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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Only try to connect to the singleplayer server after it has been initialized
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parent
47b06658b0
commit
325695e937
@ -51,7 +51,7 @@ impl PlayState for MainMenuState {
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&crate::i18n::i18n_asset_key(&global_state.settings.language.selected_language),
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);
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//Poll server creation
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// Poll server creation
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#[cfg(feature = "singleplayer")]
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{
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if let Some(singleplayer) = &global_state.singleplayer {
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@ -62,6 +62,18 @@ impl PlayState for MainMenuState {
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self.client_init = None;
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self.main_menu_ui.cancel_connection();
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self.main_menu_ui.show_info(format!("Error: {:?}", error));
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} else {
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let server_settings = singleplayer.settings();
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// Attempt login after the server is finished initializing
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attempt_login(
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&mut global_state.settings,
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&mut global_state.info_message,
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"singleplayer".to_owned(),
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"".to_owned(),
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server_settings.gameserver_address.ip().to_string(),
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server_settings.gameserver_address.port(),
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&mut self.client_init,
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);
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}
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}
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}
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@ -208,7 +220,8 @@ impl PlayState for MainMenuState {
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server_address,
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} => {
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attempt_login(
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global_state,
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&mut global_state.settings,
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&mut global_state.info_message,
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username,
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password,
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server_address,
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@ -229,18 +242,9 @@ impl PlayState for MainMenuState {
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},
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#[cfg(feature = "singleplayer")]
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MainMenuEvent::StartSingleplayer => {
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let (singleplayer, server_settings) = Singleplayer::new(None); // TODO: Make client and server use the same thread pool
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let singleplayer = Singleplayer::new(None); // TODO: Make client and server use the same thread pool
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global_state.singleplayer = Some(singleplayer);
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attempt_login(
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global_state,
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"singleplayer".to_owned(),
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"".to_owned(),
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server_settings.gameserver_address.ip().to_string(),
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server_settings.gameserver_address.port(),
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&mut self.client_init,
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);
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},
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MainMenuEvent::Settings => {}, // TODO
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MainMenuEvent::Quit => return PlayStateResult::Shutdown,
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@ -279,19 +283,20 @@ impl PlayState for MainMenuState {
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}
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fn attempt_login(
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global_state: &mut GlobalState,
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settings: &mut Settings,
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info_message: &mut Option<String>,
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username: String,
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password: String,
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server_address: String,
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server_port: u16,
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client_init: &mut Option<ClientInit>,
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) {
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let mut net_settings = &mut global_state.settings.networking;
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let mut net_settings = &mut settings.networking;
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net_settings.username = username.clone();
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if !net_settings.servers.contains(&server_address) {
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net_settings.servers.push(server_address.clone());
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}
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if let Err(e) = global_state.settings.save_to_file() {
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if let Err(e) = settings.save_to_file() {
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warn!(?e, "Failed to save settings");
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}
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@ -301,11 +306,11 @@ fn attempt_login(
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*client_init = Some(ClientInit::new(
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(server_address, server_port, false),
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username,
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Some(global_state.settings.graphics.view_distance),
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Some(settings.graphics.view_distance),
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password,
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));
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}
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} else {
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global_state.info_message = Some("Invalid username".to_string());
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*info_message = Some("Invalid username".to_string());
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}
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}
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@ -26,10 +26,12 @@ pub struct Singleplayer {
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pub receiver: Receiver<Result<(), ServerError>>,
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// Wether the server is stopped or not
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paused: Arc<AtomicBool>,
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// Settings that the server was started with
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settings: server::Settings,
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}
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impl Singleplayer {
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pub fn new(client: Option<&Client>) -> (Self, server::Settings) {
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pub fn new(client: Option<&Client>) -> Self {
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let (sender, receiver) = unbounded();
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// Determine folder to save server data in
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@ -119,17 +121,18 @@ impl Singleplayer {
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run_server(server, receiver, paused1);
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});
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(
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Singleplayer {
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_server_thread: thread,
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sender,
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receiver: result_receiver,
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paused,
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},
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Singleplayer {
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_server_thread: thread,
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sender,
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receiver: result_receiver,
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paused,
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settings,
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)
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}
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}
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/// Returns reference to the settings the server was started with
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pub fn settings(&self) -> &server::Settings { &self.settings }
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/// Returns wether or not the server is paused
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pub fn is_paused(&self) -> bool { self.paused.load(Ordering::SeqCst) }
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