1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
mod ui;

use crate::{
    menu::{
        main::{get_client_msg_error, rand_bg_image_spec},
        server_info::ServerInfoState,
    },
    render::{Drawer, GlobalsBindGroup},
    scene::simple::{self as scene, Scene},
    session::SessionState,
    settings::Settings,
    window::Event as WinEvent,
    Direction, GlobalState, PlayState, PlayStateResult,
};
use client::{self, Client};
use common::{comp, event::UpdateCharacterMetadata, resources::DeltaTime};
use common_base::span;
#[cfg(feature = "plugins")]
use common_state::plugin::PluginMgr;
use specs::WorldExt;
use std::{cell::RefCell, rc::Rc};
use tracing::error;
use ui::CharSelectionUi;

pub struct CharSelectionState {
    char_selection_ui: CharSelectionUi,
    client: Rc<RefCell<Client>>,
    scene: Scene,
}

impl CharSelectionState {
    /// Create a new `CharSelectionState`.
    pub fn new(global_state: &mut GlobalState, client: Rc<RefCell<Client>>) -> Self {
        let sprite_render_context = (global_state.lazy_init)(global_state.window.renderer_mut());
        let scene = Scene::new(
            global_state.window.renderer_mut(),
            &mut client.borrow_mut(),
            &global_state.settings,
            sprite_render_context,
        );
        let char_selection_ui = CharSelectionUi::new(global_state, &client.borrow());

        Self {
            char_selection_ui,
            client,
            scene,
        }
    }

    fn get_humanoid_body_inventory<'a>(
        char_selection_ui: &'a CharSelectionUi,
        client: &'a Client,
    ) -> (
        Option<comp::humanoid::Body>,
        Option<&'a comp::inventory::Inventory>,
    ) {
        char_selection_ui
            .display_body_inventory(&client.character_list().characters)
            .map(|(body, inventory)| {
                (
                    match body {
                        comp::Body::Humanoid(body) => Some(body),
                        _ => None,
                    },
                    Some(inventory),
                )
            })
            .unwrap_or_default()
    }

    pub fn client(&self) -> &RefCell<Client> { &self.client }
}

impl PlayState for CharSelectionState {
    fn enter(&mut self, global_state: &mut GlobalState, _: Direction) {
        // Load the player's character list
        if !self.client.borrow().are_plugins_missing() {
            self.client.borrow_mut().load_character_list();
        }

        // Updated localization in case the selected language was changed
        self.char_selection_ui.update_language(global_state.i18n);
        // Set scale mode in case it was change
        self.char_selection_ui
            .set_scale_mode(global_state.settings.interface.ui_scale);

        // Clear shadow textures since we don't render to them here
        global_state.clear_shadows_next_frame = true;

        #[cfg(feature = "discord")]
        global_state.discord.enter_character_selection();
    }

    fn tick(&mut self, global_state: &mut GlobalState, events: Vec<WinEvent>) -> PlayStateResult {
        span!(_guard, "tick", "<CharSelectionState as PlayState>::tick");
        let client_registered = {
            let client = self.client.borrow();
            client.registered()
        };
        if client_registered {
            // Handle window events
            for event in events {
                if self.char_selection_ui.handle_event(event.clone()) {
                    continue;
                }
                match event {
                    WinEvent::Close => {
                        return PlayStateResult::Shutdown;
                    },
                    // Pass all other events to the scene
                    event => {
                        self.scene.handle_input_event(event);
                    }, // TODO: Do something if the event wasn't handled?
                }
            }

            // Maintain the UI.
            let events = self
                .char_selection_ui
                .maintain(global_state, &self.client.borrow());

            for event in events {
                match event {
                    ui::Event::Logout => {
                        return PlayStateResult::Pop;
                    },
                    ui::Event::AddCharacter {
                        alias,
                        mainhand,
                        offhand,
                        body,
                        hardcore,
                        start_site,
                    } => {
                        self.client
                            .borrow_mut()
                            .create_character(alias, mainhand, offhand, body, hardcore, start_site);
                    },
                    ui::Event::EditCharacter {
                        alias,
                        character_id,
                        body,
                    } => {
                        self.client
                            .borrow_mut()
                            .edit_character(alias, character_id, body);
                    },
                    ui::Event::DeleteCharacter(character_id) => {
                        self.client.borrow_mut().delete_character(character_id);
                    },
                    ui::Event::Play(character_id) => {
                        let mut c = self.client.borrow_mut();
                        let graphics = &global_state.settings.graphics;
                        c.request_character(character_id, common::ViewDistances {
                            terrain: graphics.terrain_view_distance,
                            entity: graphics.entity_view_distance,
                        });
                    },
                    ui::Event::Spectate => {
                        {
                            let mut c = self.client.borrow_mut();
                            c.request_spectate(global_state.settings.graphics.view_distances());
                        }
                        return PlayStateResult::Switch(Box::new(SessionState::new(
                            global_state,
                            UpdateCharacterMetadata::default(),
                            Rc::clone(&self.client),
                        )));
                    },
                    ui::Event::ShowRules => {
                        let client = self.client.borrow();

                        let server_info = client.server_info().clone();
                        let server_description = client.server_description().clone();

                        drop(client);

                        let char_select =
                            CharSelectionState::new(global_state, Rc::clone(&self.client));

                        let new_state = ServerInfoState::try_from_server_info(
                            global_state,
                            rand_bg_image_spec(),
                            char_select,
                            server_info,
                            server_description,
                            true,
                        )
                        .map(|s| Box::new(s) as _)
                        .unwrap_or_else(|s| Box::new(s) as _);

                        return PlayStateResult::Switch(new_state);
                    },
                    ui::Event::ClearCharacterListError => {
                        self.char_selection_ui.error = None;
                    },
                    ui::Event::SelectCharacter(selected) => {
                        let client = self.client.borrow();
                        let server_name = &client.server_info().name;
                        // Select newly created character
                        global_state
                            .profile
                            .set_selected_character(server_name, selected);
                        global_state
                            .profile
                            .save_to_file_warn(&global_state.config_dir);
                    },
                }
            }

            // Maintain the scene.
            {
                let client = self.client.borrow();
                let (humanoid_body, loadout) =
                    Self::get_humanoid_body_inventory(&self.char_selection_ui, &client);

                // Maintain the scene.
                let scene_data = scene::SceneData {
                    time: client.state().get_time(),
                    delta_time: client.state().ecs().read_resource::<DeltaTime>().0,
                    tick: client.get_tick(),
                    slow_job_pool: &client.state().slow_job_pool(),
                    body: humanoid_body,
                    gamma: global_state.settings.graphics.gamma,
                    exposure: global_state.settings.graphics.exposure,
                    ambiance: global_state.settings.graphics.ambiance,
                    mouse_smoothing: global_state.settings.gameplay.smooth_pan_enable,
                    figure_lod_render_distance: global_state
                        .settings
                        .graphics
                        .figure_lod_render_distance
                        as f32,
                };

                self.scene.maintain(
                    global_state.window.renderer_mut(),
                    scene_data,
                    loadout,
                    &client,
                );
            }

            // Tick the client (currently only to keep the connection alive).
            let localized_strings = &global_state.i18n.read();

            let res = self
                .client
                .borrow_mut()
                .tick(comp::ControllerInputs::default(), global_state.clock.dt());
            match res {
                Ok(events) => {
                    for event in events {
                        match event {
                            client::Event::SetViewDistance(_vd) => {},
                            client::Event::Disconnect => {
                                global_state.info_message = Some(
                                    localized_strings
                                        .get_msg("main-login-server_shut_down")
                                        .into_owned(),
                                );
                                return PlayStateResult::Pop;
                            },
                            client::Event::CharacterCreated(character_id) => {
                                self.char_selection_ui.select_character(character_id);
                            },
                            client::Event::CharacterError(error) => {
                                self.char_selection_ui.display_error(error);
                            },
                            client::Event::CharacterJoined(metadata) => {
                                // NOTE: It's possible we'll lose disconnect messages this way,
                                // among other things, but oh well.
                                //
                                // TODO: Process all messages before returning (from any branch) in
                                // order to catch disconnect messages.
                                return PlayStateResult::Switch(Box::new(SessionState::new(
                                    global_state,
                                    metadata,
                                    Rc::clone(&self.client),
                                )));
                            },
                            #[cfg_attr(not(feature = "plugins"), allow(unused_variables))]
                            client::Event::PluginDataReceived(data) => {
                                #[cfg(feature = "plugins")]
                                {
                                    tracing::info!("plugin data {}", data.len());
                                    let mut client = self.client.borrow_mut();
                                    let hash = client
                                        .state()
                                        .ecs()
                                        .write_resource::<PluginMgr>()
                                        .cache_server_plugin(&global_state.config_dir, data);
                                    match hash {
                                        Ok(hash) => {
                                            if client.plugin_received(hash) == 0 {
                                                // now load characters (plugins might contain items)
                                                client.load_character_list();
                                            }
                                        },
                                        Err(e) => tracing::error!(?e, "cache_server_plugin"),
                                    }
                                }
                            },
                            // TODO: See if we should handle StartSpectate here instead.
                            _ => {},
                        }
                    }
                },
                Err(err) => {
                    error!(?err, "[char_selection] Failed to tick the client");
                    global_state.info_message =
                        Some(get_client_msg_error(err, None, &global_state.i18n.read()));
                    return PlayStateResult::Pop;
                },
            }

            // TODO: make sure rendering is not relying on cleaned up stuff
            self.client.borrow_mut().cleanup();

            PlayStateResult::Continue
        } else {
            error!("Client not in pending, or registered state. Popping char selection play state");
            // TODO set global_state.info_message
            PlayStateResult::Pop
        }
    }

    fn name(&self) -> &'static str { "Character Selection" }

    fn capped_fps(&self) -> bool { true }

    fn globals_bind_group(&self) -> &GlobalsBindGroup { self.scene.global_bind_group() }

    fn render(&self, drawer: &mut Drawer<'_>, _: &Settings) {
        let client = self.client.borrow();
        let (humanoid_body, loadout) =
            Self::get_humanoid_body_inventory(&self.char_selection_ui, &client);

        if let Some(mut first_pass) = drawer.first_pass() {
            self.scene
                .render(&mut first_pass, client.get_tick(), humanoid_body, loadout);
        }

        if let Some(mut volumetric_pass) = drawer.volumetric_pass() {
            // Clouds
            volumetric_pass.draw_clouds();
        }
        // Bloom (does nothing if bloom is disabled)
        drawer.run_bloom_passes();
        // PostProcess and UI
        let mut third_pass = drawer.third_pass();
        third_pass.draw_postprocess();
        // Draw the UI to the screen.
        if let Some(mut ui_drawer) = third_pass.draw_ui() {
            self.char_selection_ui.render(&mut ui_drawer);
        };
    }

    fn egui_enabled(&self) -> bool { false }
}