allow to choosing renet_netcode vs steam
This commit is contained in:
@@ -1,6 +1,6 @@
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use crate::{
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GameState,
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config::NetworkingConfig,
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config::NetConfig,
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protocol::{
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ClientEnteredPlaying, TbMapEntityId, TbMapEntityMapping, messages::DespawnTbMapEntity,
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},
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@@ -18,11 +18,9 @@ use bevy_replicon::{
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use bevy_replicon_renet::{
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RenetChannelsExt,
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renet::{ConnectionConfig, RenetClient},
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steam::SteamClientTransport,
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};
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use bevy_steamworks::Client;
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use bevy_trenchbroom::geometry::Brushes;
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use steamworks::SteamId;
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pub mod audio;
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pub mod backpack;
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@@ -53,7 +51,7 @@ pub fn plugin(app: &mut App) {
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app.add_systems(
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OnEnter(GameState::Connecting),
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connect_to_server.run_if(|config: Res<NetworkingConfig>| config.connect_to_host()),
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connect_to_server.run_if(|config: Res<NetConfig>| config.is_client()),
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);
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app.add_systems(Update, despawn_absent_map_entities);
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app.add_systems(
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@@ -87,7 +85,7 @@ fn on_disconnect() {
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fn connect_to_server(
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mut commands: Commands,
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config: Res<NetworkingConfig>,
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config: Res<NetConfig>,
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channels: Res<RepliconChannels>,
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steam_client: Res<Client>,
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) -> Result {
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@@ -100,14 +98,40 @@ fn connect_to_server(
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..Default::default()
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});
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let steam_id: u64 = config.steam_id.clone().unwrap().parse().unwrap();
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let steam_id = SteamId::from_raw(steam_id);
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info!("attempting connection to {steam_id:?}");
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let transport = SteamClientTransport::new((**steam_client).clone(), &steam_id)?;
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commands.insert_resource(client);
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commands.insert_resource(transport);
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if let NetConfig::SteamClient(host_steam_id) = &*config {
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info!("connecting to steam host: {host_steam_id:?}");
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let transport = bevy_replicon_renet::steam::SteamClientTransport::new(
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(**steam_client).clone(),
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host_steam_id,
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)?;
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commands.insert_resource(transport);
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} else if let NetConfig::NetcodeClient(host_addr) = &*config {
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use std::time::SystemTime;
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info!("connecting to netcode host: {host_addr:?}");
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let current_time = SystemTime::now()
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.duration_since(SystemTime::UNIX_EPOCH)
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.unwrap();
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let client_id = current_time.as_millis() as u64;
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let socket = std::net::UdpSocket::bind((std::net::Ipv4Addr::UNSPECIFIED, 0))?;
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let authentication = bevy_replicon_renet::netcode::ClientAuthentication::Unsecure {
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client_id,
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protocol_id: 0,
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server_addr: host_addr.clone(),
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user_data: None,
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};
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let transport = bevy_replicon_renet::netcode::NetcodeClientTransport::new(
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current_time,
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authentication,
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socket,
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)?;
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commands.insert_resource(transport);
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}
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Ok(())
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}
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@@ -1,26 +1,92 @@
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use std::net::SocketAddr;
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use bevy::prelude::*;
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use clap::Parser;
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use steamworks::SteamId;
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pub fn plugin(app: &mut App) {
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let config = NetworkingConfig::parse();
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let config: NetConfig = config.into();
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info!("net config: {:?}", config);
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app.insert_resource(config);
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}
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#[derive(Resource, Parser, Debug)]
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#[derive(Parser, Debug)]
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#[command(version, about, long_about = None)]
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pub struct NetworkingConfig {
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struct NetworkingConfig {
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/// Steam id of the host to connect to
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#[arg(long)]
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pub steam_id: Option<String>,
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/// Whether or not to open a port when opening the client, for other clients
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/// to connect. Does nothing if `server` is set.
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pub steam_host_id: Option<String>,
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/// Act as steam host
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#[arg(long)]
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pub host: bool,
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pub steam_host: bool,
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/// Act as host using netcode, so we have to define our port
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#[arg(long)]
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pub netcode_host: Option<Option<u16>>,
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/// Host address we connect to as a client
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#[arg(long)]
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pub netcode_client: Option<Option<String>>,
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}
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impl NetworkingConfig {
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pub fn connect_to_host(&self) -> bool {
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self.steam_id.is_some()
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#[derive(Resource, Debug)]
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pub enum NetConfig {
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Singleplayer,
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SteamHost,
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NetcodeHost { port: u16 },
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SteamClient(SteamId),
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NetcodeClient(SocketAddr),
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}
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impl NetConfig {
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pub fn is_client(&self) -> bool {
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matches!(
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self,
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NetConfig::SteamClient(_) | NetConfig::NetcodeClient(_)
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)
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}
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pub fn is_host(&self) -> bool {
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matches!(self, NetConfig::SteamHost | NetConfig::NetcodeHost { .. })
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}
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pub fn is_singleplayer(&self) -> bool {
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!self.is_client() && !self.is_host()
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}
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}
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impl From<NetworkingConfig> for NetConfig {
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fn from(config: NetworkingConfig) -> Self {
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match (
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config.steam_host,
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config.steam_host_id,
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config.netcode_host,
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config.netcode_client,
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) {
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(false, None, None, None) => Self::Singleplayer,
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(true, None, None, None) => Self::SteamHost,
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(false, Some(id), None, None) => Self::SteamClient(parse_steam_id(id)),
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(false, None, Some(port), None) => Self::NetcodeHost {
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port: port.unwrap_or(31111),
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},
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(false, None, None, Some(addr)) => Self::NetcodeClient(parse_addr(addr)),
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_ => panic!("Invalid configuration"),
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}
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}
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}
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fn parse_addr(addr: Option<String>) -> SocketAddr {
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addr.map(|addr| addr.parse().ok())
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.flatten()
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.unwrap_or_else(|| "127.0.0.1:31111".parse().unwrap())
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}
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fn parse_steam_id(id: String) -> SteamId {
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let id: u64 = id.parse().unwrap();
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SteamId::from_raw(id)
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}
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@@ -34,7 +34,7 @@ pub mod utils;
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pub mod water;
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use crate::{
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config::NetworkingConfig,
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config::NetConfig,
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heads_database::{HeadDatabaseAsset, HeadsDatabase},
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protocol::{PlayerIdCounter, messages::AssignClientPlayer},
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tb_entities::SpawnPoint,
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@@ -52,7 +52,6 @@ use bevy_trenchbroom::{
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TrenchBroomPlugins, config::TrenchBroomConfig, prelude::TrenchBroomPhysicsPlugin,
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};
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use bevy_trenchbroom_avian::AvianPhysicsBackend;
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use steamworks::{CallbackResult, P2PSessionRequest};
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use utils::{billboards, squish_animation};
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pub const HEDZ_GREEN: Srgba = Srgba::rgb(0.0, 1.0, 0.0);
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@@ -150,23 +149,21 @@ pub fn plugin(app: &mut App) {
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if cfg!(feature = "client") {
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app.add_systems(
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OnEnter(GameState::Waiting),
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start_solo_client
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.run_if(|config: Res<NetworkingConfig>| !config.connect_to_host() && !config.host),
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start_solo_client.run_if(|config: Res<NetConfig>| config.is_singleplayer()),
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);
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app.add_systems(
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OnEnter(GameState::Waiting),
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start_listen_server
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.run_if(|config: Res<NetworkingConfig>| !config.connect_to_host() && config.host),
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start_listen_server.run_if(|config: Res<NetConfig>| config.is_host()),
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);
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app.add_systems(
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OnEnter(GameState::Waiting),
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start_client.run_if(|config: Res<NetworkingConfig>| config.connect_to_host()),
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start_client.run_if(|config: Res<NetConfig>| config.is_client()),
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);
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} else {
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app.add_systems(OnEnter(GameState::Waiting), start_dedicated_server);
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}
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app.add_systems(Update, accept_p2p_sessions);
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app.add_systems(Update, log_steam_events);
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}
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#[derive(Resource, Reflect, Debug)]
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@@ -196,20 +193,14 @@ pub enum GameState {
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Playing,
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}
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fn accept_p2p_sessions(
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mut events: MessageReader<SteamworksEvent>,
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steam_client: Res<bevy_steamworks::Client>,
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) {
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fn log_steam_events(events: Option<MessageReader<SteamworksEvent>>) {
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let Some(mut events) = events else {
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return;
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};
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for event in events.read() {
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if let SteamworksEvent::CallbackResult(CallbackResult::P2PSessionRequest(
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P2PSessionRequest { remote },
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)) = event
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{
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info!("Accepting P2P session from: {:?}", remote);
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steam_client.networking().accept_p2p_session(*remote);
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} else {
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info!("steamworks event: {:?}", event);
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}
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let SteamworksEvent::CallbackResult(result) = event;
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info!("steam: {:?}", result);
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}
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}
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@@ -1,5 +1,7 @@
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use crate::{
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GameState, global_observer,
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GameState,
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config::NetConfig,
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global_observer,
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heads_database::HeadsDatabase,
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player::ClientPlayerId,
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protocol::{ClientEnteredPlaying, PlayerIdCounter, SetGameTick, messages::AssignClientPlayer},
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@@ -55,7 +57,8 @@ fn open_renet_server(
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mut commands: Commands,
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channels: Res<RepliconChannels>,
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mut next: ResMut<NextState<GameState>>,
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steam_client: Res<bevy_steamworks::Client>,
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steam_client: Option<Res<bevy_steamworks::Client>>,
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config: Res<NetConfig>,
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) -> Result<(), BevyError> {
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info!("opening server");
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@@ -68,18 +71,46 @@ fn open_renet_server(
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..Default::default()
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});
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let steam_config = bevy_replicon_renet::steam::SteamServerConfig {
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access_permission: bevy_replicon_renet::steam::AccessPermission::FriendsOnly,
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max_clients: 16,
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};
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if let NetConfig::SteamHost = *config {
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let Some(steam_client) = steam_client else {
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return Err("Steam client not found".into());
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};
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let client = (**steam_client).clone();
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let transport = SteamServerTransport::new(client, steam_config)?;
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let steam_config = bevy_replicon_renet::steam::SteamServerConfig {
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access_permission: bevy_replicon_renet::steam::AccessPermission::FriendsOnly,
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max_clients: 16,
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};
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commands.queue(|w: &mut World| {
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w.insert_resource(server);
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w.insert_non_send_resource(transport);
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});
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let client = (**steam_client).clone();
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let transport = SteamServerTransport::new(client, steam_config)?;
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commands.queue(|w: &mut World| {
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w.insert_resource(server);
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w.insert_non_send_resource(transport);
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});
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info!("hosting server: steam");
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} else if let NetConfig::NetcodeHost { port } = *config {
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use std::time::SystemTime;
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let current_time = SystemTime::now().duration_since(SystemTime::UNIX_EPOCH)?;
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let socket = std::net::UdpSocket::bind((std::net::Ipv4Addr::UNSPECIFIED, port))?;
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let server_config = bevy_replicon_renet::netcode::ServerConfig {
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current_time,
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max_clients: 1,
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protocol_id: 0,
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authentication: bevy_replicon_renet::netcode::ServerAuthentication::Unsecure,
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public_addresses: Default::default(),
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};
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let transport =
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bevy_replicon_renet::netcode::NetcodeServerTransport::new(server_config, socket)?;
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commands.insert_resource(server);
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commands.insert_resource(transport);
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info!("hosting server: netcode on port {port}");
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}
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next.set(GameState::Playing);
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