Create generic distribution system
Still incredibly basic and only handles initial distribution and spawning with no relationships or anything.
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d76afe92f0
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5 changed files with 66 additions and 8 deletions
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@ -91,6 +91,8 @@ impl Plugin for GamePlugin {
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),
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),
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);
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);
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Seed::register(app);
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match self.source {
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match self.source {
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DataSource::Address(peer) => {
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DataSource::Address(peer) => {
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info!("Will retrieve seed from peer => {peer}");
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info!("Will retrieve seed from peer => {peer}");
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49
src/net/distribution.rs
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49
src/net/distribution.rs
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@ -0,0 +1,49 @@
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use bevy::prelude::*;
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use super::{
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packet::{InboundPacket, OutboundPacket, Packet},
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peer::Peer,
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state::NetworkState,
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};
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fn spawner<T: TryFrom<Vec<u8>> + Component>(
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mut inbound: EventReader<InboundPacket>,
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mut commands: Commands,
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) {
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for packet in inbound.read() {
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if let Ok(entity) = T::try_from(packet.0.message.clone()) {
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commands.spawn(entity);
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}
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}
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}
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fn sender<T: Into<Vec<u8>> + Component + Clone>(
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peers: Query<&Peer, Added<Peer>>,
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entities: Query<&T>,
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mut outbound: EventWriter<OutboundPacket>,
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) {
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for peer in peers {
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for entity in entities {
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outbound.write(OutboundPacket(Packet::new(
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(*entity).clone().into(),
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peer.uuid,
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)));
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}
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}
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}
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pub trait Networked: Into<Vec<u8>> + TryFrom<Vec<u8>> + Component + Clone {
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fn register(app: &mut App);
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}
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impl<T> Networked for T
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where
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T: Into<Vec<u8>> + TryFrom<Vec<u8>> + Component + Clone,
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{
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fn register(app: &mut App) {
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app.add_systems(
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FixedUpdate,
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(sender::<T>, spawner::<T>).run_if(in_state(NetworkState::MultiPlayer)),
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);
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}
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}
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@ -1,14 +1,18 @@
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mod distribution;
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mod io;
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mod io;
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mod packet;
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mod packet;
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mod peer;
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mod peer;
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mod plugin;
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mod plugin;
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mod queues;
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mod queues;
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mod socket;
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mod socket;
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mod state;
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mod thread;
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mod thread;
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#[allow(unused_imports)]
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#[allow(unused_imports)]
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pub mod prelude {
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pub mod prelude {
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pub use super::distribution::Networked;
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pub use super::packet::{InboundPacket, OutboundPacket, Packet};
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pub use super::packet::{InboundPacket, OutboundPacket, Packet};
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pub use super::peer::{Peer, PeerReceiveTiming, PeerSendTiming};
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pub use super::peer::{Peer, PeerReceiveTiming, PeerSendTiming};
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pub use super::plugin::{NetIOPlugin, NetworkState};
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pub use super::plugin::NetIOPlugin;
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pub use super::state::NetworkState;
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}
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}
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@ -4,20 +4,15 @@ use bevy::prelude::*;
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use uuid::Uuid;
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use uuid::Uuid;
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use super::{
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use super::{
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distribution::Networked,
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io::{Config, handle_network_input, handle_network_output, heartbeat, timeout},
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io::{Config, handle_network_input, handle_network_output, heartbeat, timeout},
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packet::{InboundPacket, OutboundPacket},
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packet::{InboundPacket, OutboundPacket},
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peer::{Peer, PeerChangeEvent, PeerMap, handle_new_peer, handle_peer_change},
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peer::{Peer, PeerChangeEvent, PeerMap, handle_new_peer, handle_peer_change},
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queues::{NetworkReceive, NetworkSend},
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queues::{NetworkReceive, NetworkSend},
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socket::bind_socket,
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socket::bind_socket,
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state::NetworkState,
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};
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};
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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pub enum NetworkState {
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#[default]
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SinglePlayer,
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MultiPlayer,
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}
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pub struct NetIOPlugin {
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pub struct NetIOPlugin {
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listen: u16,
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listen: u16,
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peer: Option<SocketAddr>,
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peer: Option<SocketAddr>,
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8
src/net/state.rs
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8
src/net/state.rs
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@ -0,0 +1,8 @@
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use bevy::prelude::*;
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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pub enum NetworkState {
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#[default]
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SinglePlayer,
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MultiPlayer,
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}
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