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::{
i18n::{i18n_asset_key, VoxygenLocalization},
singleplayer::Singleplayer,
window::Event,
Direction, GlobalState, PlayState, PlayStateResult,
};
use argon2::{self, Config};
use client_init::{ClientInit, Error as InitError};
use common::{assets::load_expect, clock::Clock, comp};
use log::warn;
#[cfg(feature = "singleplayer")]
use std::time::Duration;
use ui::{Event as MainMenuEvent, MainMenuUi};
pub struct MainMenuState {
main_menu_ui: MainMenuUi,
singleplayer: Option<Singleplayer>,
}
impl MainMenuState {
/// Create a new `MainMenuState`.
pub fn new(global_state: &mut GlobalState) -> Self {
Self {
main_menu_ui: MainMenuUi::new(global_state),
singleplayer: None,
}
}
}
const DEFAULT_PORT: u16 = 14004;
impl PlayState for MainMenuState {
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.audio_on && global_state.audio.music_enabled() {
global_state.audio.play_title_music();
}
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// Reset singleplayer server if it was running already
self.singleplayer = None;
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()) {
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Some(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(Err(err)) => {
client_init = None;
global_state.info_message = Some(
match err {
InitError::BadAddress(_) | InitError::NoAddress => "Server not found",
InitError::InvalidAuth => "Invalid credentials",
InitError::ServerIsFull => "Server is full",
InitError::ConnectionFailed(_) => "Connection failed",
InitError::ClientCrashed => "Client crashed",
}
.to_string(),
);
},
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
self.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
self.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
},
}
}
let localized_strings = load_expect::<VoxygenLocalization>(&i18n_asset_key(
&global_state.settings.language.selected_language,
));
if let Some(info) = global_state.info_message.take() {
self.main_menu_ui
.show_info(info, localized_strings.get("common.okay").to_owned());
}
// 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);
}
let player = comp::Player::new(
username.clone(),
Some(global_state.settings.graphics.view_distance),
);
if player.is_valid() {
// 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),
player,
{
let salt = b"staticsalt_zTuGkGvybZIjZbNUDtw15";
let config = Config::default();
argon2::hash_encoded(password.as_bytes(), salt, &config).unwrap()
},
));
}
} else {
global_state.info_message = Some("Invalid username or password".to_string());
}
}