1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
use bevy::prelude::*;
use de_core::{
    assets::asset_path,
    gconfig::{GameConfig, LocalPlayers},
    state::AppState,
};
use de_gui::ToastEvent;
use de_lobby_client::GetGameRequest;
use de_lobby_model::GameMap;
use de_map::hash::MapHash;
use de_messages::Readiness;
use de_multiplayer::{
    GameReadinessEvent, PeerJoinedEvent, PeerLeftEvent, ShutdownMultiplayerEvent,
};
use de_types::player::Player;

use super::ui::RefreshPlayersEvent;
use crate::multiplayer::{
    current::GameNameRes,
    requests::{Receiver, Sender},
    MultiplayerState,
};

pub(super) struct JoinedGameStatePlugin;

impl Plugin for JoinedGameStatePlugin {
    fn build(&self, app: &mut App) {
        app.add_event::<StartGameEvent>()
            .add_systems(OnEnter(MultiplayerState::GameJoined), (setup, refresh))
            .add_systems(OnExit(MultiplayerState::GameJoined), cleanup)
            .add_systems(
                Update,
                (
                    refresh
                        .run_if(on_event::<PeerJoinedEvent>().or_else(on_event::<PeerLeftEvent>())),
                    handle_get_response,
                    start
                        .run_if(on_event::<StartGameEvent>())
                        .after(handle_get_response),
                    handle_readiness,
                )
                    .run_if(in_state(MultiplayerState::GameJoined)),
            );
    }
}

#[derive(Event)]
struct StartGameEvent(GameMap);

#[derive(Resource)]
pub(crate) struct LocalPlayerRes(Player);

impl LocalPlayerRes {
    pub(crate) fn new(player: Player) -> Self {
        Self(player)
    }
}

#[derive(Resource)]
struct ReadyRes(bool);

fn setup(mut commands: Commands) {
    commands.insert_resource(ReadyRes(false));
}

fn cleanup(
    mut commands: Commands,
    state: Res<State<AppState>>,
    mut shutdown: EventWriter<ShutdownMultiplayerEvent>,
) {
    commands.remove_resource::<LocalPlayerRes>();
    commands.remove_resource::<ReadyRes>();

    if state.as_ref() != &AppState::InGame {
        shutdown.send(ShutdownMultiplayerEvent);
    }
}

fn refresh(game_name: Res<GameNameRes>, mut sender: Sender<GetGameRequest>) {
    info!("Refreshing game info...");
    sender.send(GetGameRequest::new(game_name.name_owned()));
}

fn handle_readiness(
    mut events: EventReader<GameReadinessEvent>,
    game_name: Res<GameNameRes>,
    mut sender: Sender<GetGameRequest>,
    mut ready: ResMut<ReadyRes>,
) {
    if events.read().all(|e| **e != Readiness::Ready) {
        return;
    }

    sender.send(GetGameRequest::new(game_name.name_owned()));
    ready.0 = true;
}

fn handle_get_response(
    mut multi_state: ResMut<NextState<MultiplayerState>>,
    mut receiver: Receiver<GetGameRequest>,
    mut start_events: EventWriter<StartGameEvent>,
    ready: Res<ReadyRes>,
    mut refresh: EventWriter<RefreshPlayersEvent>,
    mut toasts: EventWriter<ToastEvent>,
) {
    while let Some(result) = receiver.receive() {
        match result {
            Ok(game) => {
                refresh.send(RefreshPlayersEvent::from_slice(game.players()));

                if ready.0 {
                    start_events.send(StartGameEvent(game.setup().config().map().clone()));
                }
            }
            Err(error) => {
                toasts.send(ToastEvent::new(error));
                multi_state.set(MultiplayerState::SignIn);
            }
        }
    }
}

fn start(
    mut commands: Commands,
    mut events: EventReader<StartGameEvent>,
    player: Res<LocalPlayerRes>,
    mut app_state: ResMut<NextState<AppState>>,
    mut multi_state: ResMut<NextState<MultiplayerState>>,
    mut toasts: EventWriter<ToastEvent>,
) {
    let Some(event) = events.read().last() else {
        return;
    };

    let map_path = match MapHash::from_hex(event.0.hash()) {
        Ok(hash) => hash.construct_path(asset_path("maps")),
        Err(error) => {
            toasts.send(ToastEvent::new(error));
            multi_state.set(MultiplayerState::SignIn);
            return;
        }
    };

    commands.insert_resource(GameConfig::new(
        map_path,
        true,
        LocalPlayers::from_single(player.0),
    ));
    app_state.set(AppState::InGame);
}