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:
@ -22,6 +22,8 @@ fn main() {
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// Create server
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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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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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loop {
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let events = server
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let events = server
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.tick(Input::default(), clock.get_last_delta())
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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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settings: Settings,
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window: Window,
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window: Window,
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audio: AudioFrontend,
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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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}
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impl GlobalState {
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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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audio,
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window: Window::new(&settings).expect("Failed to create window!"),
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window: Window::new(&settings).expect("Failed to create window!"),
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settings,
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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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};
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let settings = &global_state.settings;
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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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.tick(comp::ControllerInputs::default(), clock.get_last_delta())
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{
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{
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error!("Failed to tick the scene: {:?}", err);
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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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"Connection lost!\nDid the server restart?\nIs the client up to date?"
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.to_owned(),
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.to_owned(),
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);
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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 common::comp;
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use crossbeam::channel::{unbounded, Receiver, TryRecvError};
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use crossbeam::channel::{unbounded, Receiver, TryRecvError};
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use log::info;
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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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use std::{net::ToSocketAddrs, thread, time::Duration};
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#[cfg(feature = "discord")]
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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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// and create the client (which involves establishing a connection to the server).
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pub struct ClientInit {
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pub struct ClientInit {
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rx: Receiver<Result<Client, Error>>,
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rx: Receiver<Result<Client, Error>>,
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cancel: Arc<AtomicBool>,
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}
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}
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impl ClientInit {
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impl ClientInit {
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pub fn new(
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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 (server_address, default_port, prefer_ipv6) = connection_args;
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let (tx, rx) = unbounded();
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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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thread::spawn(move || {
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// Sleep the thread to wait for the single-player server to start up.
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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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let mut last_err = None;
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for socket_addr in first_addrs.into_iter().chain(second_addrs) {
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'tries: for _ in 0..=12 { // 1 Minute
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match Client::new(socket_addr, player.view_distance) {
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if cancel2.load(Ordering::Relaxed) {
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Ok(mut client) => {
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break;
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if let Err(ClientError::InvalidAuth) =
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}
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client.register(player, password)
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for socket_addr in
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{
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first_addrs.clone().into_iter().chain(second_addrs.clone())
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last_err = Some(Error::InvalidAuth);
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{
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break;
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match Client::new(socket_addr, player.view_distance) {
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}
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Ok(mut client) => {
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//client.register(player, password);
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if let Err(ClientError::InvalidAuth) =
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let _ = tx.send(Ok(client));
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client.register(player.clone(), password.clone())
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{
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#[cfg(feature = "discord")]
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last_err = Some(Error::InvalidAuth);
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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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break;
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break;
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}
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}
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ClientError::InvalidAuth => {
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//client.register(player, password);
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last_err = Some(Error::InvalidAuth);
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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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}
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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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"Unexpected non-network error when creating client: {:?}",
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err
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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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}
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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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}
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// Parsing/host name resolution successful but no connection succeeded.
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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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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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});
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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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}
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/// Poll if the thread is complete.
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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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/// 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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Err(TryRecvError::Disconnected) => Some(Err(Error::ClientCrashed)),
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}
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}
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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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}
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@ -1,22 +1,23 @@
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mod client_init;
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mod client_init;
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#[cfg(feature = "singleplayer")]
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#[cfg(feature = "singleplayer")]
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mod start_singleplayer;
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mod ui;
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mod ui;
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use super::char_selection::CharSelectionState;
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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 argon2::{self, Config};
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use client_init::{ClientInit, Error as InitError};
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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 common::{clock::Clock, comp};
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use log::warn;
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use log::warn;
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#[cfg(feature = "singleplayer")]
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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 std::time::Duration;
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use ui::{Event as MainMenuEvent, MainMenuUi};
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use ui::{Event as MainMenuEvent, MainMenuUi};
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pub struct MainMenuState {
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pub struct MainMenuState {
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main_menu_ui: MainMenuUi,
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main_menu_ui: MainMenuUi,
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title_music_channel: Option<usize>,
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title_music_channel: Option<usize>,
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singleplayer: Option<Singleplayer>,
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}
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}
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impl MainMenuState {
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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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Self {
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main_menu_ui: MainMenuUi::new(global_state),
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main_menu_ui: MainMenuUi::new(global_state),
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title_music_channel: None,
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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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}
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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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}
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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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loop {
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// Handle window events.
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// Handle window events.
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for event in global_state.window.fetch_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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}
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Some(Err(err)) => {
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Some(Err(err)) => {
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client_init = None;
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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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match err {
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InitError::BadAddress(_) | InitError::NoAddress => "Server not found",
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InitError::BadAddress(_) | InitError::NoAddress => "Server not found",
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InitError::InvalidAuth => "Invalid credentials",
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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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password,
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server_address,
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server_address,
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} => {
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} => {
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let mut net_settings = &mut global_state.settings.networking;
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attempt_login(
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net_settings.username = username.clone();
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global_state,
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net_settings.password = password.clone();
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username,
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if !net_settings.servers.contains(&server_address) {
|
password,
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net_settings.servers.push(server_address.clone());
|
server_address,
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}
|
DEFAULT_PORT,
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if let Err(err) = global_state.settings.save_to_file() {
|
&mut client_init,
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warn!("Failed to save settings: {:?}", err);
|
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}
|
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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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|
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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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MainMenuEvent::CancelLoginAttempt => {
|
MainMenuEvent::CancelLoginAttempt => {
|
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// client_init contains Some(ClientInit), which spawns a thread which contains a TcpStream::connect() call
|
// client_init contains Some(ClientInit), which spawns a thread which contains a TcpStream::connect() call
|
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// This call is blocking
|
// This call is blocking
|
||||||
// TODO fix when the network rework happens
|
// TODO fix when the network rework happens
|
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|
self.singleplayer = None;
|
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client_init = None;
|
client_init = None;
|
||||||
self.main_menu_ui.cancel_connection();
|
self.main_menu_ui.cancel_connection();
|
||||||
}
|
}
|
||||||
#[cfg(feature = "singleplayer")]
|
#[cfg(feature = "singleplayer")]
|
||||||
MainMenuEvent::StartSingleplayer => {
|
MainMenuEvent::StartSingleplayer => {
|
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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);
|
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|
|
||||||
|
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::Settings => {} // TODO
|
||||||
MainMenuEvent::Quit => return PlayStateResult::Shutdown,
|
MainMenuEvent::Quit => return PlayStateResult::Shutdown,
|
||||||
@ -152,8 +145,8 @@ impl PlayState for MainMenuState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Some(error) = global_state.error_message.take() {
|
if let Some(info) = global_state.info_message.take() {
|
||||||
self.main_menu_ui.show_error(error);
|
self.main_menu_ui.show_info(info);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw the UI to the screen.
|
// Draw the UI to the screen.
|
||||||
@ -177,3 +170,45 @@ impl PlayState for MainMenuState {
|
|||||||
"Title"
|
"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());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
@ -1,79 +0,0 @@
|
|||||||
use super::client_init::ClientInit;
|
|
||||||
use crate::{
|
|
||||||
menu::char_selection::CharSelectionState, singleplayer::Singleplayer, Direction, GlobalState,
|
|
||||||
PlayState, PlayStateResult,
|
|
||||||
};
|
|
||||||
use common::comp;
|
|
||||||
use log::{info, warn};
|
|
||||||
use server::settings::ServerSettings;
|
|
||||||
|
|
||||||
pub struct StartSingleplayerState {
|
|
||||||
// Necessary to keep singleplayer working
|
|
||||||
_singleplayer: Singleplayer,
|
|
||||||
server_settings: ServerSettings,
|
|
||||||
}
|
|
||||||
|
|
||||||
impl StartSingleplayerState {
|
|
||||||
/// Create a new `MainMenuState`.
|
|
||||||
pub fn new() -> Self {
|
|
||||||
let (_singleplayer, server_settings) = Singleplayer::new(None); // TODO: Make client and server use the same thread pool
|
|
||||||
|
|
||||||
Self {
|
|
||||||
_singleplayer,
|
|
||||||
server_settings,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
impl PlayState for StartSingleplayerState {
|
|
||||||
fn play(&mut self, direction: Direction, global_state: &mut GlobalState) -> PlayStateResult {
|
|
||||||
match direction {
|
|
||||||
Direction::Forwards => {
|
|
||||||
let username = "singleplayer".to_owned();
|
|
||||||
|
|
||||||
let client_init = ClientInit::new(
|
|
||||||
//TODO: check why we are converting out IP:Port to String instead of parsing it directly as SockAddr
|
|
||||||
(
|
|
||||||
self.server_settings.gameserver_address.ip().to_string(),
|
|
||||||
self.server_settings.gameserver_address.port(),
|
|
||||||
true,
|
|
||||||
),
|
|
||||||
comp::Player::new(
|
|
||||||
username.clone(),
|
|
||||||
Some(global_state.settings.graphics.view_distance),
|
|
||||||
),
|
|
||||||
String::default(),
|
|
||||||
true,
|
|
||||||
);
|
|
||||||
|
|
||||||
// Create the client.
|
|
||||||
let client = loop {
|
|
||||||
match client_init.poll() {
|
|
||||||
Some(Ok(client)) => break client,
|
|
||||||
Some(Err(err)) => {
|
|
||||||
warn!("Failed to start single-player server: {:?}", err);
|
|
||||||
return PlayStateResult::Pop;
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
// Print the metrics port
|
|
||||||
info!(
|
|
||||||
"Metrics port: {}",
|
|
||||||
self.server_settings.metrics_address.port()
|
|
||||||
);
|
|
||||||
|
|
||||||
PlayStateResult::Push(Box::new(CharSelectionState::new(
|
|
||||||
global_state,
|
|
||||||
std::rc::Rc::new(std::cell::RefCell::new(client)),
|
|
||||||
)))
|
|
||||||
}
|
|
||||||
Direction::Backwards => PlayStateResult::Pop,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn name(&self) -> &'static str {
|
|
||||||
"Starting Single-Player"
|
|
||||||
}
|
|
||||||
}
|
|
@ -353,10 +353,11 @@ impl MainMenuUi {
|
|||||||
macro_rules! singleplayer {
|
macro_rules! singleplayer {
|
||||||
() => {
|
() => {
|
||||||
events.push(Event::StartSingleplayer);
|
events.push(Event::StartSingleplayer);
|
||||||
events.push(Event::LoginAttempt {
|
self.connecting = Some(std::time::Instant::now());
|
||||||
username: "singleplayer".to_string(),
|
self.popup = Some(PopupData {
|
||||||
password: String::default(),
|
msg: "Connecting...".to_string(),
|
||||||
server_address: "localhost".to_string(),
|
button_text: "Cancel".to_string(),
|
||||||
|
popup_type: PopupType::ConnectionInfo,
|
||||||
});
|
});
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
@ -650,7 +651,7 @@ impl MainMenuUi {
|
|||||||
events
|
events
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn show_error(&mut self, msg: String) {
|
pub fn show_info(&mut self, msg: String) {
|
||||||
self.popup = Some(PopupData {
|
self.popup = Some(PopupData {
|
||||||
msg,
|
msg,
|
||||||
button_text: "Okay".to_string(),
|
button_text: "Okay".to_string(),
|
||||||
|
@ -333,7 +333,7 @@ impl PlayState for SessionState {
|
|||||||
// Perform an in-game tick.
|
// Perform an in-game tick.
|
||||||
if let Err(err) = self.tick(clock.get_avg_delta()) {
|
if let Err(err) = self.tick(clock.get_avg_delta()) {
|
||||||
error!("Failed to tick the scene: {:?}", err);
|
error!("Failed to tick the scene: {:?}", err);
|
||||||
global_state.error_message = Some(
|
global_state.info_message = Some(
|
||||||
"Connection lost!\nDid the server restart?\nIs the client up to date?"
|
"Connection lost!\nDid the server restart?\nIs the client up to date?"
|
||||||
.to_owned(),
|
.to_owned(),
|
||||||
);
|
);
|
||||||
|
@ -30,14 +30,18 @@ impl Singleplayer {
|
|||||||
|
|
||||||
// Create server
|
// Create server
|
||||||
let settings = ServerSettings::singleplayer();
|
let settings = ServerSettings::singleplayer();
|
||||||
let server = Server::new(settings.clone()).expect("Failed to create server instance!");
|
|
||||||
|
|
||||||
let server = match client {
|
let thread_pool = client.map(|c| c.thread_pool().clone());
|
||||||
Some(client) => server.with_thread_pool(client.thread_pool().clone()),
|
let settings2 = settings.clone();
|
||||||
None => server,
|
|
||||||
};
|
|
||||||
|
|
||||||
let thread = thread::spawn(move || {
|
let thread = thread::spawn(move || {
|
||||||
|
let server = Server::new(settings2).expect("Failed to create server instance!");
|
||||||
|
|
||||||
|
let server = match thread_pool {
|
||||||
|
Some(pool) => server.with_thread_pool(pool),
|
||||||
|
None => server,
|
||||||
|
};
|
||||||
|
|
||||||
run_server(server, receiver);
|
run_server(server, receiver);
|
||||||
});
|
});
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user