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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 }
}