DEVELOPMENT ENVIRONMENT

~liljamo/deck-builder

ref: f2de86d05f6458f905521a221c7470b86207f285 deck-builder/client/src/plugins/networking/systems/events/receive/mod.rs -rw-r--r-- 3.3 KiB
f2de86d0Jonni Liljamo feat: add id to CfgUser and AfterAuth 1 year, 9 months ago
                                                                                
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/*
 * This file is part of laurelin/client
 * Copyright (C) 2023 Jonni Liljamo <jonni@liljamo.com>
 *
 * Licensed under GPL-3.0-only.
 * See LICENSE for licensing information.
 */

use bevy::prelude::*;
use laurelin_shared::server::{
    channels::{AfterAuthChannel, DataRequestChannel},
    messages::{AfterAuth, DataRequestResponse, DataRequestType},
};
use naia_bevy_client::{
    events::{ClientTickEvent, ConnectEvent, DisconnectEvent, MessageEvents, RejectEvent},
    Client,
};

use crate::{
    cfg::CfgUser,
    plugins::menu::{
        ui::{
            connect::{ConnectScreenData, ConnectState},
            play::PlayScreenData,
        },
        MenuState,
    },
};

pub fn connect_events(mut ev: EventReader<ConnectEvent>, client: Client) {
    for _ in ev.iter() {
        if let Ok(server_address) = client.server_address() {
            info!("Laurelin client connected to: '{}'", server_address);
        }
    }
}

pub fn reject_events(mut ev: EventReader<RejectEvent>, mut data: ResMut<ConnectScreenData>) {
    for _ in ev.iter() {
        warn!("Laurelin client rejected from connecting to server!");

        data.error = "rejected from connecting".to_string();
        data.state = if data.state == ConnectState::LoggingIn {
            ConnectState::Login
        } else {
            ConnectState::Register
        }
    }
}

pub fn disconnect_events(mut ev: EventReader<DisconnectEvent>) {
    for _ in ev.iter() {
        info!("Laurelin client disconnected from server.");
    }
}

pub fn message_events(
    mut commands: Commands,
    mut ev: EventReader<MessageEvents>,
    mut cfg_user: ResMut<CfgUser>,
    mut connect_data: ResMut<ConnectScreenData>,
    mut play_data: ResMut<PlayScreenData>,
) {
    for events in ev.iter() {
        for aa_message in events.read::<AfterAuthChannel, AfterAuth>() {
            // TODO: move handling to a separate function?

            // save details from AfterAuth
            cfg_user.id = aa_message.id;
            cfg_user.username = aa_message.username;
            cfg_user.cookie = aa_message.cookie;

            // reset the connection screen to login
            connect_data.state = ConnectState::Login;

            // take us to the main menu
            commands.insert_resource(NextState(Some(MenuState::Menu)));
        }

        for response in events.read::<DataRequestChannel, DataRequestResponse>() {
            match DataRequestType::from_u8(&response.r#type) {
                DataRequestType::GameCreate => {
                    // TODO: set cur_game, send player to lobby screen
                }
                DataRequestType::GameAllForming => {
                    // TODO: handle possible error
                    play_data.all_forming = serde_json::from_str(&response.data).unwrap();
                    play_data.waiting_for_all_forming = false;
                }
                DataRequestType::GameMyGames => {
                    // TODO: handle possible error
                    play_data.my_games = serde_json::from_str(&response.data).unwrap();
                    play_data.waiting_for_my_games = false;
                }
            }
        }
    }
}

pub fn tick_events(mut ev: EventReader<ClientTickEvent>, client: Client) {
    if !client.is_connected() {
        return;
    }

    for ClientTickEvent(_tick) in ev.iter() {}
}