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Network Multiplayer #17

Merged
merged 1 commit into from
Dec 1, 2024
Merged

Network Multiplayer #17

merged 1 commit into from
Dec 1, 2024

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ClaCodes
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@ClaCodes ClaCodes commented Jul 6, 2024

  • Make use of renet for network multiplayer.
  • Implement server async using tokio. For now every player has their personal game/lobby -> more work needed for configuring server, then lobby for joining and creating games, then all players press ready, then a round is played, after game ask for rematch ... . Also the "game over"-handling is not yet correct. It just hangs forever.
  • Adjusted ui_cli to become a renet-client -> works.
  • WIP on adjusting the bevy client to become a renet-client using the existing plugin bevy_renet -> should not be to difficult, since it communicates with server now instead of with separate game-thread. But I could not get it to connect to the server yet.
  • I reused a bit of code in bevy for the server. So I moved it to core for now.
  • For now using json as message encoding. Since it is a turn based game probably ok, but I wanted to experiment with other.
  • reformat, clippy, warnings, ... just an rfc
  • server may be leaking tasks on client disconnect

@ClaCodes ClaCodes requested a review from brookman July 6, 2024 16:17
@ClaCodes ClaCodes force-pushed the net_multiplayer branch 2 times, most recently from 0d2435b to 0621000 Compare December 1, 2024 16:12
@ClaCodes ClaCodes changed the title RFC: Network Multiplayer Network Multiplayer Dec 1, 2024
Implement server-client architecture using renet.
Reorganize code and remove cli.

Next steps:
- server address ui, username ui
- proper multiplayer (room handling)
- graphics
@ClaCodes ClaCodes merged commit ef7818f into main Dec 1, 2024
4 checks passed
@ClaCodes ClaCodes deleted the net_multiplayer branch December 1, 2024 16:19
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