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11 Commits
0ebc137369
...
trunk
| Author | SHA1 | Date | |
|---|---|---|---|
| 7837ab49b0 | |||
| 62c84aceaf | |||
| 7ac3882e9e | |||
| 129e9ccc5e | |||
| 8b290fdd0d | |||
| 845765513d | |||
| 857aefda03 | |||
| 7f651481f6 | |||
| 9b71fff4eb | |||
| 09e05c9f8e | |||
| 7128377924 |
@@ -1,3 +1,9 @@
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[workspace]
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[workspace]
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members = ["client", "server"]
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members = ["client", "server"]
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resolver = "3"
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resolver = "3"
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[profile.dev]
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opt-level = 1
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[profile.dev.package."*"]
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opt-level = 3
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@@ -4,3 +4,7 @@ version = "0.1.0"
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edition = "2024"
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edition = "2024"
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[dependencies]
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[dependencies]
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bevy = { version = "0.17.2", features = ["serialize"] }
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rustls = "0.23.33"
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thiserror = "2.0.17"
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tungstenite = { version = "0.28.0", features = ["rustls-tls-webpki-roots", "rustls"] }
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@@ -1,3 +1,298 @@
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use std::{io::ErrorKind, net::TcpStream, time::Duration};
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use bevy::{
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ecs::world::CommandQueue,
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prelude::*,
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tasks::{AsyncComputeTaskPool, Task, block_on, futures_lite::future},
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};
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use thiserror::Error;
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use tungstenite::{WebSocket, http::Response, stream::MaybeTlsStream};
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use crate::ui::{
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despawn_connection_wait_screen, despawn_main_menu, spawn_connection_wait_screen,
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spawn_main_menu,
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};
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mod ui;
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const PADDLE_GAP: f32 = 20.0; // gap between the paddles and the wall (window border)
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fn main() {
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fn main() {
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println!("Hello, world!");
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_state(GameState::MainMenu)
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.add_systems(Startup, spawn_camera)
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.add_systems(OnEnter(GameState::MainMenu), spawn_main_menu)
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.add_systems(OnExit(GameState::MainMenu), despawn_main_menu)
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.add_observer(ui::button_hover_start)
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.add_observer(ui::button_hover_stop)
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.add_systems(
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OnEnter(GameState::Connecting),
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(
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spawn_connection_wait_screen,
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// Closure to immediately dispatch a setup-connection request.
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|mut messages: MessageWriter<WebSocketConnectionMessage>| {
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messages.write(WebSocketConnectionMessage::SetupConnection);
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},
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),
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)
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.add_systems(
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OnExit(GameState::Connecting),
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despawn_connection_wait_screen,
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)
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.add_systems(
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Update,
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(setup_connection, handle_tasks).run_if(in_state(GameState::Connecting)),
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)
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.add_systems(OnEnter(GameState::Playing), setup_game)
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.add_systems(
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Update,
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(
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input_handler,
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setup_connection,
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handle_tasks,
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send_info,
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recv_info,
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)
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.run_if(in_state(GameState::ConnectionDemo)),
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)
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.add_message::<WebSocketConnectionMessage>()
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.insert_resource(ChatTimer {
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timer: Timer::new(Duration::from_secs(1), TimerMode::Repeating),
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})
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.run();
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}
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/// Main game state indicator
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#[derive(Clone, Debug, Eq, Hash, PartialEq, States)]
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enum GameState {
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MainMenu,
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Connecting,
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Playing,
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ConnectionDemo, // TODO: Remove this state.
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}
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/// Utility to despawn entities with a given component. Useful for scene
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/// changes.
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///
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/// I'm using this primarily with marker components to delete UI elements when
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/// they are no longer needed. E.g.: Removing the main menu after starting.
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pub fn despawn<T: Component>(mut commands: Commands, targets: Query<Entity, With<T>>) {
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targets
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.iter()
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.for_each(|entt| commands.entity(entt).despawn());
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}
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fn spawn_camera(mut commands: Commands) {
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commands.spawn(Camera2d);
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}
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/// Initialize the scene
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fn setup_game(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<ColorMaterial>>,
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window: Single<&Window>,
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) {
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// ball
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commands.spawn((
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Ball,
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Mesh2d(meshes.add(Circle::new(10.0))),
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MeshMaterial2d(materials.add(Color::srgb(1.0, 0.0, 0.0))),
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Transform::default(),
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));
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let paddle_mesh = meshes.add(Rectangle::new(10.0, 100.0));
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let paddle_material = materials.add(Color::WHITE);
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// Player 1
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commands.spawn((
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Paddle,
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Mesh2d(paddle_mesh.clone()),
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MeshMaterial2d(paddle_material.clone()),
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Transform::from_xyz(-window.width() / 2.0 + PADDLE_GAP, 0.0, 1.0),
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));
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// Player 2
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commands.spawn((
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Paddle,
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Mesh2d(paddle_mesh),
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MeshMaterial2d(paddle_material),
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Transform::from_xyz(window.width() / 2.0 - PADDLE_GAP, 0.0, 1.0),
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));
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}
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#[derive(Component)]
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struct Ball;
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/// Marker component for player paddles
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///
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/// Maybe one for each player?
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/// Maybe it can hold the WebSocket, too.
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/// *Maybe* I can have one struct with an Option<Ws> to know which
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/// player is the local one (the one with a socket).
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#[derive(Component)]
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struct Paddle;
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/// ECS Component to hold the WebSocket. I guess there's going to be a magic
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/// entity that controls the networking.
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#[derive(Component)]
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struct WsClient(
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(
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WebSocket<MaybeTlsStream<TcpStream>>,
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Response<Option<Vec<u8>>>,
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),
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);
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/// Container component for a bevy task. Specifically, the async Websocket
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/// setup.
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#[derive(Component)]
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struct WsSetupTask(Task<Result<CommandQueue, ConnSetupError>>);
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/// Used to signal user input to other systems -- in particular, the notice to
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/// open a connection to the server.
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#[derive(Message)]
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enum WebSocketConnectionMessage {
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SetupConnection,
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// TODO: Presumably a TeardownConnection, right?
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}
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#[derive(Debug, Error)]
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enum ConnSetupError {
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#[error("IO")]
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Io(#[from] std::io::Error),
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#[error("WebSocket")]
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WebSocket(#[from] tungstenite::Error),
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}
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/// The keyboard input handler (mainly to trigger WS connection)
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fn input_handler(
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input: Res<ButtonInput<KeyCode>>,
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mut messages: MessageWriter<WebSocketConnectionMessage>,
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) {
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if input.just_pressed(KeyCode::Space) {
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messages.write(WebSocketConnectionMessage::SetupConnection);
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}
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}
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/// The system which establishes the WS connection. It responds to [`WebSocketConnectionMessage`]s.
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///
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/// When a [`WebSocketConnectionMessage::SetupConnection`] message is emitted,
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/// this system responds by creating a new (bevy) [`Task`]. This task is stored
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/// in the component [`WsSetupTask`] which is attached to a new entity.
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///
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/// The closure executed by this task attempts to reach out to a WebSocket URL.
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/// Upon successful connection, the socket is placed in a [`WsClient`]
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/// component and added to the same entity. At the same time, the [`WsSetupTask`]
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/// is removed since the task has now finished.
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///
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/// Monitoring for completion of the task is done by the system [`handle_tasks()`].
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fn setup_connection(
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mut commands: Commands,
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mut messages: MessageReader<WebSocketConnectionMessage>,
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|
) {
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for msg in messages.read() {
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|
match msg {
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WebSocketConnectionMessage::SetupConnection => {
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info!("Connecting to server...");
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let url = "ws://localhost:4000/websocket";
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let entity = commands.spawn_empty().id();
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{
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let pool = AsyncComputeTaskPool::get();
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let task = pool.spawn(async move {
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let mut client = tungstenite::connect(url)?;
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|
match client.0.get_mut() {
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|
MaybeTlsStream::Plain(p) => p.set_nonblocking(true)?,
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|
MaybeTlsStream::Rustls(stream_owned) => {
|
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|
stream_owned.get_mut().set_nonblocking(true)?
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|
}
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|
_ => todo!(),
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|
};
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|
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|
info!("Connected!");
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|
// First message is this client's username. I'll hard-code
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|
// a value for this PoC.
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|
client.0.send(tungstenite::Message::Text("Dingus".into()))?;
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|
let mut command_queue = CommandQueue::default();
|
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|
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|
command_queue.push(move |world: &mut World| {
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|
world
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|
.entity_mut(entity)
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||||||
|
.insert(WsClient(client))
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|
.remove::<WsSetupTask>();
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||||||
|
});
|
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|
|
||||||
|
Ok(command_queue)
|
||||||
|
});
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|
commands.entity(entity).insert(WsSetupTask(task));
|
||||||
|
}
|
||||||
|
} // _ => { there are no other variants right now, so this is pretty silly }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Polls the websocket setup task(s) to check for progress.
|
||||||
|
///
|
||||||
|
/// If the task has succeeded, it will give back a [`CommandQueue`]. This is
|
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|
/// appended to the current [`Commands`] so they are acted upon this tick.
|
||||||
|
///
|
||||||
|
/// If it has failed, an error is printed to the console.
|
||||||
|
///
|
||||||
|
/// The task is self-removing, so we don't need to delete the [`WsSetupTask`]
|
||||||
|
/// component here.
|
||||||
|
fn handle_tasks(
|
||||||
|
mut commands: Commands,
|
||||||
|
mut transform_tasks: Query<&mut WsSetupTask>,
|
||||||
|
mut states: ResMut<NextState<GameState>>,
|
||||||
|
) {
|
||||||
|
for mut task in &mut transform_tasks {
|
||||||
|
if let Some(result) = block_on(future::poll_once(&mut task.0)) {
|
||||||
|
match result {
|
||||||
|
Ok(mut commands_queue) => {
|
||||||
|
commands.append(&mut commands_queue);
|
||||||
|
states.set(GameState::Playing);
|
||||||
|
}
|
||||||
|
Err(e) => info!("Connection failed. Err: {e:?}"),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Resource)]
|
||||||
|
struct ChatTimer {
|
||||||
|
timer: Timer,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Unused, left over from example code.
|
||||||
|
///
|
||||||
|
/// It *would* tick a timer, sending a message to the echo server each time the
|
||||||
|
/// timer expires. But I have a chatroom not an echo server, so this bit
|
||||||
|
/// doesn't make sense.
|
||||||
|
///
|
||||||
|
/// If I were to make a full chat client, I would replace this with some kind
|
||||||
|
/// of event handler.
|
||||||
|
fn send_info(
|
||||||
|
some_data: Query<(&Transform,)>,
|
||||||
|
time: Res<Time>,
|
||||||
|
mut client_entt: Query<(&mut WsClient,)>,
|
||||||
|
mut cfg: ResMut<ChatTimer>,
|
||||||
|
) {
|
||||||
|
// cfg.timer.tick(time.delta());
|
||||||
|
// if cfg.timer.just_finished() {
|
||||||
|
// info!("Sending username to server.");
|
||||||
|
// for
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Reads & prints all messages from all websockets in [`WsClient`]s.
|
||||||
|
///
|
||||||
|
/// For a real chat app, this would need to print to the screen somehow. I'd
|
||||||
|
/// need a lot of other things, too, and this is supposed to be Pong. So I'm
|
||||||
|
/// not going to fix any of that.
|
||||||
|
fn recv_info(mut q: Query<&mut WsClient>) {
|
||||||
|
for mut client in q.iter_mut() {
|
||||||
|
match client.0.0.read() {
|
||||||
|
Ok(m) => info!("Received message {m:?}"),
|
||||||
|
Err(tungstenite::Error::Io(e)) if e.kind() == ErrorKind::WouldBlock => { /* ignore */ }
|
||||||
|
Err(e) => warn!("error receiving: {e}"),
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
126
client/src/ui.rs
Normal file
126
client/src/ui.rs
Normal file
@@ -0,0 +1,126 @@
|
|||||||
|
//! All the UI elements for the Pong game client.
|
||||||
|
|
||||||
|
use bevy::{
|
||||||
|
color::palettes::css::{DARK_GRAY, GRAY},
|
||||||
|
prelude::*,
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::GameState;
|
||||||
|
|
||||||
|
pub const BTN_BORDER_COLOR: Color = Color::WHITE;
|
||||||
|
pub const BTN_BG_COLOR: Color = Color::BLACK;
|
||||||
|
pub const BTN_BG_SELECTED: Color = bevy::prelude::Color::Srgba(DARK_GRAY);
|
||||||
|
|
||||||
|
pub fn spawn_main_menu(mut commands: Commands) {
|
||||||
|
commands
|
||||||
|
.spawn((Node {
|
||||||
|
width: Val::Percent(100.0),
|
||||||
|
height: Val::Percent(100.0),
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
flex_direction: FlexDirection::Column,
|
||||||
|
..Default::default()
|
||||||
|
},))
|
||||||
|
.with_children(|cmds| {
|
||||||
|
cmds.spawn((
|
||||||
|
// TODO: A more sharp and square font, maybe "pixel art" bitmap
|
||||||
|
// to really get the chunky feel of Pong.
|
||||||
|
Text::new("Robert's Bad Pong Game"),
|
||||||
|
TextFont::from_font_size(50.0),
|
||||||
|
TextLayout::new_with_justify(Justify::Center),
|
||||||
|
TextShadow::default(),
|
||||||
|
));
|
||||||
|
let mut start_button = cmds.spawn(button_bundle("Start game"));
|
||||||
|
start_button.observe(
|
||||||
|
|_trigger: On<Pointer<Click>>, mut game_state: ResMut<NextState<GameState>>| {
|
||||||
|
game_state.set(GameState::Connecting);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
let mut quit_button = cmds.spawn(button_bundle("Quit Game"));
|
||||||
|
quit_button.observe(
|
||||||
|
|_trigger: On<Pointer<Click>>, mut messages: MessageWriter<AppExit>| {
|
||||||
|
// Quit the game if the quit button was pressed.
|
||||||
|
messages.write(AppExit::Success);
|
||||||
|
},
|
||||||
|
);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Despawns the main menu (which is assumed to be the top-most node)
|
||||||
|
///
|
||||||
|
/// TODO: Add a marker component, but only in debug builds. A unit test can
|
||||||
|
/// assert this condition so I don't actually have to check it at runtime
|
||||||
|
/// on release builds.
|
||||||
|
pub fn despawn_main_menu(
|
||||||
|
mut commands: Commands,
|
||||||
|
top_node: Single<Entity, (With<Node>, Without<ChildOf>)>,
|
||||||
|
) {
|
||||||
|
commands.entity(top_node.into_inner()).despawn();
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn spawn_connection_wait_screen(mut commands: Commands) {
|
||||||
|
info!("Spawning connecting notice.");
|
||||||
|
commands.spawn((
|
||||||
|
Node {
|
||||||
|
width: Val::Percent(100.0),
|
||||||
|
height: Val::Percent(100.0),
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
flex_direction: FlexDirection::Column,
|
||||||
|
..Default::default()
|
||||||
|
},
|
||||||
|
children![Text::new("Connecting...")],
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn despawn_connection_wait_screen(
|
||||||
|
mut commands: Commands,
|
||||||
|
text_nodes: Single<Entity, (With<Node>, With<Text>)>,
|
||||||
|
) {
|
||||||
|
info!("Despawning connecting notice.");
|
||||||
|
commands.entity(text_nodes.into_inner()).despawn();
|
||||||
|
}
|
||||||
|
|
||||||
|
/// The basic bundle for generic buttons.
|
||||||
|
///
|
||||||
|
/// It's mostly so I don't have to copy & paste this everywhere I want to use it.
|
||||||
|
fn button_bundle(text: &str) -> impl Bundle {
|
||||||
|
(
|
||||||
|
Button,
|
||||||
|
Node {
|
||||||
|
width: Val::Px(150.0),
|
||||||
|
height: Val::Px(65.0),
|
||||||
|
border: UiRect::all(Val::Px(4.0)),
|
||||||
|
justify_content: JustifyContent::Center,
|
||||||
|
align_items: AlignItems::Center,
|
||||||
|
margin: UiRect::all(Val::Px(10.0)),
|
||||||
|
..Default::default()
|
||||||
|
},
|
||||||
|
BorderColor::all(BTN_BORDER_COLOR),
|
||||||
|
BorderRadius::ZERO,
|
||||||
|
BackgroundColor(BTN_BG_COLOR),
|
||||||
|
children![(
|
||||||
|
Text::new(text),
|
||||||
|
TextColor(GRAY.into()),
|
||||||
|
TextShadow::default(),
|
||||||
|
)],
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn button_hover_start(
|
||||||
|
trigger: On<Pointer<Over>>,
|
||||||
|
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
|
||||||
|
) {
|
||||||
|
if let Ok((mut bg, mut _border)) = button_colors.get_mut(trigger.entity) {
|
||||||
|
bg.0 = BTN_BG_SELECTED;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn button_hover_stop(
|
||||||
|
trigger: On<Pointer<Out>>,
|
||||||
|
mut button_colors: Query<(&mut BackgroundColor, &mut BorderColor), With<Button>>,
|
||||||
|
) {
|
||||||
|
if let Ok((mut bg, mut _border)) = button_colors.get_mut(trigger.entity) {
|
||||||
|
bg.0 = BTN_BG_COLOR;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -78,7 +78,6 @@ async fn websocket(socket: WebSocket, state: Arc<AppState>) {
|
|||||||
let mut rx = state.tx.subscribe();
|
let mut rx = state.tx.subscribe();
|
||||||
let _ = state.tx.send(format!("{username} joined the lobby!"));
|
let _ = state.tx.send(format!("{username} joined the lobby!"));
|
||||||
|
|
||||||
|
|
||||||
// Read messages broadcast through the server, write them to this socket.
|
// Read messages broadcast through the server, write them to this socket.
|
||||||
// If any error is returned, break the loop to terminate the task. We're
|
// If any error is returned, break the loop to terminate the task. We're
|
||||||
// not dealing with them right now.
|
// not dealing with them right now.
|
||||||
@@ -122,7 +121,7 @@ async fn websocket(socket: WebSocket, state: Arc<AppState>) {
|
|||||||
fn check_username(state: &AppState, name_out: &mut String, name: &str) {
|
fn check_username(state: &AppState, name_out: &mut String, name: &str) {
|
||||||
// TODO: Return a Result instead of using out-parameters. This isn't C,
|
// TODO: Return a Result instead of using out-parameters. This isn't C,
|
||||||
// we can do better.
|
// we can do better.
|
||||||
let mut user_set= state.user_set.lock().unwrap();
|
let mut user_set = state.user_set.lock().unwrap();
|
||||||
if !user_set.contains(name) {
|
if !user_set.contains(name) {
|
||||||
user_set.insert(name.to_owned());
|
user_set.insert(name.to_owned());
|
||||||
name_out.push_str(name);
|
name_out.push_str(name);
|
||||||
|
|||||||
Reference in New Issue
Block a user