mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
fix naming, replace NotInGame with CharacterScreen
This commit is contained in:
parent
8b40f81ee2
commit
e8452fafc6
@ -25,11 +25,11 @@ use common::{
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},
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event::{EventBus, LocalEvent},
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msg::{
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validate_chat_msg, ChatMsgValidationError, ClientGeneralMsg, ClientInGameMsg, ClientIngame,
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ClientNotInGameMsg, ClientRegisterMsg, ClientType, DisconnectReason, InviteAnswer,
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Notification, PingMsg, PlayerInfo, PlayerListUpdate, RegisterError, ServerGeneralMsg,
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ServerInGameMsg, ServerInfo, ServerInitMsg, ServerNotInGameMsg, ServerRegisterAnswerMsg,
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MAX_BYTES_CHAT_MSG,
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validate_chat_msg, ChatMsgValidationError, ClientCharacterScreenMsg, ClientGeneralMsg,
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ClientInGameMsg, ClientIngame, ClientRegisterMsg, ClientType, DisconnectReason,
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InviteAnswer, Notification, PingMsg, PlayerInfo, PlayerListUpdate, RegisterError,
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ServerCharacterScreenMsg, ServerGeneralMsg, ServerInGameMsg, ServerInfo, ServerInitMsg,
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ServerRegisterAnswerMsg, MAX_BYTES_CHAT_MSG,
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},
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outcome::Outcome,
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recipe::RecipeBook,
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@ -113,11 +113,11 @@ pub struct Client {
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_network: Network,
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participant: Option<Participant>,
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singleton_stream: Stream,
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general_stream: Stream,
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ping_stream: Stream,
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register_stream: Stream,
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character_screen_stream: Stream,
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in_game_stream: Stream,
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not_in_game_stream: Stream,
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client_timeout: Duration,
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last_server_ping: f64,
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@ -161,8 +161,8 @@ impl Client {
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let stream = block_on(participant.opened())?;
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let mut ping_stream = block_on(participant.opened())?;
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let mut register_stream = block_on(participant.opened())?;
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let character_screen_stream = block_on(participant.opened())?;
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let in_game_stream = block_on(participant.opened())?;
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let not_in_game_stream = block_on(participant.opened())?;
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register_stream.send(ClientType::Game)?;
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let server_info: ServerInfo = block_on(register_stream.recv())?;
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@ -397,10 +397,10 @@ impl Client {
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_network: network,
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participant: Some(participant),
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singleton_stream: stream,
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general_stream: stream,
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ping_stream,
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register_stream,
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not_in_game_stream,
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character_screen_stream,
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in_game_stream,
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client_timeout,
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@ -462,8 +462,8 @@ impl Client {
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/// Request a state transition to `ClientState::Character`.
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pub fn request_character(&mut self, character_id: CharacterId) {
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self.not_in_game_stream
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.send(ClientNotInGameMsg::Character(character_id))
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self.character_screen_stream
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.send(ClientCharacterScreenMsg::Character(character_id))
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.unwrap();
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//Assume we are in_game unless server tells us otherwise
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@ -475,31 +475,31 @@ impl Client {
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/// Load the current players character list
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pub fn load_character_list(&mut self) {
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self.character_list.loading = true;
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self.not_in_game_stream
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.send(ClientNotInGameMsg::RequestCharacterList)
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self.character_screen_stream
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.send(ClientCharacterScreenMsg::RequestCharacterList)
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.unwrap();
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}
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/// New character creation
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pub fn create_character(&mut self, alias: String, tool: Option<String>, body: comp::Body) {
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self.character_list.loading = true;
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self.not_in_game_stream
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.send(ClientNotInGameMsg::CreateCharacter { alias, tool, body })
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self.character_screen_stream
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.send(ClientCharacterScreenMsg::CreateCharacter { alias, tool, body })
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.unwrap();
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}
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/// Character deletion
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pub fn delete_character(&mut self, character_id: CharacterId) {
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self.character_list.loading = true;
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self.not_in_game_stream
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.send(ClientNotInGameMsg::DeleteCharacter(character_id))
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self.character_screen_stream
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.send(ClientCharacterScreenMsg::DeleteCharacter(character_id))
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.unwrap();
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}
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/// Send disconnect message to the server
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pub fn request_logout(&mut self) {
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debug!("Requesting logout from server");
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if let Err(e) = self.singleton_stream.send(ClientGeneralMsg::Disconnect) {
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if let Err(e) = self.general_stream.send(ClientGeneralMsg::Disconnect) {
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error!(
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?e,
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"Couldn't send disconnect package to server, did server close already?"
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@ -840,7 +840,7 @@ impl Client {
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pub fn send_chat(&mut self, message: String) {
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match validate_chat_msg(&message) {
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Ok(()) => self
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.singleton_stream
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.general_stream
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.send(ClientGeneralMsg::ChatMsg(message))
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.unwrap(),
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Err(ChatMsgValidationError::TooLong) => tracing::warn!(
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@ -1116,12 +1116,12 @@ impl Client {
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DisconnectReason::Requested => {
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debug!("finally sending ClientMsg::Terminate");
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frontend_events.push(Event::Disconnect);
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self.singleton_stream.send(ClientGeneralMsg::Terminate)?;
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self.general_stream.send(ClientGeneralMsg::Terminate)?;
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},
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DisconnectReason::Kicked(reason) => {
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debug!("sending ClientMsg::Terminate because we got kicked");
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frontend_events.push(Event::Kicked(reason));
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self.singleton_stream.send(ClientGeneralMsg::Terminate)?;
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self.general_stream.send(ClientGeneralMsg::Terminate)?;
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},
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},
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ServerGeneralMsg::PlayerListUpdate(PlayerListUpdate::Init(list)) => {
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@ -1407,23 +1407,26 @@ impl Client {
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Ok(())
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}
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fn handle_server_not_in_game_msg(&mut self, msg: ServerNotInGameMsg) -> Result<(), Error> {
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fn handle_server_character_screen_msg(
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&mut self,
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msg: ServerCharacterScreenMsg,
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) -> Result<(), Error> {
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match msg {
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ServerNotInGameMsg::CharacterListUpdate(character_list) => {
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ServerCharacterScreenMsg::CharacterListUpdate(character_list) => {
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self.character_list.characters = character_list;
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self.character_list.loading = false;
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},
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ServerNotInGameMsg::CharacterActionError(error) => {
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ServerCharacterScreenMsg::CharacterActionError(error) => {
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warn!("CharacterActionError: {:?}.", error);
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self.character_list.error = Some(error);
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},
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ServerNotInGameMsg::CharacterDataLoadError(error) => {
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ServerCharacterScreenMsg::CharacterDataLoadError(error) => {
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trace!("Handling join error by server");
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self.client_ingame = None;
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self.clean_state();
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self.character_list.error = Some(error);
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},
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ServerNotInGameMsg::CharacterSuccess => {
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ServerCharacterScreenMsg::CharacterSuccess => {
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debug!("client is now in ingame state on server");
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if let Some(vd) = self.view_distance {
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self.set_view_distance(vd);
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@ -1461,9 +1464,9 @@ impl Client {
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) -> Result<(), Error> {
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loop {
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let (m1, m2, m3, m4) = select!(
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msg = self.singleton_stream.recv().fuse() => (Some(msg), None, None, None),
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msg = self.general_stream.recv().fuse() => (Some(msg), None, None, None),
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msg = self.ping_stream.recv().fuse() => (None, Some(msg), None, None),
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msg = self.not_in_game_stream.recv().fuse() => (None, None, Some(msg), None),
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msg = self.character_screen_stream.recv().fuse() => (None, None, Some(msg), None),
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msg = self.in_game_stream.recv().fuse() => (None, None, None, Some(msg)),
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);
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*cnt += 1;
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@ -1474,7 +1477,7 @@ impl Client {
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self.handle_ping_msg(msg?)?;
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}
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if let Some(msg) = m3 {
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self.handle_server_not_in_game_msg(msg?)?;
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self.handle_server_character_screen_msg(msg?)?;
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}
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if let Some(msg) = m4 {
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self.handle_server_in_game_msg(frontend_events, msg?)?;
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@ -1807,7 +1810,7 @@ impl Client {
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impl Drop for Client {
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fn drop(&mut self) {
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trace!("Dropping client");
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if let Err(e) = self.singleton_stream.send(ClientGeneralMsg::Disconnect) {
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if let Err(e) = self.general_stream.send(ClientGeneralMsg::Disconnect) {
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warn!(
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?e,
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"Error during drop of client, couldn't send disconnect package, is the connection \
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@ -23,9 +23,9 @@ pub struct ClientRegisterMsg {
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pub token_or_username: String,
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}
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//messages send by clients only valid when NOT ingame
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//messages send by clients only valid when in character screen
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#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
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pub enum ClientNotInGameMsg {
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pub enum ClientCharacterScreenMsg {
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RequestCharacterList,
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CreateCharacter {
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alias: String,
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@ -37,7 +37,7 @@ pub enum ClientNotInGameMsg {
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Spectate,
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}
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//messages send by clients only valid when ingame
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//messages send by clients only valid when in game (with a character)
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#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
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pub enum ClientInGameMsg {
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ControllerInputs(comp::ControllerInputs),
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@ -5,13 +5,13 @@ pub mod server;
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// Reexports
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pub use self::{
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client::{
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ClientGeneralMsg, ClientInGameMsg, ClientNotInGameMsg, ClientRegisterMsg, ClientType,
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ClientCharacterScreenMsg, ClientGeneralMsg, ClientInGameMsg, ClientRegisterMsg, ClientType,
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},
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ecs_packet::EcsCompPacket,
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server::{
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CharacterInfo, DisconnectReason, InviteAnswer, Notification, PlayerInfo, PlayerListUpdate,
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RegisterError, ServerGeneralMsg, ServerInGameMsg, ServerInfo, ServerInitMsg,
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ServerNotInGameMsg, ServerRegisterAnswerMsg,
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RegisterError, ServerCharacterScreenMsg, ServerGeneralMsg, ServerInGameMsg, ServerInfo,
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ServerInitMsg, ServerRegisterAnswerMsg,
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},
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};
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use serde::{Deserialize, Serialize};
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@ -209,9 +209,9 @@ pub enum ServerInitMsg {
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pub type ServerRegisterAnswerMsg = Result<(), RegisterError>;
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//Messages only allowed while client ingame
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//Messages only allowed while client in character screen
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum ServerNotInGameMsg {
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pub enum ServerCharacterScreenMsg {
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/// An error occurred while loading character data
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CharacterDataLoadError(String),
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/// A list of characters belonging to the a authenticated player was sent
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@ -221,7 +221,7 @@ pub enum ServerNotInGameMsg {
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CharacterSuccess,
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}
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//Messages only allowed while client ingame
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//Messages only allowed while client is in game (with a character)
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub enum ServerInGameMsg {
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GroupUpdate(comp::group::ChangeNotification<sync::Uid>),
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@ -1,7 +1,7 @@
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use crate::error::Error;
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use common::msg::{
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ClientGeneralMsg, ClientInGameMsg, ClientIngame, ClientNotInGameMsg, ClientType, PingMsg,
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ServerGeneralMsg, ServerInGameMsg, ServerInitMsg, ServerNotInGameMsg,
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ClientCharacterScreenMsg, ClientGeneralMsg, ClientInGameMsg, ClientIngame, ClientType, PingMsg,
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ServerCharacterScreenMsg, ServerGeneralMsg, ServerInGameMsg, ServerInitMsg,
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};
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use hashbrown::HashSet;
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use network::{MessageBuffer, Participant, Stream};
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@ -23,8 +23,8 @@ pub struct Client {
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pub singleton_stream: Stream,
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pub ping_stream: Stream,
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pub register_stream: Stream,
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pub character_screen_stream: Stream,
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pub in_game_stream: Stream,
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pub not_in_game_stream: Stream,
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pub network_error: AtomicBool,
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pub last_ping: f64,
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pub login_msg_sent: bool,
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@ -65,8 +65,8 @@ impl Client {
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Self::internal_send(&self.network_error, &mut self.in_game_stream, msg);
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}
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pub fn send_not_in_game(&mut self, msg: ServerNotInGameMsg) {
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Self::internal_send(&self.network_error, &mut self.not_in_game_stream, msg);
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pub fn send_character_screen(&mut self, msg: ServerCharacterScreenMsg) {
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Self::internal_send(&self.network_error, &mut self.character_screen_stream, msg);
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}
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pub fn send_ping(&mut self, msg: PingMsg) {
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@ -103,8 +103,8 @@ impl Client {
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Self::internal_recv(&self.network_error, &mut self.in_game_stream).await
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}
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pub async fn recv_not_in_game_msg(&mut self) -> Result<ClientNotInGameMsg, Error> {
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Self::internal_recv(&self.network_error, &mut self.not_in_game_stream).await
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pub async fn recv_character_screen_msg(&mut self) -> Result<ClientCharacterScreenMsg, Error> {
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Self::internal_recv(&self.network_error, &mut self.character_screen_stream).await
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}
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pub async fn recv_ping_msg(&mut self) -> Result<PingMsg, Error> {
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@ -110,8 +110,8 @@ impl ConnectionHandler {
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let general_stream = participant.open(10, reliablec).await?;
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let ping_stream = participant.open(5, reliable).await?;
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let mut register_stream = participant.open(10, reliablec).await?;
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let character_screen_stream = participant.open(10, reliablec).await?;
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let in_game_stream = participant.open(10, reliablec).await?;
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let not_in_game_stream = participant.open(10, reliablec).await?;
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let server_data = receiver.recv()?;
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@ -138,7 +138,7 @@ impl ConnectionHandler {
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ping_stream,
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register_stream,
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in_game_stream,
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not_in_game_stream,
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character_screen_stream,
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network_error: std::sync::atomic::AtomicBool::new(false),
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last_ping: server_data.time,
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login_msg_sent: false,
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@ -47,8 +47,8 @@ use common::{
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comp::{self, ChatType},
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event::{EventBus, ServerEvent},
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msg::{
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server::WorldMapMsg, ClientType, DisconnectReason, ServerGeneralMsg, ServerInGameMsg,
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ServerInfo, ServerInitMsg, ServerNotInGameMsg,
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server::WorldMapMsg, ClientType, DisconnectReason, ServerCharacterScreenMsg,
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ServerGeneralMsg, ServerInGameMsg, ServerInfo, ServerInitMsg,
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},
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outcome::Outcome,
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recipe::default_recipe_book,
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@ -525,13 +525,13 @@ impl Server {
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.messages()
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.for_each(|query_result| match query_result.result {
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CharacterLoaderResponseType::CharacterList(result) => match result {
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Ok(character_list_data) => self.notify_not_in_game_client(
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Ok(character_list_data) => self.notify_character_screen_client(
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query_result.entity,
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ServerNotInGameMsg::CharacterListUpdate(character_list_data),
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ServerCharacterScreenMsg::CharacterListUpdate(character_list_data),
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),
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Err(error) => self.notify_not_in_game_client(
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Err(error) => self.notify_character_screen_client(
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query_result.entity,
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ServerNotInGameMsg::CharacterActionError(error.to_string()),
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ServerCharacterScreenMsg::CharacterActionError(error.to_string()),
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),
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},
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CharacterLoaderResponseType::CharacterData(result) => {
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@ -544,9 +544,9 @@ impl Server {
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// We failed to load data for the character from the DB. Notify the
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// client to push the state back to character selection, with the error
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// to display
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self.notify_not_in_game_client(
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self.notify_character_screen_client(
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query_result.entity,
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ServerNotInGameMsg::CharacterDataLoadError(error.to_string()),
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ServerCharacterScreenMsg::CharacterDataLoadError(error.to_string()),
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);
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// Clean up the entity data on the server
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@ -874,12 +874,12 @@ impl Server {
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}
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}
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pub fn notify_not_in_game_client<S>(&self, entity: EcsEntity, msg: S)
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pub fn notify_character_screen_client<S>(&self, entity: EcsEntity, msg: S)
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where
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S: Into<ServerNotInGameMsg>,
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S: Into<ServerCharacterScreenMsg>,
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{
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if let Some(client) = self.state.ecs().write_storage::<Client>().get_mut(entity) {
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client.send_not_in_game(msg.into())
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client.send_character_screen(msg.into())
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}
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}
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|
@ -6,8 +6,8 @@ use common::{
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comp,
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effect::Effect,
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msg::{
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CharacterInfo, ClientIngame, PlayerListUpdate, ServerGeneralMsg, ServerInGameMsg,
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ServerNotInGameMsg,
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CharacterInfo, ClientIngame, PlayerListUpdate, ServerCharacterScreenMsg, ServerGeneralMsg,
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ServerInGameMsg,
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},
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state::State,
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sync::{Uid, UidAllocator, WorldSyncExt},
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@ -220,7 +220,7 @@ impl StateExt for State {
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// Tell the client its request was successful.
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if let Some(client) = self.ecs().write_storage::<Client>().get_mut(entity) {
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client.in_game = Some(ClientIngame::Character);
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client.send_not_in_game(ServerNotInGameMsg::CharacterSuccess)
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client.send_character_screen(ServerCharacterScreenMsg::CharacterSuccess)
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}
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}
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|
@ -15,10 +15,10 @@ use common::{
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},
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event::{EventBus, ServerEvent},
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msg::{
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validate_chat_msg, CharacterInfo, ChatMsgValidationError, ClientGeneralMsg,
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ClientInGameMsg, ClientIngame, ClientNotInGameMsg, ClientRegisterMsg, DisconnectReason,
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PingMsg, PlayerInfo, PlayerListUpdate, RegisterError, ServerGeneralMsg, ServerInGameMsg,
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ServerNotInGameMsg, ServerRegisterAnswerMsg, MAX_BYTES_CHAT_MSG,
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validate_chat_msg, CharacterInfo, ChatMsgValidationError, ClientCharacterScreenMsg,
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ClientGeneralMsg, ClientInGameMsg, ClientIngame, ClientRegisterMsg, DisconnectReason,
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PingMsg, PlayerInfo, PlayerListUpdate, RegisterError, ServerCharacterScreenMsg,
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ServerGeneralMsg, ServerInGameMsg, ServerRegisterAnswerMsg, MAX_BYTES_CHAT_MSG,
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},
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span,
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state::{BlockChange, Time},
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@ -237,7 +237,7 @@ impl Sys {
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}
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#[allow(clippy::too_many_arguments)]
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fn handle_client_not_in_game_msg(
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fn handle_client_character_screen_msg(
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server_emitter: &mut common::event::Emitter<'_, ServerEvent>,
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new_chat_msgs: &mut Vec<(Option<specs::Entity>, UnresolvedChatMsg)>,
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entity: specs::Entity,
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@ -247,18 +247,18 @@ impl Sys {
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players: &mut WriteStorage<'_, Player>,
|
||||
editable_settings: &ReadExpect<'_, EditableSettings>,
|
||||
alias_validator: &ReadExpect<'_, AliasValidator>,
|
||||
msg: ClientNotInGameMsg,
|
||||
msg: ClientCharacterScreenMsg,
|
||||
) -> Result<(), crate::error::Error> {
|
||||
match msg {
|
||||
// Request spectator state
|
||||
ClientNotInGameMsg::Spectate => {
|
||||
ClientCharacterScreenMsg::Spectate => {
|
||||
if client.registered {
|
||||
client.in_game = Some(ClientIngame::Spectator)
|
||||
} else {
|
||||
debug!("dropped Spectate msg from unregistered client");
|
||||
}
|
||||
},
|
||||
ClientNotInGameMsg::Character(character_id) => {
|
||||
ClientCharacterScreenMsg::Character(character_id) => {
|
||||
if client.registered && client.in_game.is_none() {
|
||||
// Only send login message if it wasn't already
|
||||
// sent previously
|
||||
@ -301,9 +301,11 @@ impl Sys {
|
||||
}
|
||||
}
|
||||
} else {
|
||||
client.send_not_in_game(ServerNotInGameMsg::CharacterDataLoadError(
|
||||
String::from("Failed to fetch player entity"),
|
||||
))
|
||||
client.send_character_screen(
|
||||
ServerCharacterScreenMsg::CharacterDataLoadError(String::from(
|
||||
"Failed to fetch player entity",
|
||||
)),
|
||||
)
|
||||
}
|
||||
} else {
|
||||
let registered = client.registered;
|
||||
@ -311,15 +313,15 @@ impl Sys {
|
||||
debug!(?registered, ?in_game, "dropped Character msg from client");
|
||||
}
|
||||
},
|
||||
ClientNotInGameMsg::RequestCharacterList => {
|
||||
ClientCharacterScreenMsg::RequestCharacterList => {
|
||||
if let Some(player) = players.get(entity) {
|
||||
character_loader.load_character_list(entity, player.uuid().to_string())
|
||||
}
|
||||
},
|
||||
ClientNotInGameMsg::CreateCharacter { alias, tool, body } => {
|
||||
ClientCharacterScreenMsg::CreateCharacter { alias, tool, body } => {
|
||||
if let Err(error) = alias_validator.validate(&alias) {
|
||||
debug!(?error, ?alias, "denied alias as it contained a banned word");
|
||||
client.send_not_in_game(ServerNotInGameMsg::CharacterActionError(
|
||||
client.send_character_screen(ServerCharacterScreenMsg::CharacterActionError(
|
||||
error.to_string(),
|
||||
));
|
||||
} else if let Some(player) = players.get(entity) {
|
||||
@ -333,7 +335,7 @@ impl Sys {
|
||||
);
|
||||
}
|
||||
},
|
||||
ClientNotInGameMsg::DeleteCharacter(character_id) => {
|
||||
ClientCharacterScreenMsg::DeleteCharacter(character_id) => {
|
||||
if let Some(player) = players.get(entity) {
|
||||
character_loader.delete_character(
|
||||
entity,
|
||||
@ -458,7 +460,8 @@ impl Sys {
|
||||
loop {
|
||||
let q1 = Client::internal_recv(&client.network_error, &mut client.singleton_stream);
|
||||
let q2 = Client::internal_recv(&client.network_error, &mut client.in_game_stream);
|
||||
let q3 = Client::internal_recv(&client.network_error, &mut client.not_in_game_stream);
|
||||
let q3 =
|
||||
Client::internal_recv(&client.network_error, &mut client.character_screen_stream);
|
||||
let q4 = Client::internal_recv(&client.network_error, &mut client.ping_stream);
|
||||
let q5 = Client::internal_recv(&client.network_error, &mut client.register_stream);
|
||||
|
||||
@ -503,7 +506,7 @@ impl Sys {
|
||||
)?;
|
||||
}
|
||||
if let Some(msg) = m3 {
|
||||
Self::handle_client_not_in_game_msg(
|
||||
Self::handle_client_character_screen_msg(
|
||||
server_emitter,
|
||||
new_chat_msgs,
|
||||
entity,
|
||||
|
Loading…
Reference in New Issue
Block a user