mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
improvement: UI for connecting to singleplayer servers + threading fixes
This commit is contained in:
parent
35dbd94ce6
commit
97dda3b2ca
@ -22,6 +22,8 @@ fn main() {
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// Create server
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let mut server = Server::new(settings).expect("Failed to create server instance!");
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println!("Server is ready to accept connections");
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loop {
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let events = server
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.tick(Input::default(), clock.get_last_delta())
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@ -43,7 +43,7 @@ pub struct GlobalState {
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settings: Settings,
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window: Window,
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audio: AudioFrontend,
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error_message: Option<String>,
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info_message: Option<String>,
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}
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impl GlobalState {
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@ -117,7 +117,7 @@ fn main() {
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audio,
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window: Window::new(&settings).expect("Failed to create window!"),
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settings,
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error_message: None,
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info_message: None,
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};
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let settings = &global_state.settings;
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@ -114,7 +114,7 @@ impl PlayState for CharSelectionState {
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.tick(comp::ControllerInputs::default(), clock.get_last_delta())
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{
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error!("Failed to tick the scene: {:?}", err);
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global_state.error_message = Some(
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global_state.info_message = Some(
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"Connection lost!\nDid the server restart?\nIs the client up to date?"
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.to_owned(),
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);
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@ -2,6 +2,8 @@ use client::{error::Error as ClientError, Client};
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use common::comp;
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use crossbeam::channel::{unbounded, Receiver, TryRecvError};
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use log::info;
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use std::sync::atomic::{Ordering, AtomicBool};
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use std::sync::Arc;
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use std::{net::ToSocketAddrs, thread, time::Duration};
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#[cfg(feature = "discord")]
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@ -24,6 +26,7 @@ pub enum Error {
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// and create the client (which involves establishing a connection to the server).
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pub struct ClientInit {
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rx: Receiver<Result<Client, Error>>,
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cancel: Arc<AtomicBool>,
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}
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impl ClientInit {
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pub fn new(
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@ -35,6 +38,8 @@ impl ClientInit {
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let (server_address, default_port, prefer_ipv6) = connection_args;
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let (tx, rx) = unbounded();
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let cancel = Arc::new(AtomicBool::new(false));
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let cancel2 = Arc::clone(&cancel);
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thread::spawn(move || {
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// Sleep the thread to wait for the single-player server to start up.
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@ -55,51 +60,58 @@ impl ClientInit {
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let mut last_err = None;
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for socket_addr in first_addrs.into_iter().chain(second_addrs) {
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match Client::new(socket_addr, player.view_distance) {
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Ok(mut client) => {
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if let Err(ClientError::InvalidAuth) =
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client.register(player, password)
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{
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last_err = Some(Error::InvalidAuth);
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break;
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}
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//client.register(player, password);
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let _ = tx.send(Ok(client));
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#[cfg(feature = "discord")]
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{
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if !server_address.eq("127.0.0.1") {
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discord::send_all(vec![
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DiscordUpdate::Details(server_address),
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DiscordUpdate::State("Playing...".into()),
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]);
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}
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}
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return;
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}
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Err(err) => {
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match err {
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// Assume the connection failed and try next address.
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ClientError::Network(_) => {
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last_err = Some(Error::ConnectionFailed(err))
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}
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ClientError::TooManyPlayers => {
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last_err = Some(Error::ServerIsFull);
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'tries: for _ in 0..=12 { // 1 Minute
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if cancel2.load(Ordering::Relaxed) {
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break;
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}
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for socket_addr in
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first_addrs.clone().into_iter().chain(second_addrs.clone())
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{
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match Client::new(socket_addr, player.view_distance) {
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Ok(mut client) => {
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if let Err(ClientError::InvalidAuth) =
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client.register(player.clone(), password.clone())
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{
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last_err = Some(Error::InvalidAuth);
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break;
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}
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ClientError::InvalidAuth => {
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last_err = Some(Error::InvalidAuth);
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//client.register(player, password);
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let _ = tx.send(Ok(client));
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#[cfg(feature = "discord")]
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{
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if !server_address.eq("127.0.0.1") {
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discord::send_all(vec![
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DiscordUpdate::Details(server_address),
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DiscordUpdate::State("Playing...".into()),
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]);
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}
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}
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// TODO: Handle errors?
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_ => panic!(
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return;
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}
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Err(err) => {
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match err {
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// Assume the connection failed and try again soon
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ClientError::Network(_) => {}
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ClientError::TooManyPlayers => {
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last_err = Some(Error::ServerIsFull);
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break 'tries;
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}
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ClientError::InvalidAuth => {
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last_err = Some(Error::InvalidAuth);
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break 'tries;
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}
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// TODO: Handle errors?
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_ => panic!(
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"Unexpected non-network error when creating client: {:?}",
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err
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),
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}
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}
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}
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}
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thread::sleep(Duration::from_secs(5));
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}
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// Parsing/host name resolution successful but no connection succeeded.
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let _ = tx.send(Err(last_err.unwrap_or(Error::NoAddress)));
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@ -111,7 +123,7 @@ impl ClientInit {
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}
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});
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ClientInit { rx }
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ClientInit { rx, cancel, }
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}
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/// Poll if the thread is complete.
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/// Returns None if the thread is still running, otherwise returns the Result of client creation.
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@ -122,4 +134,13 @@ impl ClientInit {
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Err(TryRecvError::Disconnected) => Some(Err(Error::ClientCrashed)),
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}
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}
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pub fn cancel(&mut self) {
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self.cancel.store(true, Ordering::Relaxed);
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}
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}
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impl Drop for ClientInit {
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fn drop(&mut self) {
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self.cancel();
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}
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}
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@ -1,22 +1,23 @@
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mod client_init;
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#[cfg(feature = "singleplayer")]
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mod start_singleplayer;
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mod ui;
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use super::char_selection::CharSelectionState;
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use crate::{window::Event, Direction, GlobalState, PlayState, PlayStateResult};
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use crate::{
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singleplayer::Singleplayer, window::Event, Direction, GlobalState, PlayState, PlayStateResult,
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};
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use argon2::{self, Config};
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use client_init::{ClientInit, Error as InitError};
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use common::{clock::Clock, comp};
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use log::warn;
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#[cfg(feature = "singleplayer")]
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use start_singleplayer::StartSingleplayerState;
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use std::time::Duration;
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use ui::{Event as MainMenuEvent, MainMenuUi};
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pub struct MainMenuState {
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main_menu_ui: MainMenuUi,
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title_music_channel: Option<usize>,
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singleplayer: Option<Singleplayer>,
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}
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impl MainMenuState {
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@ -25,6 +26,7 @@ impl MainMenuState {
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Self {
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main_menu_ui: MainMenuUi::new(global_state),
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title_music_channel: None,
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singleplayer: None,
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}
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}
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}
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@ -48,6 +50,9 @@ impl PlayState for MainMenuState {
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)
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}
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// Reset singleplayer server if it was running already
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self.singleplayer = None;
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loop {
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// Handle window events.
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for event in global_state.window.fetch_events() {
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@ -75,7 +80,7 @@ impl PlayState for MainMenuState {
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}
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Some(Err(err)) => {
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client_init = None;
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global_state.error_message = Some(
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global_state.info_message = Some(
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match err {
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InitError::BadAddress(_) | InitError::NoAddress => "Server not found",
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InitError::InvalidAuth => "Invalid credentials",
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@ -100,49 +105,37 @@ impl PlayState for MainMenuState {
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password,
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server_address,
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} => {
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let mut net_settings = &mut global_state.settings.networking;
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net_settings.username = username.clone();
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net_settings.password = password.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(err) = global_state.settings.save_to_file() {
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warn!("Failed to save settings: {:?}", err);
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}
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let player = comp::Player::new(
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username.clone(),
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Some(global_state.settings.graphics.view_distance),
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attempt_login(
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global_state,
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username,
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password,
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server_address,
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DEFAULT_PORT,
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&mut client_init,
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);
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if player.is_valid() {
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// Don't try to connect if there is already a connection in progress.
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client_init = client_init.or(Some(ClientInit::new(
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(server_address, DEFAULT_PORT, false),
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player,
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{
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let salt = b"staticsalt_zTuGkGvybZIjZbNUDtw15";
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let config = Config::default();
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argon2::hash_encoded(password.as_bytes(), salt, &config)
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.unwrap()
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},
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false,
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)));
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} else {
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global_state.error_message =
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Some("Invalid username or password".to_string());
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}
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}
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MainMenuEvent::CancelLoginAttempt => {
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// client_init contains Some(ClientInit), which spawns a thread which contains a TcpStream::connect() call
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// This call is blocking
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// TODO fix when the network rework happens
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self.singleplayer = None;
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client_init = None;
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self.main_menu_ui.cancel_connection();
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}
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#[cfg(feature = "singleplayer")]
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MainMenuEvent::StartSingleplayer => {
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return PlayStateResult::Push(Box::new(StartSingleplayerState::new()));
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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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self.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 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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@ -152,8 +145,8 @@ impl PlayState for MainMenuState {
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}
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}
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if let Some(error) = global_state.error_message.take() {
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self.main_menu_ui.show_error(error);
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if let Some(info) = global_state.info_message.take() {
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self.main_menu_ui.show_info(info);
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}
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// Draw the UI to the screen.
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@ -177,3 +170,45 @@ impl PlayState for MainMenuState {
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"Title"
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}
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}
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fn attempt_login(
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global_state: &mut GlobalState,
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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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net_settings.username = username.clone();
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net_settings.password = password.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(err) = global_state.settings.save_to_file() {
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warn!("Failed to save settings: {:?}", err);
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}
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let player = comp::Player::new(
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username.clone(),
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Some(global_state.settings.graphics.view_distance),
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);
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if player.is_valid() {
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// Don't try to connect if there is already a connection in progress.
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if client_init.is_none() {
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*client_init = Some(ClientInit::new(
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(server_address, server_port, false),
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player,
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{
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let salt = b"staticsalt_zTuGkGvybZIjZbNUDtw15";
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let config = Config::default();
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argon2::hash_encoded(password.as_bytes(), salt, &config).unwrap()
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},
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false,
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));
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}
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} else {
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global_state.info_message = Some("Invalid username or password".to_string());
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}
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}
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@ -1,79 +0,0 @@
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use super::client_init::ClientInit;
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use crate::{
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menu::char_selection::CharSelectionState, singleplayer::Singleplayer, Direction, GlobalState,
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PlayState, PlayStateResult,
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};
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use common::comp;
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use log::{info, warn};
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use server::settings::ServerSettings;
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pub struct StartSingleplayerState {
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// Necessary to keep singleplayer working
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_singleplayer: Singleplayer,
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server_settings: ServerSettings,
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}
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impl StartSingleplayerState {
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/// Create a new `MainMenuState`.
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pub fn new() -> Self {
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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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Self {
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_singleplayer,
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server_settings,
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}
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}
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}
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impl PlayState for StartSingleplayerState {
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fn play(&mut self, direction: Direction, global_state: &mut GlobalState) -> PlayStateResult {
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match direction {
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Direction::Forwards => {
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let username = "singleplayer".to_owned();
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let client_init = ClientInit::new(
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//TODO: check why we are converting out IP:Port to String instead of parsing it directly as SockAddr
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(
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self.server_settings.gameserver_address.ip().to_string(),
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self.server_settings.gameserver_address.port(),
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true,
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),
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comp::Player::new(
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username.clone(),
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Some(global_state.settings.graphics.view_distance),
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),
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String::default(),
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true,
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);
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// Create the client.
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let client = loop {
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match client_init.poll() {
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Some(Ok(client)) => break client,
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Some(Err(err)) => {
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warn!("Failed to start single-player server: {:?}", err);
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return PlayStateResult::Pop;
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}
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_ => {}
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}
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};
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// Print the metrics port
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info!(
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"Metrics port: {}",
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self.server_settings.metrics_address.port()
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);
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PlayStateResult::Push(Box::new(CharSelectionState::new(
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global_state,
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std::rc::Rc::new(std::cell::RefCell::new(client)),
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)))
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}
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Direction::Backwards => PlayStateResult::Pop,
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}
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}
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fn name(&self) -> &'static str {
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"Starting Single-Player"
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}
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}
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@ -353,10 +353,11 @@ impl MainMenuUi {
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macro_rules! singleplayer {
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() => {
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events.push(Event::StartSingleplayer);
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events.push(Event::LoginAttempt {
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username: "singleplayer".to_string(),
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password: String::default(),
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server_address: "localhost".to_string(),
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self.connecting = Some(std::time::Instant::now());
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self.popup = Some(PopupData {
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msg: "Connecting...".to_string(),
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button_text: "Cancel".to_string(),
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popup_type: PopupType::ConnectionInfo,
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});
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};
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}
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@ -650,7 +651,7 @@ impl MainMenuUi {
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events
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}
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pub fn show_error(&mut self, msg: String) {
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pub fn show_info(&mut self, msg: String) {
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self.popup = Some(PopupData {
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msg,
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button_text: "Okay".to_string(),
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|
@ -333,7 +333,7 @@ impl PlayState for SessionState {
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// Perform an in-game tick.
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if let Err(err) = self.tick(clock.get_avg_delta()) {
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error!("Failed to tick the scene: {:?}", err);
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global_state.error_message = Some(
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global_state.info_message = Some(
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"Connection lost!\nDid the server restart?\nIs the client up to date?"
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.to_owned(),
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);
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|
@ -30,14 +30,18 @@ impl Singleplayer {
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// Create server
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let settings = ServerSettings::singleplayer();
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let server = Server::new(settings.clone()).expect("Failed to create server instance!");
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let server = match client {
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Some(client) => server.with_thread_pool(client.thread_pool().clone()),
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None => server,
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};
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let thread_pool = client.map(|c| c.thread_pool().clone());
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let settings2 = settings.clone();
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let thread = thread::spawn(move || {
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let server = Server::new(settings2).expect("Failed to create server instance!");
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let server = match thread_pool {
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Some(pool) => server.with_thread_pool(pool),
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None => server,
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};
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run_server(server, receiver);
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});
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|
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