Implement direct P2P session scaffolding #39
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# Game Test
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# Shinespark
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A Bevy game, editable in the [jackdaw](https://github.com/jbuehler23/jackdaw) editor.
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Fancy heavily advanced platform fighting game
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- `cargo run` plays the game standalone; no editor required.
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- Open the folder in jackdaw to author scenes, then hit Play. The
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editor builds its own artifacts into `.jackdaw/` (gitignored) and
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never modifies your manifest or lockfile.
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- Gameplay lives in `src/lib.rs` (`GamePlugin`); authored scenes live
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in `assets/*.bsn`.
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- Components you derive `Reflect` on appear in the editor's inspector
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automatically; no registration code is needed.
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## Direct P2P Debugging
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## Direct P2P Debugging
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The debug match can be run as two processes over UDP. Each process uses a
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different local port, and remote player declarations are keyed by the GGRS
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player handle:
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```text
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```text
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# Process 1 owns player 0 and listens on 7000.
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# Process 1 owns player 0 and listens on 7000.
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cargo run -- --debug-match --players 2 --local-port 7000 \
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cargo run -- --debug-match --players 2 --local-port 7000 \
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@@ -26,7 +13,3 @@ cargo run -- --debug-match --players 2 --local-port 7000 \
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cargo run -- --debug-match --players 2 --local-port 7001 \
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cargo run -- --debug-match --players 2 --local-port 7001 \
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--net-player 0=127.0.0.1:7000 --net-player 1=local
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--net-player 0=127.0.0.1:7000 --net-player 1=local
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```
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```
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Without `--net-player`, all requested players are local. This direct UDP
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configuration is intentionally separate from match selection so a future
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lobby provider can supply the same player roles and addresses.
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Executable
+8
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#!/bin/bash
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FIRST="cargo run -- --debug-match --players 2 --local-port 7000 \
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--net-player 0=local --net-player 1=127.0.0.1:7001"
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SECOND="cargo run -- --debug-match --players 2 --local-port 7001 \
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--net-player 0=127.0.0.1:7000 --net-player 1=local"
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(trap 'kill 0' SIGINT; $FIRST & $SECOND)
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