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//! [`ActionDiff`] event streams are minimalistic representations | ||
//! of the action state, intended for serialization and networking | ||
//! While they are less convenient to work with than the complete [`ActionState`], | ||
//! they are much smaller, and can be created from and reconstructed into [`ActionState`] | ||
//! | ||
//! Note that [`ActionState`] can also be serialized and sent directly. | ||
//! This approach will be less bandwidth efficient, but involve less complexity and CPU work. | ||
use bevy::ecs::event::{Events, ManualEventReader}; | ||
use bevy::input::InputPlugin; | ||
use bevy::prelude::*; | ||
use leafwing_input_manager::action_state::{ActionDiffEvent}; | ||
use leafwing_input_manager::prelude::*; | ||
use leafwing_input_manager::systems::{generate_action_diffs}; | ||
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use std::fmt::Debug; | ||
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#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Debug, Reflect)] | ||
enum FpsAction { | ||
MoveLeft, | ||
MoveRight, | ||
Jump, | ||
Shoot, | ||
} | ||
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/// This identifier uniquely identifies entities across the network | ||
#[derive(Component, Clone, PartialEq, Eq, Hash, Debug)] | ||
struct StableId(u64); | ||
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/// Processes an [`Events`] stream of [`ActionDiff`] to update an [`ActionState`] | ||
/// | ||
/// In a real scenario, you would have to map the entities between the server and client world. | ||
/// In this case, we will just use the fact that there is only a single entity. | ||
fn process_action_diffs<A: Actionlike>( | ||
mut action_state_query: Query<&mut ActionState<A>>, | ||
mut action_diff_events: EventReader<ActionDiffEvent<A>>, | ||
) { | ||
for action_diff_event in action_diff_events.read() { | ||
if action_diff_event.owner.is_some() { | ||
let mut action_state = action_state_query.get_single_mut().unwrap(); | ||
action_state.apply_diff(&action_diff_event.action_diff); | ||
} | ||
} | ||
} | ||
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fn main() { | ||
// In a real use case, these apps would be running on separate devices. | ||
let mut client_app = App::new(); | ||
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client_app | ||
.add_plugins(MinimalPlugins) | ||
.add_plugins(InputPlugin) | ||
.add_plugins(InputManagerPlugin::<FpsAction>::default()) | ||
// Creates an event stream of `ActionDiffs` to send to the server | ||
.add_systems(PostUpdate, generate_action_diffs::<FpsAction>) | ||
.add_event::<ActionDiffEvent<FpsAction>>() | ||
.add_systems(Startup, spawn_player); | ||
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let mut server_app = App::new(); | ||
server_app | ||
.add_plugins(MinimalPlugins) | ||
.add_plugins(InputManagerPlugin::<FpsAction>::server()) | ||
.add_event::<ActionDiffEvent<FpsAction>>() | ||
// Reads in the event stream of `ActionDiffs` to update the `ActionState` | ||
.add_systems(PreUpdate, process_action_diffs::<FpsAction>) | ||
// Typically, the rest of this information would synchronized as well | ||
.add_systems(Startup, spawn_player); | ||
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// Starting up the game | ||
client_app.update(); | ||
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// Sending inputs to the client | ||
client_app.send_input(KeyCode::Space); | ||
client_app.send_input(MouseButton::Left); | ||
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// These are converted into actions when the client_app's `Schedule` runs | ||
client_app.update(); | ||
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let mut player_state_query = client_app.world.query::<&ActionState<FpsAction>>(); | ||
let player_state = player_state_query.iter(&client_app.world).next().unwrap(); | ||
assert!(player_state.pressed(FpsAction::Jump)); | ||
assert!(player_state.pressed(FpsAction::Shoot)); | ||
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// These events are transferred to the server | ||
let event_reader = | ||
send_events::<ActionDiffEvent<FpsAction>>(&client_app, &mut server_app, None); | ||
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// The server processes the event stream | ||
server_app.update(); | ||
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// And the actions are pressed on the server! | ||
let mut player_state_query = server_app.world.query::<&ActionState<FpsAction>>(); | ||
let player_state = player_state_query.iter(&server_app.world).next().unwrap(); | ||
assert!(player_state.pressed(FpsAction::Jump)); | ||
assert!(player_state.pressed(FpsAction::Shoot)); | ||
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// If we wait a tick, the buttons will be released | ||
client_app.reset_inputs(); | ||
client_app.update(); | ||
let mut player_state_query = client_app.world.query::<&ActionState<FpsAction>>(); | ||
let player_state = player_state_query.iter(&client_app.world).next().unwrap(); | ||
assert!(player_state.released(FpsAction::Jump)); | ||
assert!(player_state.released(FpsAction::Shoot)); | ||
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// Sending over the new `ActionDiff` event stream, | ||
// we can see that the actions are now released on the server too | ||
let _event_reader = send_events::<ActionDiffEvent<FpsAction>>( | ||
&client_app, | ||
&mut server_app, | ||
Some(event_reader), | ||
); | ||
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server_app.update(); | ||
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let mut player_state_query = server_app.world.query::<&ActionState<FpsAction>>(); | ||
let player_state = player_state_query.iter(&server_app.world).next().unwrap(); | ||
assert!(player_state.released(FpsAction::Jump)); | ||
assert!(player_state.released(FpsAction::Shoot)); | ||
} | ||
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#[derive(Component)] | ||
struct Player; | ||
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fn spawn_player(mut commands: Commands) { | ||
use FpsAction::*; | ||
use KeyCode::*; | ||
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commands | ||
.spawn(InputManagerBundle { | ||
input_map: InputMap::new([(W, MoveLeft), (D, MoveRight), (Space, Jump)]) | ||
.insert(MouseButton::Left, Shoot) | ||
.build(), | ||
..default() | ||
}) | ||
.insert(Player); | ||
} | ||
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/// A simple mock network interface that copies a set of events from the client to the server | ||
/// | ||
/// The events are sent directly; | ||
/// in real applications they would be serialized to a networking protocol instead. | ||
/// | ||
/// The [`ManualEventReader`] returned must be reused in order to avoid double-sending events | ||
#[must_use] | ||
fn send_events<A: Send + Sync + 'static + Debug + Clone + Event>( | ||
client_app: &App, | ||
server_app: &mut App, | ||
reader: Option<ManualEventReader<A>>, | ||
) -> ManualEventReader<A> { | ||
let client_events: &Events<A> = client_app.world.resource(); | ||
let mut server_events: Mut<Events<A>> = server_app.world.resource_mut(); | ||
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// Get an event reader, one way or another | ||
let mut reader = reader.unwrap_or_else(|| client_events.get_reader()); | ||
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// Push the clients' events to the server | ||
for client_event in reader.read(client_events) { | ||
dbg!(client_event.clone()); | ||
server_events.send(client_event.clone()); | ||
} | ||
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// Return the event reader for reuse | ||
reader | ||
} | ||
//! [`ActionDiff`] event streams are minimalistic representations | ||
//! of the action state, intended for serialization and networking | ||
//! While they are less convenient to work with than the complete [`ActionState`], | ||
//! they are much smaller, and can be created from and reconstructed into [`ActionState`] | ||
//! | ||
//! Note that [`ActionState`] can also be serialized and sent directly. | ||
//! This approach will be less bandwidth efficient, but involve less complexity and CPU work. | ||
use bevy::ecs::event::{Events, ManualEventReader}; | ||
use bevy::input::InputPlugin; | ||
use bevy::prelude::*; | ||
use leafwing_input_manager::action_state::ActionDiffEvent; | ||
use leafwing_input_manager::prelude::*; | ||
use leafwing_input_manager::systems::generate_action_diffs; | ||
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use std::fmt::Debug; | ||
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#[derive(Actionlike, Clone, Copy, PartialEq, Eq, Hash, Debug, Reflect)] | ||
enum FpsAction { | ||
MoveLeft, | ||
MoveRight, | ||
Jump, | ||
Shoot, | ||
} | ||
|
||
/// This identifier uniquely identifies entities across the network | ||
#[derive(Component, Clone, PartialEq, Eq, Hash, Debug)] | ||
struct StableId(u64); | ||
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||
/// Processes an [`Events`] stream of [`ActionDiff`] to update an [`ActionState`] | ||
/// | ||
/// In a real scenario, you would have to map the entities between the server and client world. | ||
/// In this case, we will just use the fact that there is only a single entity. | ||
fn process_action_diffs<A: Actionlike>( | ||
mut action_state_query: Query<&mut ActionState<A>>, | ||
mut action_diff_events: EventReader<ActionDiffEvent<A>>, | ||
) { | ||
for action_diff_event in action_diff_events.read() { | ||
if action_diff_event.owner.is_some() { | ||
let mut action_state = action_state_query.get_single_mut().unwrap(); | ||
action_state.apply_diff(&action_diff_event.action_diff); | ||
} | ||
} | ||
} | ||
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fn main() { | ||
// In a real use case, these apps would be running on separate devices. | ||
let mut client_app = App::new(); | ||
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||
client_app | ||
.add_plugins(MinimalPlugins) | ||
.add_plugins(InputPlugin) | ||
.add_plugins(InputManagerPlugin::<FpsAction>::default()) | ||
// Creates an event stream of `ActionDiffs` to send to the server | ||
.add_systems(PostUpdate, generate_action_diffs::<FpsAction>) | ||
.add_event::<ActionDiffEvent<FpsAction>>() | ||
.add_systems(Startup, spawn_player); | ||
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let mut server_app = App::new(); | ||
server_app | ||
.add_plugins(MinimalPlugins) | ||
.add_plugins(InputManagerPlugin::<FpsAction>::server()) | ||
.add_event::<ActionDiffEvent<FpsAction>>() | ||
// Reads in the event stream of `ActionDiffs` to update the `ActionState` | ||
.add_systems(PreUpdate, process_action_diffs::<FpsAction>) | ||
// Typically, the rest of this information would synchronized as well | ||
.add_systems(Startup, spawn_player); | ||
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// Starting up the game | ||
client_app.update(); | ||
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// Sending inputs to the client | ||
client_app.send_input(KeyCode::Space); | ||
client_app.send_input(MouseButton::Left); | ||
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// These are converted into actions when the client_app's `Schedule` runs | ||
client_app.update(); | ||
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let mut player_state_query = client_app.world.query::<&ActionState<FpsAction>>(); | ||
let player_state = player_state_query.iter(&client_app.world).next().unwrap(); | ||
assert!(player_state.pressed(FpsAction::Jump)); | ||
assert!(player_state.pressed(FpsAction::Shoot)); | ||
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// These events are transferred to the server | ||
let event_reader = | ||
send_events::<ActionDiffEvent<FpsAction>>(&client_app, &mut server_app, None); | ||
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// The server processes the event stream | ||
server_app.update(); | ||
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// And the actions are pressed on the server! | ||
let mut player_state_query = server_app.world.query::<&ActionState<FpsAction>>(); | ||
let player_state = player_state_query.iter(&server_app.world).next().unwrap(); | ||
assert!(player_state.pressed(FpsAction::Jump)); | ||
assert!(player_state.pressed(FpsAction::Shoot)); | ||
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// If we wait a tick, the buttons will be released | ||
client_app.reset_inputs(); | ||
client_app.update(); | ||
let mut player_state_query = client_app.world.query::<&ActionState<FpsAction>>(); | ||
let player_state = player_state_query.iter(&client_app.world).next().unwrap(); | ||
assert!(player_state.released(FpsAction::Jump)); | ||
assert!(player_state.released(FpsAction::Shoot)); | ||
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// Sending over the new `ActionDiff` event stream, | ||
// we can see that the actions are now released on the server too | ||
let _event_reader = | ||
send_events::<ActionDiffEvent<FpsAction>>(&client_app, &mut server_app, Some(event_reader)); | ||
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server_app.update(); | ||
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let mut player_state_query = server_app.world.query::<&ActionState<FpsAction>>(); | ||
let player_state = player_state_query.iter(&server_app.world).next().unwrap(); | ||
assert!(player_state.released(FpsAction::Jump)); | ||
assert!(player_state.released(FpsAction::Shoot)); | ||
} | ||
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#[derive(Component)] | ||
struct Player; | ||
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fn spawn_player(mut commands: Commands) { | ||
use FpsAction::*; | ||
use KeyCode::*; | ||
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commands | ||
.spawn(InputManagerBundle { | ||
input_map: InputMap::new([(W, MoveLeft), (D, MoveRight), (Space, Jump)]) | ||
.insert(MouseButton::Left, Shoot) | ||
.build(), | ||
..default() | ||
}) | ||
.insert(Player); | ||
} | ||
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||
/// A simple mock network interface that copies a set of events from the client to the server | ||
/// | ||
/// The events are sent directly; | ||
/// in real applications they would be serialized to a networking protocol instead. | ||
/// | ||
/// The [`ManualEventReader`] returned must be reused in order to avoid double-sending events | ||
#[must_use] | ||
fn send_events<A: Send + Sync + 'static + Debug + Clone + Event>( | ||
client_app: &App, | ||
server_app: &mut App, | ||
reader: Option<ManualEventReader<A>>, | ||
) -> ManualEventReader<A> { | ||
let client_events: &Events<A> = client_app.world.resource(); | ||
let mut server_events: Mut<Events<A>> = server_app.world.resource_mut(); | ||
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// Get an event reader, one way or another | ||
let mut reader = reader.unwrap_or_else(|| client_events.get_reader()); | ||
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// Push the clients' events to the server | ||
for client_event in reader.read(client_events) { | ||
dbg!(client_event.clone()); | ||
server_events.send(client_event.clone()); | ||
} | ||
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// Return the event reader for reuse | ||
reader | ||
} |
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