maj client
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6d2e6c7d43
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b48ab964d8
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@ -3,7 +3,10 @@ use bevy_renet::RenetClientPlugin;
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use std::{net::UdpSocket, time::SystemTime};
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use renet::{
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transport::{ClientAuthentication, NetcodeClientTransport, NETCODE_USER_DATA_BYTES},
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transport::{
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ClientAuthentication, NetcodeClientTransport, NetcodeTransportError,
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NETCODE_USER_DATA_BYTES,
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},
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ConnectionConfig, RenetClient,
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};
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@ -15,7 +18,7 @@ fn main() {
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let args = std::env::args().collect::<Vec<String>>();
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let username = &args[1];
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let client = RenetClient::new(ConnectionConfig::default());
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let (client, transport) = new_renet_client(&username).unwrap();
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App::new()
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// Lets add a nice dark grey background color
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.insert_resource(ClearColor(Color::hex("282828").unwrap()))
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@ -31,15 +34,16 @@ fn main() {
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// Renet setup
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.add_plugins(RenetClientPlugin)
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.insert_resource(client)
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.insert_resource(new_renet_transport(&username).unwrap())
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// .add_system(handle_renet_error)
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.insert_resource(transport)
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.add_systems(Update, panic_on_error_system)
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.run();
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}
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////////// RENET NETWORKING //////////
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// Creates a RenetClient thats already connected to a server.
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// Returns an Err if connection fails
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fn new_renet_transport(username: &String) -> anyhow::Result<NetcodeClientTransport> {
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fn new_renet_client(username: &String) -> anyhow::Result<(RenetClient, NetcodeClientTransport)> {
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let client = RenetClient::new(ConnectionConfig::default());
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let server_addr = "127.0.0.1:5000".parse()?;
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let socket = UdpSocket::bind("127.0.0.1:0")?;
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let current_time = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH)?;
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@ -61,13 +65,12 @@ fn new_renet_transport(username: &String) -> anyhow::Result<NetcodeClientTranspo
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};
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let transport = NetcodeClientTransport::new(current_time, authentication, socket).unwrap();
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Ok(transport)
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Ok((client, transport))
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}
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// If there's any network error we just panic 🤷♂️
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// Ie. Client has lost connection to server, if internet is gone or server shut down etc.
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// fn handle_renet_error(mut renet_error: EventReader<RenetError>) {
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// for err in renet_error.iter() {
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// panic!("{}", err);
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// }
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// }
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// If any error is found we just panic
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fn panic_on_error_system(mut renet_error: EventReader<NetcodeTransportError>) {
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for e in renet_error.iter() {
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panic!("{}", e);
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}
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}
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@ -1,14 +1,14 @@
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use log::{info, trace, warn};
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use std::thread;
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use bincode;
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use std::net::{SocketAddr, UdpSocket, IpAddr, Ipv4Addr};
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use log::{info, trace, warn};
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use std::net::{IpAddr, Ipv4Addr, SocketAddr, UdpSocket};
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use std::thread;
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use std::time::{Duration, Instant, SystemTime};
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use renet::{
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transport::{
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NetcodeServerTransport, ServerAuthentication, ServerConfig, NETCODE_USER_DATA_BYTES,
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},
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ConnectionConfig, DefaultChannel, RenetClient, RenetServer, ServerEvent,
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ConnectionConfig, RenetServer, ServerEvent,
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};
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// Only clients that can provide the same PROTOCOL_ID that the server is using will be able to connect.
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@ -39,7 +39,9 @@ fn main() {
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public_addr: SERVER_ADDR,
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authentication: ServerAuthentication::Unsecure,
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};
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let current_time = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH).unwrap();
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let current_time = SystemTime::now()
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.duration_since(SystemTime::UNIX_EPOCH)
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.unwrap();
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let mut transport = NetcodeServerTransport::new(current_time, server_config, socket).unwrap();
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trace!("❂ TricTrac server listening on {}", SERVER_ADDR);
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@ -56,6 +58,7 @@ fn main() {
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// Receive connection events from clients
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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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ServerEvent::ClientConnected { client_id } => {
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let user_data = transport.user_data(client_id).unwrap();
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@ -83,7 +86,9 @@ fn main() {
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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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if game_state.players.len() == 2 {
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let event = store::GameEvent::BeginGame { goes_first: client_id };
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let event = store::GameEvent::BeginGame {
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goes_first: client_id,
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};
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game_state.consume(&event);
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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trace!("The game gas begun");
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@ -91,14 +96,18 @@ fn main() {
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}
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ServerEvent::ClientDisconnected { client_id, reason } => {
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// First consume a disconnect event
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let event = store::GameEvent::PlayerDisconnected { player_id: client_id };
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let event = store::GameEvent::PlayerDisconnected {
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player_id: client_id,
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};
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game_state.consume(&event);
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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info!("Client {} disconnected", client_id);
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// Then end the game, since tic tac toe can't go on with a single player
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let event = store::GameEvent::EndGame {
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reason: store::EndGameReason::PlayerLeft { player_id: client_id },
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reason: store::EndGameReason::PlayerLeft {
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player_id: client_id,
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},
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};
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game_state.consume(&event);
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server.broadcast_message(0, bincode::serialize(&event).unwrap());
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@ -133,5 +142,6 @@ fn main() {
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}
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transport.send_packets(&mut server);
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thread::sleep(Duration::from_millis(50));}
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thread::sleep(Duration::from_millis(50));
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}
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}
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