veloren/voxygen/src/menu/main/mod.rs

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mod client_init;
#[cfg(feature = "singleplayer")] mod ui;
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use super::char_selection::CharSelectionState;
use crate::{
singleplayer::Singleplayer, window::Event, Direction, GlobalState, PlayState, PlayStateResult,
};
use client_init::{ClientInit, Error as InitError, Msg as InitMsg};
use common::{assets::load_expect, clock::Clock, comp};
#[cfg(feature = "singleplayer")]
use std::time::Duration;
use tracing::{error, warn};
use ui::{Event as MainMenuEvent, MainMenuUi};
pub struct MainMenuState {
main_menu_ui: MainMenuUi,
}
impl MainMenuState {
/// Create a new `MainMenuState`.
pub fn new(global_state: &mut GlobalState) -> Self {
Self {
main_menu_ui: MainMenuUi::new(global_state),
}
}
}
const DEFAULT_PORT: u16 = 14004;
impl PlayState for MainMenuState {
#[allow(clippy::useless_format)] // TODO: Pending review in #587
fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
// Set up an fps clock.
let mut clock = Clock::start();
// Used for client creation.
let mut client_init: Option<ClientInit> = None;
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// Kick off title music
if global_state.settings.audio.output.is_enabled() && global_state.audio.music_enabled() {
global_state.audio.play_title_music();
}
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// Reset singleplayer server if it was running already
global_state.singleplayer = None;
let localized_strings = load_expect::<crate::i18n::VoxygenLocalization>(
&crate::i18n::i18n_asset_key(&global_state.settings.language.selected_language),
);
loop {
// Handle window events.
for event in global_state.window.fetch_events(&mut global_state.settings) {
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match event {
Event::Close => return PlayStateResult::Shutdown,
// Pass events to ui.
Event::Ui(event) => {
self.main_menu_ui.handle_event(event);
},
// Ignore all other events.
_ => {},
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}
}
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global_state.window.renderer_mut().clear();
// Poll client creation.
match client_init.as_ref().and_then(|init| init.poll()) {
Some(InitMsg::Done(Ok(mut client))) => {
self.main_menu_ui.connected();
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// Register voxygen components / resources
crate::ecs::init(client.state_mut().ecs_mut());
return PlayStateResult::Push(Box::new(CharSelectionState::new(
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global_state,
std::rc::Rc::new(std::cell::RefCell::new(client)),
)));
},
Some(InitMsg::Done(Err(err))) => {
client_init = None;
global_state.info_message = Some({
let err = match err {
InitError::BadAddress(_) | InitError::NoAddress => {
localized_strings.get("main.login.server_not_found").into()
},
InitError::ClientError(err) => match err {
client::Error::AuthErr(e) => format!(
"{}: {}",
localized_strings.get("main.login.authentication_error"),
e
),
client::Error::TooManyPlayers => {
localized_strings.get("main.login.server_full").into()
},
client::Error::AuthServerNotTrusted => localized_strings
.get("main.login.untrusted_auth_server")
.into(),
client::Error::ServerWentMad => localized_strings
.get("main.login.outdated_client_or_server")
.into(),
client::Error::ServerTimeout => {
localized_strings.get("main.login.timeout").into()
},
client::Error::ServerShutdown => {
localized_strings.get("main.login.server_shut_down").into()
},
client::Error::AlreadyLoggedIn => {
localized_strings.get("main.login.already_logged_in").into()
},
client::Error::Network(e) => format!(
"{}: {:?}",
localized_strings.get("main.login.network_error"),
e
),
client::Error::Other(e) => {
format!("{}: {}", localized_strings.get("common.error"), e)
},
client::Error::AuthClientError(e) => match e {
client::AuthClientError::JsonError(e) => format!(
"{}: {}",
localized_strings.get("common.fatal_error"),
e
),
client::AuthClientError::RequestError() => format!(
"{}",
localized_strings.get("main.login.failed_sending_request")
),
client::AuthClientError::ServerError(_, e) => format!("{}", e),
},
client::Error::InvalidCharacter => {
localized_strings.get("main.login.invalid_character").into()
},
},
InitError::ClientCrashed => {
localized_strings.get("main.login.client_crashed").into()
},
};
// Log error for possible additional use later or incase that the error
// displayed is cut of.
error!("{}", err);
err
});
},
Some(InitMsg::IsAuthTrusted(auth_server)) => {
if global_state
.settings
.networking
.trusted_auth_servers
.contains(&auth_server)
{
// Can't fail since we just polled it, it must be Some
client_init.as_ref().unwrap().auth_trust(auth_server, true);
} else {
// Show warning that auth server is not trusted and prompt for approval
self.main_menu_ui.auth_trust_prompt(auth_server);
}
},
None => {},
}
// Maintain global_state
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global_state.maintain(clock.get_last_delta().as_secs_f32());
// Maintain the UI.
for event in self
.main_menu_ui
.maintain(global_state, clock.get_last_delta())
{
match event {
MainMenuEvent::LoginAttempt {
username,
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password,
server_address,
} => {
attempt_login(
global_state,
username,
password,
server_address,
DEFAULT_PORT,
&mut client_init,
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);
},
MainMenuEvent::CancelLoginAttempt => {
// client_init contains Some(ClientInit), which spawns a thread which
// contains a TcpStream::connect() call This call is
// blocking TODO fix when the network rework happens
global_state.singleplayer = None;
client_init = None;
self.main_menu_ui.cancel_connection();
},
#[cfg(feature = "singleplayer")]
MainMenuEvent::StartSingleplayer => {
let (singleplayer, server_settings) = Singleplayer::new(None); // TODO: Make client and server use the same thread pool
global_state.singleplayer = Some(singleplayer);
attempt_login(
global_state,
"singleplayer".to_owned(),
"".to_owned(),
server_settings.gameserver_address.ip().to_string(),
server_settings.gameserver_address.port(),
&mut client_init,
);
},
MainMenuEvent::Settings => {}, // TODO
MainMenuEvent::Quit => return PlayStateResult::Shutdown,
MainMenuEvent::DisclaimerClosed => {
global_state.settings.show_disclaimer = false
},
MainMenuEvent::AuthServerTrust(auth_server, trust) => {
if trust {
global_state
.settings
.networking
.trusted_auth_servers
.insert(auth_server.clone());
global_state.settings.save_to_file_warn();
}
client_init
.as_ref()
.map(|init| init.auth_trust(auth_server, trust));
},
}
}
if let Some(info) = global_state.info_message.take() {
self.main_menu_ui.show_info(info);
}
// Draw the UI to the screen.
self.main_menu_ui.render(global_state.window.renderer_mut());
// Finish the frame.
global_state.window.renderer_mut().flush();
global_state
.window
.swap_buffers()
.expect("Failed to swap window buffers!");
// Wait for the next tick
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clock.tick(Duration::from_millis(
1000 / (global_state.settings.graphics.max_fps as u64),
));
}
}
fn name(&self) -> &'static str { "Title" }
}
fn attempt_login(
global_state: &mut GlobalState,
username: String,
password: String,
server_address: String,
server_port: u16,
client_init: &mut Option<ClientInit>,
) {
let mut net_settings = &mut global_state.settings.networking;
net_settings.username = username.clone();
net_settings.password = password.clone();
if !net_settings.servers.contains(&server_address) {
net_settings.servers.push(server_address.clone());
}
if let Err(err) = global_state.settings.save_to_file() {
warn!("Failed to save settings: {:?}", err);
}
if comp::Player::alias_is_valid(&username) {
// Don't try to connect if there is already a connection in progress.
if client_init.is_none() {
*client_init = Some(ClientInit::new(
(server_address, server_port, false),
username,
Some(global_state.settings.graphics.view_distance),
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password,
));
}
} else {
global_state.info_message = Some("Invalid username".to_string());
}
}