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client.rs
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411 lines (357 loc) · 13.8 KB
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//! Multiplayer client example.
//!
//! Run: cargo run -p euca-game --example server
//! Then in another terminal: cargo run -p euca-game --example client
//! Multiple clients can connect simultaneously.
use std::collections::HashMap;
use std::net::SocketAddr;
use std::sync::Arc;
use euca_ecs::{Entity, Query, World};
use euca_math::{Quat, Transform, Vec3};
use euca_net::{
ClientMessage, ClientPrediction, GameClient, NetworkId, PacketHeader, ServerMessage,
UdpTransport, apply_prediction_system, reconcile_entity, record_prediction_for_entity,
};
use euca_render::*;
use euca_scene::{GlobalTransform, LocalTransform};
use winit::application::ApplicationHandler;
use winit::event::{ElementState, KeyEvent, WindowEvent};
use winit::event_loop::{ActiveEventLoop, EventLoop};
use winit::keyboard::{Key, NamedKey};
use winit::window::{Window, WindowAttributes, WindowId};
const SERVER_ADDR: &str = "127.0.0.1:7777";
/// Maps network entity IDs to local ECS entities.
struct NetworkEntityMap {
network_to_ecs: HashMap<NetworkId, Entity>,
}
impl NetworkEntityMap {
fn new() -> Self {
Self {
network_to_ecs: HashMap::new(),
}
}
}
struct ClientApp {
transport: Option<UdpTransport>,
client: GameClient,
server_addr: SocketAddr,
// ECS world holds all entities (replicated from server)
world: World,
net_map: NetworkEntityMap,
// Rendering
survey: HardwareSurvey,
wgpu_instance: wgpu::Instance,
window: Option<Arc<Window>>,
gpu: Option<GpuContext>,
renderer: Option<Renderer>,
cube_mesh: Option<MeshHandle>,
player_material: Option<MaterialHandle>,
other_material: Option<MaterialHandle>,
// Input
pressed_keys: Vec<euca_input::InputKey>,
send_seq: u32,
window_attrs: WindowAttributes,
}
impl ClientApp {
fn new() -> Self {
let (survey, wgpu_instance) = HardwareSurvey::detect();
let server_addr: SocketAddr = SERVER_ADDR.parse().unwrap();
Self {
transport: None,
client: GameClient::new(),
server_addr,
world: World::new(),
net_map: NetworkEntityMap::new(),
survey,
wgpu_instance,
window: None,
gpu: None,
renderer: None,
cube_mesh: None,
player_material: None,
other_material: None,
pressed_keys: Vec::new(),
send_seq: 0,
window_attrs: WindowAttributes::default()
.with_title("Euca Engine — Multiplayer Client")
.with_inner_size(winit::dpi::LogicalSize::new(800, 600)),
}
}
fn connect(&mut self) {
let transport =
UdpTransport::bind("0.0.0.0:0".parse().unwrap()).expect("Failed to bind client socket");
log::info!("Client bound to {}", transport.local_addr().unwrap());
// Send connect message
let msg = ClientMessage::Connect {
player_name: format!("Player_{}", std::process::id()),
};
self.send_to_server(&transport, &msg);
self.transport = Some(transport);
log::info!("Connecting to server at {SERVER_ADDR}...");
}
fn send_to_server(&mut self, transport: &UdpTransport, msg: &ClientMessage) {
let payload = bincode::serialize(msg).expect("serialize failed");
let header = PacketHeader {
sequence: self.send_seq,
ack: 0,
ack_bits: 0,
};
self.send_seq += 1;
let _ = transport.send_packet(&header, &payload, self.server_addr);
}
fn receive_packets(&mut self) {
let transport = match &mut self.transport {
Some(t) => t,
None => return,
};
while let Some((_addr, _header, payload)) = transport.recv_packet() {
if let Ok(msg) = bincode::deserialize::<ServerMessage>(&payload) {
self.client.handle_server_message(msg);
}
}
// Sync GameClient state into the ECS world.
self.sync_world_from_client();
}
/// Synchronise the ECS world with the authoritative state held by `GameClient`.
///
/// For each entity the server knows about:
/// - If it does not yet exist locally, spawn it with render components.
/// - Update its `LocalTransform` from the server-reported position/rotation.
/// - For the local player entity, reconcile predictions against the server.
///
/// Entities that the server despawned are removed from the world.
fn sync_world_from_client(&mut self) {
let cube_mesh = match self.cube_mesh {
Some(m) => m,
None => return, // Renderer not ready yet
};
let player_mat = match self.player_material {
Some(m) => m,
None => return,
};
let other_mat = match self.other_material {
Some(m) => m,
None => return,
};
let my_nid = self.client.player_network_id;
let server_tick = self.client.server_tick;
// Spawn or update entities from the client's replicated state.
let entity_states: Vec<_> = self.client.entities.values().cloned().collect();
for state in &entity_states {
let is_local_player = my_nid == Some(state.network_id);
let material = if is_local_player {
player_mat
} else {
other_mat
};
let entity = if let Some(&existing) = self.net_map.network_to_ecs.get(&state.network_id)
{
existing
} else {
// Spawn a new ECS entity for this network entity.
let e = self
.world
.spawn(LocalTransform(Transform::from_translation(Vec3::new(
state.position[0],
state.position[1],
state.position[2],
))));
self.world.insert(e, GlobalTransform::default());
self.world.insert(e, MeshRenderer { mesh: cube_mesh });
self.world.insert(e, MaterialRef { handle: material });
self.world.insert(e, state.network_id);
if is_local_player {
self.world.insert(e, ClientPrediction::new());
}
self.net_map.network_to_ecs.insert(state.network_id, e);
e
};
// Update transform from server state.
if let Some(lt) = self.world.get_mut::<LocalTransform>(entity) {
lt.0.translation =
Vec3::new(state.position[0], state.position[1], state.position[2]);
lt.0.rotation = Quat::from_xyzw(
state.rotation[0],
state.rotation[1],
state.rotation[2],
state.rotation[3],
);
lt.0.scale = Vec3::new(state.scale[0], state.scale[1], state.scale[2]);
}
// Ensure the material stays correct (player vs. other).
if let Some(mat_ref) = self.world.get_mut::<MaterialRef>(entity) {
mat_ref.handle = material;
}
// Reconcile prediction for the local player.
if is_local_player {
reconcile_entity(&mut self.world, entity, server_tick, state.position);
}
}
// Remove entities that the server despawned.
for nid in self.client.drain_despawned() {
if let Some(entity) = self.net_map.network_to_ecs.remove(&nid) {
self.world.despawn(entity);
}
}
}
fn send_input(&mut self) {
let transport = match &self.transport {
Some(t) => t,
None => return,
};
let msg = ClientMessage::Input {
tick: 0,
pressed_keys: self.pressed_keys.clone(),
mouse_position: [0.0, 0.0],
mouse_delta: [0.0, 0.0],
};
let payload = bincode::serialize(&msg).expect("serialize failed");
let header = PacketHeader {
sequence: self.send_seq,
ack: 0,
ack_bits: 0,
};
self.send_seq += 1;
let _ = transport.send_packet(&header, &payload, self.server_addr);
}
/// Record a prediction for the local player entity, then apply pending
/// prediction corrections to all entities with `ClientPrediction`.
fn run_prediction(&mut self) {
let my_nid = match self.client.player_network_id {
Some(nid) => nid,
None => return,
};
let entity = match self.net_map.network_to_ecs.get(&my_nid) {
Some(&e) => e,
None => return,
};
let tick = self.client.server_tick;
let input_snapshot = bincode::serialize(&self.pressed_keys).unwrap_or_default();
record_prediction_for_entity(&mut self.world, entity, tick, input_snapshot);
apply_prediction_system(&mut self.world);
}
fn render(&mut self) {
let gpu = match &self.gpu {
Some(g) => g,
None => return,
};
let renderer = match &mut self.renderer {
Some(r) => r,
None => return,
};
// Propagate LocalTransform -> GlobalTransform.
euca_scene::transform_propagation_system(&mut self.world);
// Collect draw commands from the ECS world (same pattern as hello_cubes / editor).
let draw_commands = collect_draw_commands(&self.world);
// Camera looking at origin
let camera = Camera::new(Vec3::new(0.0, 10.0, -15.0), Vec3::new(0.0, 1.0, 0.0));
let light = DirectionalLight::default();
let ambient = AmbientLight {
color: [1.0, 1.0, 1.0],
intensity: 0.3,
};
renderer.draw(gpu, &camera, &light, &ambient, &draw_commands);
}
}
/// Collect draw commands from all entities with GlobalTransform + MeshRenderer + MaterialRef.
fn collect_draw_commands(world: &World) -> Vec<DrawCommand> {
let query = Query::<(Entity, &GlobalTransform, &MeshRenderer, &MaterialRef)>::new(world);
query
.iter()
.map(|(e, gt, mr, mat)| {
let mut model_matrix = gt.0.to_matrix();
if let Some(offset) = world.get::<GroundOffset>(e) {
model_matrix.cols[3][1] += offset.0;
}
DrawCommand {
mesh: mr.mesh,
material: mat.handle,
model_matrix,
aabb: None,
is_water: false,
}
})
.collect()
}
impl ApplicationHandler for ClientApp {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
if self.window.is_none() {
let window = event_loop.create_window(self.window_attrs.clone()).unwrap();
let gpu = GpuContext::new(window, &self.survey, &self.wgpu_instance);
let mut renderer = Renderer::new(&gpu);
let cube_mesh = renderer.upload_mesh(&gpu, &Mesh::cube());
let player_mat =
renderer.upload_material(&gpu, &Material::new([0.2, 0.8, 0.2, 1.0], 0.0, 0.5)); // green = you
let other_mat =
renderer.upload_material(&gpu, &Material::new([0.8, 0.2, 0.2, 1.0], 0.0, 0.5)); // red = others
self.window = Some(gpu.window.clone());
self.gpu = Some(gpu);
self.renderer = Some(renderer);
self.cube_mesh = Some(cube_mesh);
self.player_material = Some(player_mat);
self.other_material = Some(other_mat);
self.connect();
}
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, _: WindowId, event: WindowEvent) {
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::KeyboardInput {
event:
KeyEvent {
logical_key: Key::Named(NamedKey::Escape),
state: ElementState::Pressed,
..
},
..
} => event_loop.exit(),
WindowEvent::KeyboardInput {
event:
KeyEvent {
logical_key: Key::Character(ref c),
state,
..
},
..
} => {
let key = euca_input::InputKey::Key(c.to_string());
if state == ElementState::Pressed {
if !self.pressed_keys.contains(&key) {
self.pressed_keys.push(key);
}
} else {
self.pressed_keys.retain(|k| k != &key);
}
}
WindowEvent::Resized(size) => {
if let Some(gpu) = &mut self.gpu {
gpu.resize(size.width, size.height);
if let Some(r) = &mut self.renderer {
r.resize(gpu);
}
}
}
WindowEvent::RedrawRequested => {
// 1. Receive authoritative state from server and sync into ECS world.
self.receive_packets();
// 2. Send local input to server.
self.send_input();
// 3. Run client-side prediction (record + apply corrections).
self.run_prediction();
// 4. Render from the ECS world.
self.render();
if let Some(w) = &self.window {
w.request_redraw();
}
}
_ => {}
}
}
}
fn main() {
env_logger::Builder::from_env(env_logger::Env::default().default_filter_or("info")).init();
log::info!("Euca Multiplayer Client — connecting to {SERVER_ADDR}");
let event_loop = EventLoop::new().unwrap();
let mut app = ClientApp::new();
event_loop.run_app(&mut app).unwrap();
}