use super::{ClientState, EcsCompPacket}; use crate::{ character::CharacterItem, comp, state, sync, terrain::{Block, TerrainChunk}, ChatType, }; use authc::AuthClientError; use hashbrown::HashMap; use vek::*; #[derive(Debug, Clone, Serialize, Deserialize)] pub struct ServerInfo { pub name: String, pub description: String, pub git_hash: String, pub git_date: String, pub auth_provider: Option, } #[derive(Debug, Clone, Serialize, Deserialize)] pub enum PlayerListUpdate { Init(HashMap), Add(u64, String), Remove(u64), Alias(u64, String), } #[derive(Debug, Clone, Serialize, Deserialize)] pub enum ServerMsg { InitialSync { entity_package: sync::EntityPackage, server_info: ServerInfo, time_of_day: state::TimeOfDay, world_map: (Vec2, Vec), }, /// A list of characters belonging to the a authenticated player was sent CharacterListUpdate(Vec), /// An error occured while creating or deleting a character CharacterActionError(String), PlayerListUpdate(PlayerListUpdate), StateAnswer(Result), /// Trigger cleanup for when the client goes back to the `Registered` state /// from an ingame state ExitIngameCleanup, Ping, Pong, ChatMsg { chat_type: ChatType, message: String, }, SetPlayerEntity(u64), TimeOfDay(state::TimeOfDay), EntitySync(sync::EntitySyncPackage), CompSync(sync::CompSyncPackage), CreateEntity(sync::EntityPackage), DeleteEntity(u64), InventoryUpdate(comp::Inventory, comp::InventoryUpdateEvent), TerrainChunkUpdate { key: Vec2, chunk: Result, ()>, }, TerrainBlockUpdates(HashMap, Block>), Disconnect, Shutdown, TooManyPlayers, } #[derive(Debug, Clone, Serialize, Deserialize, PartialEq)] pub enum RequestStateError { RegisterDenied(RegisterError), Denied, Already, Impossible, WrongMessage, } #[derive(Debug, Clone, Serialize, Deserialize, PartialEq)] pub enum RegisterError { AlreadyLoggedIn, AuthError(String), InvalidCharacter, //TODO: InvalidAlias, } impl From for RegisterError { fn from(err: AuthClientError) -> Self { Self::AuthError(err.to_string()) } } impl ServerMsg { pub fn chat(message: String) -> ServerMsg { ServerMsg::ChatMsg { chat_type: ChatType::Chat, message, } } pub fn tell(message: String) -> ServerMsg { ServerMsg::ChatMsg { chat_type: ChatType::Tell, message, } } pub fn game(message: String) -> ServerMsg { ServerMsg::ChatMsg { chat_type: ChatType::GameUpdate, message, } } pub fn broadcast(message: String) -> ServerMsg { ServerMsg::ChatMsg { chat_type: ChatType::Broadcast, message, } } pub fn private(message: String) -> ServerMsg { ServerMsg::ChatMsg { chat_type: ChatType::Private, message, } } pub fn kill(message: String) -> ServerMsg { ServerMsg::ChatMsg { chat_type: ChatType::Kill, message, } } }