bug(debug_ui): Fix egui session panel sync with engine state
The session UI panel was not updating when networking started via control socket because poll_engine_events used commands.insert_resource which queued updates until end of schedule. The UI could run before the command was applied. Fixed by: - Initialize CurrentSession at startup in offline state (session.rs) - Use direct ResMut mutation in poll_engine_events (engine_bridge.rs) - Check session.state instead of resource existence (session_ui.rs) This ensures Bevy's change detection triggers immediately when engine events update the session state. Refs #131, #132 Signed-off-by: Sienna Meridian Satterwhite <sienna@r3t.io>
This commit is contained in:
@@ -7,7 +7,7 @@
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use bevy::prelude::*;
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use libmarathon::{
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engine::{EngineBridge, EngineCommand, EngineEvent},
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networking::{CurrentSession, NetworkedEntity, NodeVectorClock, Session, SessionState, VectorClock},
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networking::{CurrentSession, NetworkedEntity, NodeVectorClock, Session, SessionState},
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};
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pub struct EngineBridgePlugin;
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@@ -42,9 +42,8 @@ fn detect_changes_and_tick(
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/// 1. Polls all available events from the EngineBridge
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/// 2. Dispatches them to update Bevy resources and state
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fn poll_engine_events(
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mut commands: Commands,
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bridge: Res<EngineBridge>,
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mut current_session: Option<ResMut<CurrentSession>>,
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mut current_session: ResMut<CurrentSession>,
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mut node_clock: ResMut<NodeVectorClock>,
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) {
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let events = (*bridge).poll_events();
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@@ -53,70 +52,77 @@ fn poll_engine_events(
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for event in events {
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match event {
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EngineEvent::NetworkingStarted { session_id, node_id } => {
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info!("🌐 Networking started: session={}, node={}",
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info!("Networking started: session={}, node={}",
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session_id.to_code(), node_id);
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// Create session if it doesn't exist
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if current_session.is_none() {
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let mut session = Session::new(session_id.clone());
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session.state = SessionState::Active;
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commands.insert_resource(CurrentSession::new(session, VectorClock::new()));
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info!("Created new session resource: {}", session_id.to_code());
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} else if let Some(ref mut session) = current_session {
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// Update existing session state to Active
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session.session.state = SessionState::Active;
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}
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// Update session to use the new session ID and set state to Active
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current_session.session = Session::new(session_id.clone());
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current_session.session.state = SessionState::Active;
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info!("Updated CurrentSession to Active: {}", session_id.to_code());
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// Update node ID in clock
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node_clock.node_id = node_id;
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}
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EngineEvent::NetworkingFailed { error } => {
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error!("❌ Networking failed: {}", error);
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error!("Networking failed: {}", error);
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// Keep session state as Created (if session exists)
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if let Some(ref mut session) = current_session {
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session.session.state = SessionState::Created;
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}
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// Keep session state as Created
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current_session.session.state = SessionState::Created;
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}
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EngineEvent::NetworkingStopped => {
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info!("🔌 Networking stopped");
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info!("Networking stopped");
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// Update session state to Disconnected (if session exists)
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if let Some(ref mut session) = current_session {
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session.session.state = SessionState::Disconnected;
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}
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// Update session state to Disconnected
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current_session.session.state = SessionState::Disconnected;
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}
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EngineEvent::PeerJoined { node_id } => {
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info!("👋 Peer joined: {}", node_id);
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info!("Peer joined: {}", node_id);
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// TODO(Phase 3.3): Trigger sync
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}
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EngineEvent::PeerLeft { node_id } => {
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info!("👋 Peer left: {}", node_id);
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info!("Peer left: {}", node_id);
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}
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EngineEvent::LockAcquired { entity_id, holder } => {
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debug!("🔒 Lock acquired: entity={}, holder={}", entity_id, holder);
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debug!("Lock acquired: entity={}, holder={}", entity_id, holder);
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// TODO(Phase 3.4): Update lock visuals
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}
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EngineEvent::LockReleased { entity_id } => {
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debug!("🔓 Lock released: entity={}", entity_id);
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debug!("Lock released: entity={}", entity_id);
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// TODO(Phase 3.4): Update lock visuals
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}
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EngineEvent::ClockTicked { sequence, clock: _ } => {
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debug!("Clock ticked: sequence={}", sequence);
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// Clock tick confirmed - no action needed
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}
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EngineEvent::SessionJoined { session_id } => {
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info!("Session joined: {}", session_id.to_code());
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// Update session state
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current_session.session.state = SessionState::Joining;
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}
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EngineEvent::SessionLeft => {
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info!("Session left");
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// Update session state
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current_session.session.state = SessionState::Left;
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}
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EngineEvent::EntitySpawned { entity_id, position, rotation, version: _ } => {
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debug!("Entity spawned: id={}, pos={:?}, rot={:?}", entity_id, position, rotation);
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// TODO: Spawn entity in Bevy
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}
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EngineEvent::EntityUpdated { entity_id, position, rotation, version: _ } => {
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debug!("Entity updated: id={}, pos={:?}, rot={:?}", entity_id, position, rotation);
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// TODO: Update entity in Bevy
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}
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EngineEvent::EntityDeleted { entity_id, version: _ } => {
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debug!("Entity deleted: id={}", entity_id);
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// TODO: Delete entity in Bevy
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}
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EngineEvent::LockDenied { entity_id, current_holder } => {
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debug!("⛔ Lock denied: entity={}, holder={}", entity_id, current_holder);
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// TODO(Phase 3.4): Show visual feedback
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debug!("Lock denied: entity={}, current_holder={}", entity_id, current_holder);
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// TODO: Show lock denied feedback
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}
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EngineEvent::LockExpired { entity_id } => {
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debug!("⏰ Lock expired: entity={}", entity_id);
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// TODO(Phase 3.4): Update lock visuals
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}
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EngineEvent::ClockTicked { sequence, clock } => {
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debug!("🕐 Clock ticked to {}", sequence);
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// Update the NodeVectorClock resource with the new clock state
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node_clock.clock = clock;
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}
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_ => {
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debug!("Unhandled engine event: {:?}", event);
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debug!("Lock expired: entity={}", entity_id);
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// TODO: Update lock visuals
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}
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}
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}
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@@ -6,17 +6,17 @@
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use bevy::prelude::*;
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use libmarathon::{
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networking::{
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EntityLockRegistry, NetworkEntityMap, NodeVectorClock, VectorClock,
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CurrentSession, EntityLockRegistry, NetworkEntityMap, NodeVectorClock, Session, VectorClock,
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},
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};
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use uuid::Uuid;
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/// Initialize offline resources on app startup
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///
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/// This sets up the vector clock and networking-related resources, but does NOT
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/// create a session. Sessions only exist when networking is active.
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/// This sets up the vector clock and networking-related resources.
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/// Creates an offline CurrentSession that will be updated when networking starts.
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pub fn initialize_offline_resources(world: &mut World) {
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info!("Initializing offline resources (no session yet)...");
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info!("Initializing offline resources...");
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// Create node ID (persists for this app instance)
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let node_id = Uuid::new_v4();
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@@ -32,5 +32,11 @@ pub fn initialize_offline_resources(world: &mut World) {
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world.insert_resource(NetworkEntityMap::default());
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world.insert_resource(EntityLockRegistry::default());
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info!("Offline resources initialized (vector clock ready)");
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// Create offline session (will be updated when networking starts)
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// This ensures CurrentSession resource always exists for UI binding
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let offline_session_id = libmarathon::networking::SessionId::new();
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let offline_session = Session::new(offline_session_id);
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world.insert_resource(CurrentSession::new(offline_session, VectorClock::new()));
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info!("Offline resources initialized (vector clock ready, session created in offline state)");
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}
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@@ -7,7 +7,7 @@ use bevy::prelude::*;
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use libmarathon::{
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debug_ui::{egui, EguiContexts, EguiPrimaryContextPass},
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engine::{EngineBridge, EngineCommand},
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networking::{CurrentSession, NodeVectorClock, SessionId},
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networking::{CurrentSession, NodeVectorClock, SessionId, SessionState},
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};
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pub struct SessionUiPlugin;
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@@ -28,10 +28,15 @@ struct SessionUiState {
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fn session_ui_panel(
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mut contexts: EguiContexts,
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mut ui_state: ResMut<SessionUiState>,
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current_session: Option<Res<CurrentSession>>,
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current_session: Res<CurrentSession>,
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node_clock: Option<Res<NodeVectorClock>>,
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bridge: Res<EngineBridge>,
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) {
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// Log session state for debugging
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debug!("Session UI: state={:?}, id={}",
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current_session.session.state,
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current_session.session.id.to_code());
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let Ok(ctx) = contexts.ctx_mut() else {
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return;
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};
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@@ -40,21 +45,22 @@ fn session_ui_panel(
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.default_pos([320.0, 10.0])
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.default_width(280.0)
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.show(ctx, |ui| {
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if let Some(session) = current_session.as_ref() {
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// ONLINE MODE: Session exists, networking is active
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// Check if networking is active based on session state
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if current_session.session.state == SessionState::Active {
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// ONLINE MODE: Networking is active
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ui.heading("Session (Online)");
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ui.separator();
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ui.horizontal(|ui| {
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ui.label("Code:");
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ui.code(session.session.id.to_code());
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ui.code(current_session.session.id.to_code());
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if ui.small_button("📋").clicked() {
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// TODO: Copy to clipboard (requires clipboard API)
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info!("Session code: {}", session.session.id.to_code());
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info!("Session code: {}", current_session.session.id.to_code());
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}
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});
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ui.label(format!("State: {:?}", session.session.state));
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ui.label(format!("State: {:?}", current_session.session.state));
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if let Some(clock) = node_clock.as_ref() {
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ui.label(format!("Connected nodes: {}", clock.clock.clocks.len()));
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@@ -68,7 +74,7 @@ fn session_ui_panel(
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bridge.send_command(EngineCommand::StopNetworking);
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}
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} else {
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// OFFLINE MODE: No session, networking not started
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// OFFLINE MODE: Networking not started or disconnected
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ui.heading("Offline Mode");
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ui.separator();
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