improvement: UI for connecting to singleplayer servers + threading fixes

This commit is contained in:
timokoesters
2019-10-18 22:05:37 +02:00
parent 21f126acd4
commit c733c95718
9 changed files with 152 additions and 168 deletions

View File

@ -1,22 +1,23 @@
mod client_init;
#[cfg(feature = "singleplayer")]
mod start_singleplayer;
mod ui;
use super::char_selection::CharSelectionState;
use crate::{window::Event, Direction, GlobalState, PlayState, PlayStateResult};
use crate::{
singleplayer::Singleplayer, window::Event, Direction, GlobalState, PlayState, PlayStateResult,
};
use argon2::{self, Config};
use client_init::{ClientInit, Error as InitError};
use common::{clock::Clock, comp};
use log::warn;
#[cfg(feature = "singleplayer")]
use start_singleplayer::StartSingleplayerState;
use std::time::Duration;
use ui::{Event as MainMenuEvent, MainMenuUi};
pub struct MainMenuState {
main_menu_ui: MainMenuUi,
title_music_channel: Option<usize>,
singleplayer: Option<Singleplayer>,
}
impl MainMenuState {
@ -25,6 +26,7 @@ impl MainMenuState {
Self {
main_menu_ui: MainMenuUi::new(global_state),
title_music_channel: None,
singleplayer: None,
}
}
}
@ -48,6 +50,9 @@ impl PlayState for MainMenuState {
)
}
// Reset singleplayer server if it was running already
self.singleplayer = None;
loop {
// Handle window events.
for event in global_state.window.fetch_events() {
@ -75,7 +80,7 @@ impl PlayState for MainMenuState {
}
Some(Err(err)) => {
client_init = None;
global_state.error_message = Some(
global_state.info_message = Some(
match err {
InitError::BadAddress(_) | InitError::NoAddress => "Server not found",
InitError::InvalidAuth => "Invalid credentials",
@ -100,49 +105,37 @@ impl PlayState for MainMenuState {
password,
server_address,
} => {
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),
attempt_login(
global_state,
username,
password,
server_address,
DEFAULT_PORT,
&mut client_init,
);
if player.is_valid() {
// Don't try to connect if there is already a connection in progress.
client_init = client_init.or(Some(ClientInit::new(
(server_address, DEFAULT_PORT, false),
player,
{
let salt = b"staticsalt_zTuGkGvybZIjZbNUDtw15";
let config = Config::default();
argon2::hash_encoded(password.as_bytes(), salt, &config)
.unwrap()
},
false,
)));
} else {
global_state.error_message =
Some("Invalid username or password".to_string());
}
}
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 => {
return PlayStateResult::Push(Box::new(StartSingleplayerState::new()));
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,
@ -152,8 +145,8 @@ impl PlayState for MainMenuState {
}
}
if let Some(error) = global_state.error_message.take() {
self.main_menu_ui.show_error(error);
if let Some(info) = global_state.info_message.take() {
self.main_menu_ui.show_info(info);
}
// Draw the UI to the screen.
@ -177,3 +170,45 @@ impl PlayState for MainMenuState {
"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()
},
false,
));
}
} else {
global_state.info_message = Some("Invalid username or password".to_string());
}
}