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shinespark/src/match_loading.rs
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EIREXE 3af36c4bc8
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Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. (#75)
Reviewed-on: #75
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-28 15:44:50 +00:00

793 lines
25 KiB
Rust

//! Match selection, asset loading, preparation, and cleanup.
use std::collections::HashMap;
use bevy::{asset::UntypedHandle, gltf::Gltf, prelude::*};
use bevy_asset_loader::prelude::*;
use bevy_ggrs::prelude::Session;
use serde::{Deserialize, Serialize};
use crate::{
AppState, args::Args, fighter::{
FighterId, FighterRoster,
animation::AnimKind,
attack::{AttackKind, FighterAttackScriptAssets},
baked_animation::{BAKED_ANIMATION_FPS, BakedFighterAnimations},
manifest::{FighterManifest, FighterManifestRegistry},
spawn_fighter,
visual::FighterAnimations,
}, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, netcode::{
GGRSCfg,
session::{ConnectionStatus, SessionConfig, create_session},
}, scripting::FighterAttackScript, stage::{
self,
manifest::{StageId, StageManifest, StageManifestRegistry},
},
};
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct MatchPlayer {
/// Dense index used by GGRS and rollback-simulated player state.
pub handle: usize,
/// Physical controller port selected in the menu.
pub controller_port: usize,
pub fighter: FighterId,
}
#[derive(Resource, Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct MatchConfig {
pub stage: StageId,
pub players: Vec<MatchPlayer>,
pub rules: MatchRules,
}
impl MatchConfig {
/// Maps a GGRS handle to the controller port used by gameplay.
///
/// Multiplayer uses the stable, dense GGRS handle as the port. A
/// single-player match preserves the physical controller port selected in
/// the menu (for example, port 3 remains port 3).
pub fn controller_port_for_handle(&self, handle: usize) -> Option<usize> {
let player = self.players.iter().find(|player| player.handle == handle)?;
Some(if self.players.len() > 1 {
handle
} else {
player.controller_port
})
}
}
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum MatchRules {
Stock {
starting_stocks: u8,
time_limit_frames: Option<u32>,
},
Timed {
time_limit_frames: u32,
},
}
impl Default for MatchRules {
fn default() -> Self {
Self::Stock {
starting_stocks: 3,
time_limit_frames: None,
}
}
}
impl MatchRules {
fn validate(&self) -> Result<(), &'static str> {
match self {
Self::Stock {
starting_stocks: 0, ..
} => Err("stock matches must start with at least one stock"),
Self::Stock {
time_limit_frames: Some(0),
..
} => Err("stock match time limits must be greater than zero frames"),
Self::Timed {
time_limit_frames: 0,
} => Err("timed match limits must be greater than zero frames"),
_ => Ok(()),
}
}
}
pub struct SelectedFighterAssets {
pub fighter: FighterId,
pub model: Handle<Gltf>,
pub baked_animations: Handle<BakedFighterAnimations>,
pub attack_scripts: HashMap<AttackKind, Handle<FighterAttackScript>>,
}
#[derive(Resource)]
pub struct MatchAssets {
pub stage: Handle<WorldAsset>,
pub fighters: Vec<SelectedFighterAssets>,
}
impl MatchAssets {
fn requested(world: &World) -> Self {
let config = world.resource::<MatchConfig>();
let asset_server = world.resource::<AssetServer>();
let registry = world.resource::<FighterManifestRegistry>();
let stage_registry = world.resource::<StageManifestRegistry>();
let manifests = world.resource::<Assets<FighterManifest>>();
let stage_manifests = world.resource::<Assets<StageManifest>>();
let stage_handle = stage_registry
.get(config.stage)
.expect("Startup validation guarantees every stage has a manifest");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("startup-loaded stage manifest should remain available");
Self {
stage: asset_server.load(stage_manifest.model_path.clone()),
fighters: config
.players
.iter()
.map(|player| {
let handle = registry
.get(player.fighter)
.expect("startup validation guarantees every fighter has a manifest");
let manifest = manifests
.get(handle)
.expect("startup-loaded fighter manifest should remain available");
SelectedFighterAssets {
fighter: player.fighter,
model: asset_server.load(manifest.model_path.clone()),
baked_animations: asset_server.load(manifest.baked_animation_path.clone()),
attack_scripts: manifest
.attack_scripts
.clone()
.into_iter()
.map(|(kind, path)| (kind, asset_server.load(path)))
.collect(),
}
})
.collect(),
}
}
fn into_loading_handles(self) -> Vec<UntypedHandle> {
let mut handles = Vec::with_capacity(
1 + self
.fighters
.iter()
.map(|fighter| 2 + fighter.attack_scripts.len())
.sum::<usize>(),
);
handles.push(self.stage.untyped());
for character in self.fighters {
handles.push(character.model.untyped());
handles.push(character.baked_animations.untyped());
handles.extend(
character
.attack_scripts
.into_values()
.map(|handle| handle.untyped()),
);
}
handles
}
}
impl AssetCollection for MatchAssets {
fn create(world: &mut World) -> Self {
Self::requested(world)
}
fn load(world: &mut World) -> Vec<UntypedHandle> {
Self::requested(world).into_loading_handles()
}
}
#[derive(Component)]
pub struct MatchRoot;
pub fn initiate_match(
commands: &mut Commands,
next_state: &mut NextState<AppState>,
config: MatchConfig,
) {
commands.remove_resource::<crate::netcode::session::MatchDisconnected>();
commands.insert_resource(config);
next_state.set(AppState::LoadingMatch);
}
pub fn initiate_default_match(
mut commands: Commands,
args: Res<Args>,
gamepads: Query<Entity, With<Gamepad>>,
mut assigments: ResMut<LocalInputAssignments>,
mut next_state: ResMut<NextState<AppState>>,
completed: Option<Res<crate::replay::ReplayComplete>>,
) {
if !args.debug_match {
next_state.set(AppState::MainMenu);
return;
}
if completed.is_some() {
return;
}
if let Some(path) = &args.play_replay {
match crate::replay::load(path) {
Ok(replay) => {
let config = replay.match_config.clone();
commands.insert_resource(crate::replay::LoadedReplay(replay));
initiate_match(&mut commands, &mut next_state, config);
}
Err(error) => {
error!("Replay load failed: {error}");
next_state.set(AppState::MatchLoadFailed);
}
}
return;
}
let session_config = match SessionConfig::from_args(&args, args.players) {
Ok(config) => config,
Err(error) => {
error!("Invalid network configuration: {error}");
next_state.set(AppState::MatchLoadFailed);
return;
}
};
let players = (0..args.players)
.map(|handle| MatchPlayer {
handle,
controller_port: handle,
fighter: FighterId::TestFighter,
})
.collect();
assigments.clear();
let local_handles = session_config
.players
.iter()
.enumerate()
.filter_map(|(handle, player)| {
matches!(player, crate::netcode::session::PlayerConnection::Local).then_some(handle)
});
let mut local_handles = local_handles;
if let Some(handle) = local_handles.next() {
assigments.push((handle, LocalInputSource::Keyboard));
}
for (entity, handle) in gamepads.iter().zip(local_handles) {
assigments.push((handle, LocalInputSource::Gamepad(entity)));
}
initiate_match(
&mut commands,
&mut next_state,
MatchConfig {
stage: StageId::TestStage,
players,
rules: MatchRules::default(),
},
);
}
pub fn prepare_match(
mut commands: Commands,
config: Res<MatchConfig>,
input_assignments: Res<LocalInputAssignments>,
assets: Res<MatchAssets>,
gltfs: Res<Assets<Gltf>>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
registry: Res<FighterManifestRegistry>,
stage_registry: Res<StageManifestRegistry>,
manifests: Res<Assets<FighterManifest>>,
stage_manifests: Res<Assets<StageManifest>>,
args: Res<Args>,
mut next_state: ResMut<NextState<AppState>>,
) {
if !valid_player_handles(&config.players) {
fail_match(
&mut next_state,
"player handles must be dense, unique, and non-empty",
);
return;
}
if let Err(error) = config.rules.validate() {
fail_match(&mut next_state, error);
return;
}
let stage_handle = stage_registry
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("Initialization check should ensure stage manifests are kept alive");
let spawn_positions = match stage_manifest.neutral_spawn_positions(config.players.len()) {
Ok(positions) => positions,
Err(error) => {
fail_match(&mut next_state, &error);
return;
}
};
if assets.fighters.len() != config.players.len() {
fail_match(
&mut next_state,
"loaded character assets do not match the requested player slots",
);
return;
}
let mut prepared = Vec::with_capacity(assets.fighters.len());
for character in &assets.fighters {
let manifest_handle = registry
.get(character.fighter)
.expect("startup validation guarantees every fighter has a manifest");
let Some(manifest) = manifests.get(manifest_handle) else {
fail_match(&mut next_state, "a fighter manifest is unavailable");
return;
};
let Some(gltf) = gltfs.get(&character.model) else {
fail_match(&mut next_state, "a loaded character GLTF is unavailable");
return;
};
let Some(baked) = baked_animations.get(&character.baked_animations) else {
fail_match(
&mut next_state,
"a fighter baked animation asset is unavailable",
);
return;
};
if baked.frame_rate != BAKED_ANIMATION_FPS {
fail_match(
&mut next_state,
&format!(
"{:?} baked animation rate is {}, expected {}",
character.fighter, baked.frame_rate, BAKED_ANIMATION_FPS
),
);
return;
}
if !baked.has_unique_bone_names() {
fail_match(
&mut next_state,
&format!(
"{:?} baked animation contains duplicate bone names",
character.fighter
),
);
return;
}
let ecb_bone_indices = baked.bone_names.iter().enumerate().filter_map(|(idx, name)| {
if manifest.ecb_bones.contains(name) {
Some(idx)
} else {
None
}
}).collect::<Vec<_>>();
if let Err(error) = manifest.attributes.validate() {
fail_match(
&mut next_state,
&format!("{:?} has invalid attributes: {error}", character.fighter),
);
return;
}
for (index, hurtbox) in manifest.hurtboxes.iter().enumerate() {
if let Err(error) = hurtbox.validate() {
fail_match(
&mut next_state,
&format!(
"{:?} hurtbox {index} is invalid: {error}",
character.fighter
),
);
return;
}
if !baked.contains_bone(&hurtbox.bone) {
fail_match(
&mut next_state,
&format!(
"{:?} hurtbox {index} references missing bone {:?}",
character.fighter, hurtbox.bone
),
);
return;
}
}
for (kind, handle) in &character.attack_scripts {
let Some(script) = attack_scripts.get(handle) else {
fail_match(
&mut next_state,
&format!(
"{:?} {kind:?} attack script is unavailable",
character.fighter
),
);
return;
};
if let Err(error) = script.validate() {
fail_match(
&mut next_state,
&format!(
"{:?} {kind:?} attack script is invalid: {error}",
character.fighter
),
);
return;
}
for hitbox in &script.hitboxes {
if !baked.contains_bone(&hitbox.bone) {
fail_match(
&mut next_state,
&format!(
"{:?} {kind:?} hitbox {} references missing bone {:?}",
character.fighter, hitbox.id, hitbox.bone
),
);
return;
}
}
}
let Some(scene) = gltf.scenes.first().cloned() else {
fail_match(&mut next_state, "a character GLTF contains no scene");
return;
};
for kind in manifest.animations.keys() {
if baked.frame_count(*kind).is_none() {
fail_match(
&mut next_state,
&format!(
"{:?} baked data has no {kind:?} animation",
character.fighter
),
);
return;
}
}
if baked.frame_count(AnimKind::Wait).is_none() {
fail_match(&mut next_state, "a character has no Wait animation");
return;
}
let animations = FighterAnimations {
baked: character.baked_animations.clone(),
};
let attack_scripts = FighterAttackScriptAssets {
scripts: character.attack_scripts.clone(),
};
prepared.push((
scene,
animations,
attack_scripts,
manifest_handle,
manifest.model_scale,
ecb_bone_indices,
));
}
let session_player_count = player_count_for_handles(&config.players);
let session_config = match SessionConfig::from_args(&args, session_player_count) {
Ok(config) => config,
Err(error) => {
fail_match(
&mut next_state,
&format!("invalid network configuration: {error}"),
);
return;
}
};
let session = match create_session(&args, session_player_count) {
Ok(session) => session,
Err(error) => {
fail_match(
&mut next_state,
&format!("failed to create GGRS session: {error}"),
);
return;
}
};
commands.insert_resource(create_match_input_assignments(
&input_assignments,
&config.players,
));
let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
stage::spawn_stage(
&mut commands,
root,
assets.stage.clone(),
stage_manifest.to_collision(),
stage_manifest.camera.clone(),
);
let mut fighter_roster = Vec::with_capacity(config.players.len());
for (spawn_index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
config.players.iter().zip(prepared).enumerate()
{
let spawn_point = spawn_positions[spawn_index];
fighter_roster.push(spawn_fighter(
&mut commands,
player.handle,
config
.controller_port_for_handle(player.handle)
.expect("validated match config contains every player handle"),
spawn_point,
manifest_handle.clone(),
model_scale,
animations,
attack_scripts,
WorldAssetRoot(scene),
ecb_bone_indices
));
}
commands.insert_resource(FighterRoster(fighter_roster));
commands.insert_resource(MatchState::from_config(&config));
commands.insert_resource(session_config);
commands.insert_resource(ConnectionStatus::default());
commands.insert_resource::<Session<GGRSCfg>>(session);
next_state.set(AppState::InMatch);
}
fn fail_match(next_state: &mut NextState<AppState>, message: &str) {
error!("Match preparation failed: {message}");
next_state.set(AppState::MatchLoadFailed);
}
fn valid_player_handles(players: &[MatchPlayer]) -> bool {
if players.is_empty() {
return false;
}
let mut handles = players.iter().map(|player| player.handle).collect::<Vec<_>>();
handles.sort_unstable();
handles.into_iter().eq(0..players.len())
}
fn player_count_for_handles(players: &[MatchPlayer]) -> usize {
players.len()
}
fn create_match_input_assignments(
assignments: &LocalInputAssignments,
players: &[MatchPlayer],
) -> MatchInputAssignments {
let mut match_assignments = vec![None; players.len()];
for player in players {
match_assignments[player.handle] = assignments
.get_from_slot(player.controller_port)
.copied();
}
MatchInputAssignments(match_assignments)
}
pub fn cleanup_match(
mut commands: Commands,
roots: Query<Entity, With<MatchRoot>>,
fighters: Query<Entity, With<crate::player::Player>>,
) {
for root in &roots {
commands.entity(root).despawn();
}
for fighter in &fighters {
commands.entity(fighter).despawn();
}
commands.remove_resource::<Session<GGRSCfg>>();
commands.remove_resource::<SessionConfig>();
commands.remove_resource::<ConnectionStatus>();
commands.remove_resource::<stage::line::StageCollision>();
commands.remove_resource::<MatchAssets>();
commands.remove_resource::<MatchConfig>();
commands.remove_resource::<MatchState>();
commands.remove_resource::<MatchInputAssignments>();
commands.remove_resource::<FighterRoster>();
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn match_config_keeps_duplicate_fighter_slots() {
let config = MatchConfig {
stage: StageId::TestStage,
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 1,
fighter: FighterId::TestFighter,
},
],
rules: MatchRules::default(),
};
assert_eq!(config.players.len(), 2);
assert_eq!(config.players[0].handle, 0);
assert_eq!(config.players[1].handle, 1);
assert!(valid_player_handles(&config.players));
}
#[test]
fn player_handles_must_match_the_session_range() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 0,
controller_port: 1,
fighter: FighterId::TestFighter,
},
];
assert!(!valid_player_handles(&players));
}
#[test]
fn player_handles_must_not_have_gaps() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 2,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
assert!(!valid_player_handles(&players));
assert_eq!(player_count_for_handles(&players), 2);
}
#[test]
fn controller_ports_use_ggrs_handles_only_in_multiplayer() {
let single_player = MatchConfig {
stage: StageId::TestStage,
players: vec![MatchPlayer {
handle: 0,
controller_port: 3,
fighter: FighterId::TestFighter,
}],
rules: MatchRules::default(),
};
assert_eq!(single_player.controller_port_for_handle(0), Some(3));
let multiplayer = MatchConfig {
stage: StageId::TestStage,
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
],
rules: MatchRules::default(),
};
assert_eq!(multiplayer.controller_port_for_handle(0), Some(0));
assert_eq!(multiplayer.controller_port_for_handle(1), Some(1));
}
#[test]
fn match_input_assignments_map_ports_to_ggrs_handles_without_mutating_ports() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
let assignments = LocalInputAssignments(vec![
(0, LocalInputSource::Keyboard),
(3, LocalInputSource::Gamepad(Entity::PLACEHOLDER)),
]);
let match_assignments = create_match_input_assignments(&assignments, &players);
assert_eq!(match_assignments.get_for_handle(0), Some(LocalInputSource::Keyboard));
assert_eq!(
match_assignments.get_for_handle(1),
Some(LocalInputSource::Gamepad(Entity::PLACEHOLDER))
);
assert_eq!(assignments[0].0, 0);
assert_eq!(assignments[1].0, 3);
}
#[test]
fn match_rules_reject_zero_limits() {
assert!(
MatchRules::Stock {
starting_stocks: 0,
time_limit_frames: None,
}
.validate()
.is_err()
);
assert!(
MatchRules::Stock {
starting_stocks: 3,
time_limit_frames: Some(0),
}
.validate()
.is_err()
);
assert!(
MatchRules::Timed {
time_limit_frames: 0,
}
.validate()
.is_err()
);
}
#[test]
fn match_rules_accept_valid_modes() {
assert!(MatchRules::default().validate().is_ok());
assert!(
MatchRules::Stock {
starting_stocks: 3,
time_limit_frames: Some(60),
}
.validate()
.is_ok()
);
assert!(
MatchRules::Timed {
time_limit_frames: 60,
}
.validate()
.is_ok()
);
}
#[test]
fn match_loading_waits_for_attack_scripts() {
let mut attack_scripts = HashMap::new();
attack_scripts.insert(AttackKind::Jab, Handle::default());
let assets = MatchAssets {
stage: Handle::default(),
fighters: vec![SelectedFighterAssets {
fighter: FighterId::TestFighter,
model: Handle::default(),
baked_animations: Handle::default(),
attack_scripts,
}],
};
assert_eq!(assets.into_loading_handles().len(), 4);
}
}