Moar fixes and optimizations
This commit is contained in:
+91
-4
@@ -11,10 +11,10 @@ use crate::{
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AppState,
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args::Args,
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fighter::{
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FighterId,
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FighterId, FighterRoster,
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animation::AnimKind,
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attack::{AttackKind, FighterAttackScriptAssets},
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baked_animation::BakedFighterAnimations,
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baked_animation::{BAKED_ANIMATION_FPS, BakedFighterAnimations},
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manifest::{FighterManifest, FighterManifestRegistry},
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spawn_fighter,
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visual::FighterAnimations,
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@@ -192,6 +192,7 @@ pub fn prepare_match(
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assets: Res<MatchAssets>,
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gltfs: Res<Assets<Gltf>>,
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baked_animations: Res<Assets<BakedFighterAnimations>>,
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attack_scripts: Res<Assets<FighterAttackScript>>,
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registry: Res<FighterManifestRegistry>,
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stage_registry: Res<StageManifestRegistry>,
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manifests: Res<Assets<FighterManifest>>,
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@@ -236,6 +237,89 @@ pub fn prepare_match(
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);
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return;
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};
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if baked.frame_rate != BAKED_ANIMATION_FPS {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} baked animation rate is {}, expected {}",
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character.fighter, baked.frame_rate, BAKED_ANIMATION_FPS
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),
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);
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return;
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}
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if !baked.has_unique_bone_names() {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} baked animation contains duplicate bone names",
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character.fighter
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),
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);
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return;
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}
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if let Err(error) = manifest.attributes.validate() {
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fail_match(
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&mut next_state,
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&format!("{:?} has invalid attributes: {error}", character.fighter),
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);
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return;
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}
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for (index, hurtbox) in manifest.hurtboxes.iter().enumerate() {
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if let Err(error) = hurtbox.validate() {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} hurtbox {index} is invalid: {error}",
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character.fighter
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),
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);
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return;
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}
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if !baked.contains_bone(&hurtbox.bone) {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} hurtbox {index} references missing bone {:?}",
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character.fighter, hurtbox.bone
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),
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);
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return;
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}
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}
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for (kind, handle) in &character.attack_scripts {
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let Some(script) = attack_scripts.get(handle) else {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} {kind:?} attack script is unavailable",
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character.fighter
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),
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);
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return;
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};
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if let Err(error) = script.validate() {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} {kind:?} attack script is invalid: {error}",
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character.fighter
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),
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);
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return;
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}
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for hitbox in &script.hitboxes {
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if !baked.contains_bone(&hitbox.bone) {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} {kind:?} hitbox {} references missing bone {:?}",
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character.fighter, hitbox.id, hitbox.bone
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),
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);
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return;
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}
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}
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}
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let Some(scene) = gltf.scenes.first().cloned() else {
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fail_match(&mut next_state, "a character GLTF contains no scene");
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return;
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@@ -303,11 +387,12 @@ pub fn prepare_match(
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stage_manifest.camera.clone(),
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);
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let mut fighter_roster = Vec::with_capacity(request.players.len());
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for (index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale))) in
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request.players.iter().zip(prepared).enumerate()
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{
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let spawn_x = (index as i32 * 2 + 1 - request.players.len() as i32) * 5;
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spawn_fighter(
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fighter_roster.push(spawn_fighter(
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&mut commands,
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player.handle,
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FGVec2::new(FGi32::from_num(spawn_x), FGi32::lit("12.5")),
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@@ -316,9 +401,10 @@ pub fn prepare_match(
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animations,
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attack_scripts,
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WorldAssetRoot(scene),
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);
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));
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}
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commands.insert_resource(FighterRoster(fighter_roster));
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commands.insert_resource::<Session<GGRSCfg>>(session);
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next_state.set(AppState::InMatch);
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}
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@@ -352,6 +438,7 @@ pub fn cleanup_match(
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commands.remove_resource::<stage::line::StageCollision>();
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commands.remove_resource::<MatchAssets>();
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commands.remove_resource::<PendingMatch>();
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commands.remove_resource::<FighterRoster>();
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}
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#[cfg(test)]
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