Files
marathon/crates/app/src/engine_bridge.rs
Sienna Meridian Satterwhite 6303c4b409 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>
2025-12-24 11:32:30 +00:00

131 lines
5.6 KiB
Rust

//! Bevy plugin for polling engine events and dispatching them
//!
//! This plugin bridges the gap between the tokio-based engine and Bevy's ECS.
//! It polls events from the EngineBridge every frame and dispatches them to
//! Bevy systems.
use bevy::prelude::*;
use libmarathon::{
engine::{EngineBridge, EngineCommand, EngineEvent},
networking::{CurrentSession, NetworkedEntity, NodeVectorClock, Session, SessionState},
};
pub struct EngineBridgePlugin;
impl Plugin for EngineBridgePlugin {
fn build(&self, app: &mut App) {
// Add the event polling system - runs every tick in Update
app.add_systems(Update, poll_engine_events);
// Detect changes and send clock tick commands to engine
app.add_systems(PostUpdate, detect_changes_and_tick);
}
}
/// Detect changes to networked entities and send tick commands to engine
///
/// Uses Bevy's change detection to detect when Transform changes on any
/// NetworkedEntity. When changes are detected, sends a TickClock command
/// to the engine, which will increment its clock and send back a ClockTicked event.
fn detect_changes_and_tick(
bridge: Res<EngineBridge>,
changed_query: Query<(), (With<NetworkedEntity>, Changed<Transform>)>,
) {
// If any networked transforms changed this frame, tick the clock
if !changed_query.is_empty() {
bridge.send_command(EngineCommand::TickClock);
}
}
/// Poll events from the engine and dispatch to Bevy
///
/// This system runs every tick and:
/// 1. Polls all available events from the EngineBridge
/// 2. Dispatches them to update Bevy resources and state
fn poll_engine_events(
bridge: Res<EngineBridge>,
mut current_session: ResMut<CurrentSession>,
mut node_clock: ResMut<NodeVectorClock>,
) {
let events = (*bridge).poll_events();
if !events.is_empty() {
for event in events {
match event {
EngineEvent::NetworkingStarted { session_id, node_id } => {
info!("Networking started: session={}, node={}",
session_id.to_code(), node_id);
// Update session to use the new session ID and set state to Active
current_session.session = Session::new(session_id.clone());
current_session.session.state = SessionState::Active;
info!("Updated CurrentSession to Active: {}", session_id.to_code());
// Update node ID in clock
node_clock.node_id = node_id;
}
EngineEvent::NetworkingFailed { error } => {
error!("Networking failed: {}", error);
// Keep session state as Created
current_session.session.state = SessionState::Created;
}
EngineEvent::NetworkingStopped => {
info!("Networking stopped");
// Update session state to Disconnected
current_session.session.state = SessionState::Disconnected;
}
EngineEvent::PeerJoined { node_id } => {
info!("Peer joined: {}", node_id);
// TODO(Phase 3.3): Trigger sync
}
EngineEvent::PeerLeft { node_id } => {
info!("Peer left: {}", node_id);
}
EngineEvent::LockAcquired { entity_id, holder } => {
debug!("Lock acquired: entity={}, holder={}", entity_id, holder);
// TODO(Phase 3.4): Update lock visuals
}
EngineEvent::LockReleased { entity_id } => {
debug!("Lock released: entity={}", entity_id);
// TODO(Phase 3.4): Update lock visuals
}
EngineEvent::ClockTicked { sequence, clock: _ } => {
debug!("Clock ticked: sequence={}", sequence);
// Clock tick confirmed - no action needed
}
EngineEvent::SessionJoined { session_id } => {
info!("Session joined: {}", session_id.to_code());
// Update session state
current_session.session.state = SessionState::Joining;
}
EngineEvent::SessionLeft => {
info!("Session left");
// Update session state
current_session.session.state = SessionState::Left;
}
EngineEvent::EntitySpawned { entity_id, position, rotation, version: _ } => {
debug!("Entity spawned: id={}, pos={:?}, rot={:?}", entity_id, position, rotation);
// TODO: Spawn entity in Bevy
}
EngineEvent::EntityUpdated { entity_id, position, rotation, version: _ } => {
debug!("Entity updated: id={}, pos={:?}, rot={:?}", entity_id, position, rotation);
// TODO: Update entity in Bevy
}
EngineEvent::EntityDeleted { entity_id, version: _ } => {
debug!("Entity deleted: id={}", entity_id);
// TODO: Delete entity in Bevy
}
EngineEvent::LockDenied { entity_id, current_holder } => {
debug!("Lock denied: entity={}, current_holder={}", entity_id, current_holder);
// TODO: Show lock denied feedback
}
EngineEvent::LockExpired { entity_id } => {
debug!("Lock expired: entity={}", entity_id);
// TODO: Update lock visuals
}
}
}
}
}