This also means that the peer can be started up before the main game
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parent
293ccf9370
commit
cceca83dac
1 changed files with 50 additions and 12 deletions
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@ -1,21 +1,21 @@
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use std::net::SocketAddr;
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use std::{net::SocketAddr, time::Duration};
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use bevy::prelude::*;
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use crate::game::prelude::Seed;
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use super::{
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queues::{NetworkReceive, NetworkSend},
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socket::bind_socket,
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};
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use crate::game::prelude::Seed;
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fn handle_network_io(
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fn handle_network_input(
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receive: Res<NetworkReceive>,
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send: Res<NetworkSend>,
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seed: Option<Res<Seed>>,
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mut commands: Commands,
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) -> Result {
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for (message, address) in receive.iter() {
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// Temporary logic just for initial connection, if there is already a seed then the peer wants it
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if let Some(ref value) = seed {
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send.send((**value).into(), address)?;
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} else {
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@ -26,6 +26,25 @@ fn handle_network_io(
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Ok(())
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}
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const TIMEOUT: Duration = Duration::from_secs(5);
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fn heartbeat(
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peers: Query<(&Peer, &mut PeerSendTiming)>,
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send: Res<NetworkSend>,
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time: Res<Time>,
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) -> Result {
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for (peer, ref mut last) in peers {
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if let Some(previous) = last.timestamp {
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if previous + TIMEOUT > time.elapsed() {
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continue;
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}
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}
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send.send(Vec::new(), peer.addr)?;
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last.timestamp = Some(time.elapsed());
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}
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Ok(())
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}
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#[derive(States, Default, Debug, Clone, PartialEq, Eq, Hash)]
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enum NetworkState {
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#[default]
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@ -33,6 +52,28 @@ enum NetworkState {
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MultiPlayer,
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}
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#[derive(Component, Debug, Default)]
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struct PeerSendTiming {
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timestamp: Option<Duration>,
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}
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#[derive(Component, Debug, Default)]
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struct PeerReceiveTiming {
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timestamp: Option<Duration>,
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}
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#[derive(Component, Debug)]
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#[require(PeerSendTiming, PeerReceiveTiming)]
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struct Peer {
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addr: SocketAddr,
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}
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impl Peer {
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fn new(addr: SocketAddr) -> Self {
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Self { addr }
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}
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}
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pub struct NetIOPlugin {
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listen: u16,
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peer: Option<SocketAddr>,
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@ -48,21 +89,18 @@ impl Plugin for NetIOPlugin {
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fn build(&self, app: &mut App) {
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app.init_state::<NetworkState>().add_systems(
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FixedUpdate,
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handle_network_io.run_if(in_state(NetworkState::MultiPlayer)),
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(handle_network_input, heartbeat).run_if(in_state(NetworkState::MultiPlayer)),
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);
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match bind_socket(self.listen) {
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Ok((send, receive)) => {
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if let Some(socket) = self.peer {
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if let Err(err) = send.try_send((Vec::new(), socket)) {
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warn!("Failed to send to peer: {err}");
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return;
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}
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}
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app.insert_state(NetworkState::MultiPlayer)
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.insert_resource(NetworkSend::new(send))
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.insert_resource(NetworkReceive::new(receive));
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if let Some(socket) = self.peer {
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app.world_mut().spawn(Peer::new(socket));
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}
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}
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Err(err) => {
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warn!("Failed to set up networking: {err}");
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