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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:
@ -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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