374 lines
11 KiB
Rust
374 lines
11 KiB
Rust
//! Match selection, asset loading, preparation, and cleanup.
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use std::collections::HashMap;
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use bevy::{asset::UntypedHandle, gltf::Gltf, prelude::*};
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use bevy_asset_loader::prelude::*;
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use bevy_ggrs::prelude::Session;
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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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animation::AnimKind,
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baked_animation::BakedFighterAnimations,
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manifest::{FighterManifest, FighterManifestRegistry},
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spawn_fighter,
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visual::FighterAnimations,
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},
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math::{int::FGi32, vec::FGVec2},
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netcode::{GGRSCfg, session::create_session},
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stage::{
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self,
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manifest::{StageId, StageManifest, StageManifestRegistry},
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},
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};
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub struct MatchPlayer {
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pub handle: usize,
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pub fighter: FighterId,
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}
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#[derive(Resource, Debug, Clone, PartialEq, Eq)]
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pub struct PendingMatch {
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pub stage: StageId,
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pub players: Vec<MatchPlayer>,
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}
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pub struct SelectedFighterAssets {
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pub fighter: FighterId,
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pub model: Handle<Gltf>,
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pub baked_animations: Handle<BakedFighterAnimations>,
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}
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#[derive(Resource)]
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pub struct MatchAssets {
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pub stage: Handle<WorldAsset>,
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pub fighters: Vec<SelectedFighterAssets>,
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}
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impl MatchAssets {
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fn requested(world: &World) -> Self {
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let request = world.resource::<PendingMatch>();
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let asset_server = world.resource::<AssetServer>();
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let registry = world.resource::<FighterManifestRegistry>();
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let stage_registry = world.resource::<StageManifestRegistry>();
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let manifests = world.resource::<Assets<FighterManifest>>();
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let stage_manifests = world.resource::<Assets<StageManifest>>();
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let stage_handle = stage_registry
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.get(request.stage)
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.expect("Startup validation guarantees every stage has a manifest");
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let stage_manifest = stage_manifests
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.get(&stage_handle)
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.expect("startup-loaded stage manifest should remain available");
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Self {
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stage: asset_server.load(stage_manifest.model_path.clone()),
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fighters: request
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.players
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.iter()
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.map(|player| {
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let handle = registry
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.get(player.fighter)
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.expect("startup validation guarantees every fighter has a manifest");
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let manifest = manifests
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.get(handle)
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.expect("startup-loaded fighter manifest should remain available");
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SelectedFighterAssets {
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fighter: player.fighter,
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model: asset_server.load(manifest.model_path.clone()),
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baked_animations: asset_server.load(manifest.baked_animation_path.clone()),
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}
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})
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.collect(),
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}
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}
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}
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impl AssetCollection for MatchAssets {
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fn create(world: &mut World) -> Self {
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Self::requested(world)
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}
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fn load(world: &mut World) -> Vec<UntypedHandle> {
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let assets = Self::requested(world);
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let mut handles = Vec::with_capacity(1 + assets.fighters.len());
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handles.push(assets.stage.clone().untyped());
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for character in assets.fighters {
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handles.push(character.model.untyped());
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handles.push(character.baked_animations.untyped());
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}
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handles
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}
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}
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#[derive(Component)]
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pub struct MatchRoot;
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pub fn initiate_match(
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commands: &mut Commands,
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next_state: &mut NextState<AppState>,
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request: PendingMatch,
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) {
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commands.insert_resource(request);
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next_state.set(AppState::LoadingMatch);
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}
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pub fn initiate_default_match(
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mut commands: Commands,
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args: Res<Args>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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let players = (0..args.players)
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.map(|handle| MatchPlayer {
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handle,
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fighter: FighterId::TestFighter,
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})
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.collect();
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initiate_match(
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&mut commands,
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&mut next_state,
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PendingMatch {
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stage: StageId::TestStage,
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players,
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},
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);
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}
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pub fn prepare_match(
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mut commands: Commands,
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request: Res<PendingMatch>,
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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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registry: Res<FighterManifestRegistry>,
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stage_registry: Res<StageManifestRegistry>,
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manifests: Res<Assets<FighterManifest>>,
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stage_manifests: Res<Assets<StageManifest>>,
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mut graphs: ResMut<Assets<AnimationGraph>>,
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args: Res<Args>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if !valid_player_handles(&request.players) {
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fail_match(
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&mut next_state,
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"player handles must be unique and cover 0..player_count",
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);
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return;
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}
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if assets.fighters.len() != request.players.len() {
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fail_match(
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&mut next_state,
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"loaded character assets do not match the requested player slots",
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);
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return;
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}
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let mut prepared = Vec::with_capacity(assets.fighters.len());
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let mut shared_animations = HashMap::<FighterId, FighterAnimations>::new();
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for character in &assets.fighters {
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let manifest_handle = registry
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.get(character.fighter)
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.expect("startup validation guarantees every fighter has a manifest");
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let Some(manifest) = manifests.get(manifest_handle) else {
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fail_match(&mut next_state, "a fighter manifest is unavailable");
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return;
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};
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let Some(gltf) = gltfs.get(&character.model) else {
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fail_match(&mut next_state, "a loaded character GLTF is unavailable");
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return;
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};
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let Some(baked) = baked_animations.get(&character.baked_animations) else {
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fail_match(
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&mut next_state,
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"a fighter baked animation asset is unavailable",
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);
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return;
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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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};
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if let Some(animations) = shared_animations.get(&character.fighter) {
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prepared.push((
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scene,
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animations.clone(),
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manifest_handle,
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));
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continue;
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}
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let mut graph = AnimationGraph::new();
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let mut clips = HashMap::<AnimKind, AnimationNodeIndex>::new();
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for (kind, clip_name) in &manifest.animations {
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let Some(clip) = gltf.named_animations.get(clip_name.as_str()) else {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} animation manifest references missing clip '{clip_name}'",
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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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clips.insert(*kind, graph.add_clip(clip.clone(), 1.0, graph.root));
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if baked.frame_count(*kind).is_none() {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} baked data has no {kind:?} animation",
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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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}
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if !clips.contains_key(&AnimKind::Wait) {
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fail_match(&mut next_state, "a character has no Wait animation");
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return;
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}
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let animations = FighterAnimations {
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graph: graphs.add(graph),
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clips,
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baked: character.baked_animations.clone(),
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};
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shared_animations.insert(character.fighter, animations.clone());
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prepared.push((
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scene,
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animations,
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manifest_handle,
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));
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}
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let session = match create_session(&args, request.players.len()) {
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Ok(session) => session,
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Err(error) => {
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fail_match(
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&mut next_state,
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&format!("failed to create GGRS session: {error}"),
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);
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return;
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}
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};
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let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
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let stage_handle = stage_registry
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.get(request.stage)
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.expect("Initialization check should ensure all stages exist");
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let stage_manifest = stage_manifests
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.get(&stage_handle)
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.expect("Initialization check should ensure stage manifests are kept alive");
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stage::spawn_stage(
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&mut commands,
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root,
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assets.stage.clone(),
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stage_manifest.to_collision(),
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stage_manifest.camera.clone(),
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);
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for (
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index,
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(player, (scene, animations, manifest_handle)),
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) in 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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&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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manifest_handle.clone(),
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animations,
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WorldAssetRoot(scene),
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);
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}
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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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fn fail_match(next_state: &mut NextState<AppState>, message: &str) {
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error!("Match preparation failed: {message}");
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next_state.set(AppState::MatchLoadFailed);
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}
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fn valid_player_handles(players: &[MatchPlayer]) -> bool {
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let mut handles = players
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.iter()
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.map(|player| player.handle)
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.collect::<Vec<_>>();
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handles.sort_unstable();
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handles == (0..players.len()).collect::<Vec<_>>()
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}
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pub fn cleanup_match(
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mut commands: Commands,
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roots: Query<Entity, With<MatchRoot>>,
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fighters: Query<Entity, With<crate::player::Player>>,
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) {
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for root in &roots {
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commands.entity(root).despawn();
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}
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for fighter in &fighters {
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commands.entity(fighter).despawn();
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}
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commands.remove_resource::<Session<GGRSCfg>>();
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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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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn match_request_keeps_duplicate_fighter_slots() {
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let request = PendingMatch {
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stage: StageId::TestStage,
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players: vec![
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MatchPlayer {
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handle: 0,
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fighter: FighterId::TestFighter,
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},
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MatchPlayer {
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handle: 1,
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fighter: FighterId::TestFighter,
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},
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],
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};
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assert_eq!(request.players.len(), 2);
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assert_eq!(request.players[0].handle, 0);
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assert_eq!(request.players[1].handle, 1);
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assert!(valid_player_handles(&request.players));
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}
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#[test]
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fn player_handles_must_match_the_session_range() {
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let players = [
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MatchPlayer {
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handle: 0,
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fighter: FighterId::TestFighter,
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},
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MatchPlayer {
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handle: 0,
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fighter: FighterId::TestFighter,
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},
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];
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assert!(!valid_player_handles(&players));
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}
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}
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