handle inputs once we are ingame
if game_state.0.stage != store::Stage::InGame {
return;
}
// let window = windows.get_primary().unwrap();
let window = primary_query.get_single().unwrap();
if let Some(mouse_position) = window.cursor_position() {
// Determine the index of the tile that the mouse is currently over
// NOTE: This calculation assumes a fixed window size.
// NOTE: This calculation assumes a fixed window size.
// That's fine for now, but consider using the windows size instead.
let x_tile: usize = (mouse_position.x / 83.0).floor() as usize;
let y_tile: usize = (mouse_position.y / 540.0).floor() as usize;
@ -106,6 +133,21 @@ fn input(
// If left mouse button is pressed, send a place tile event to the server
if input.just_pressed(MouseButton::Left) {
info!("select piece at tile {:?}", tile);
if game_ui_state.selected_tile.is_some() {
let from_tile = game_ui_state.selected_tile.unwrap();
info!("sending movement from: {:?} to: {:?} ", from_tile, tile);
let event = GameEvent::Move {
player_id: client_id.0,
from: from_tile,
to: tile,
};
client.send_message(0, bincode::serialize(&event).unwrap());
}
game_ui_state.selected_tile = if game_ui_state.selected_tile.is_some() {
None
} else {
Some(tile)
}
}
}
}
@ -161,7 +203,9 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
////////// RENET NETWORKING //////////
// Creates a RenetClient thats already connected to a server.
// Returns an Err if connection fails
fn new_renet_client(username: &String) -> anyhow::Result<(RenetClient, NetcodeClientTransport)> {
fn new_renet_client(
username: &String,
) -> anyhow::Result<(RenetClient, NetcodeClientTransport, u64)> {
let client = RenetClient::new(ConnectionConfig::default());
let server_addr = "127.0.0.1:5000".parse()?;
let socket = UdpSocket::bind("127.0.0.1:0")?;
@ -184,7 +228,26 @@ fn new_renet_client(username: &String) -> anyhow::Result<(RenetClient, NetcodeCl
};
let transport = NetcodeClientTransport::new(current_time, authentication, socket).unwrap();
Ok((client, transport))
Ok((client, transport, client_id))
}
fn receive_events_from_server(
mut client: ResMut<RenetClient>,
mut game_state: ResMut<BevyGameState>,
mut game_events: EventWriter<BevyGameEvent>,
) {
while let Some(message) = client.receive_message(0) {
// Whenever the server sends a message we know that it must be a game event
let event: GameEvent = bincode::deserialize(&message).unwrap();
trace!("{:#?}", event);
// We trust the server - It's always been good to us!
// No need to validate the events it is sending us
game_state.0.consume(&event);
// Send the event into the bevy event system so systems can react to it
game_events.send(BevyGameEvent(event));
}
}
// If any error is found we just panic

View file

@ -1,5 +1,5 @@
mod game;
pub use game::{ GameState, GameEvent, EndGameReason };
pub use game::{EndGameReason, GameEvent, GameState, Stage};
mod player;
pub use player::Player;