Files
marathon/crates/app/src/engine_bridge.rs
2026-02-07 19:14:46 +00:00

188 lines
8.1 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);
// Handle app exit to stop networking gracefully
app.add_systems(Update, handle_app_exit);
}
}
/// 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(
mut commands: Commands,
bridge: Res<EngineBridge>,
mut current_session: ResMut<CurrentSession>,
mut node_clock: ResMut<NodeVectorClock>,
mut networking_status: Option<ResMut<crate::session_ui::NetworkingStatus>>,
) {
let events = (*bridge).poll_events();
if !events.is_empty() {
debug!("Polling {} engine events", events.len());
for event in events {
match event {
EngineEvent::NetworkingInitializing { session_id, status } => {
info!("Networking initializing for session {}: {:?}", session_id.to_code(), status);
// Update NetworkingStatus resource
if let Some(ref mut net_status) = networking_status {
net_status.latest_status = Some(status);
}
// Update session state to Joining if not already
if matches!(current_session.session.state, SessionState::Created) {
current_session.session.state = SessionState::Joining;
}
}
EngineEvent::NetworkingStarted { session_id, node_id, bridge: gossip_bridge } => {
info!("Networking started: session={}, node={}",
session_id.to_code(), node_id);
// Clear networking status
if let Some(ref mut net_status) = networking_status {
net_status.latest_status = None;
}
// Insert GossipBridge for Bevy systems to use
commands.insert_resource(gossip_bridge);
info!("Inserted GossipBridge resource");
// 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);
// Clear networking status
if let Some(ref mut net_status) = networking_status {
net_status.latest_status = None;
}
// Keep session state as Created
current_session.session.state = SessionState::Created;
}
EngineEvent::NetworkingStopped => {
info!("Networking stopped");
// Clear networking status
if let Some(ref mut net_status) = networking_status {
net_status.latest_status = None;
}
// Update session state to Disconnected
current_session.session.state = SessionState::Disconnected;
}
EngineEvent::PeerJoined { node_id } => {
info!("Peer joined: {}", node_id);
// Initialize peer in vector clock so it shows up in UI immediately
node_clock.clock.timestamps.entry(node_id).or_insert(0);
// TODO(Phase 3.3): Trigger sync
}
EngineEvent::PeerLeft { node_id } => {
info!("Peer left: {}", node_id);
// Remove peer from vector clock
node_clock.clock.timestamps.remove(&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
}
}
}
}
}
/// Handle app exit - send shutdown signal to EngineCore
fn handle_app_exit(
mut exit_events: MessageReader<bevy::app::AppExit>,
bridge: Res<EngineBridge>,
) {
for _ in exit_events.read() {
info!("App exiting - sending Shutdown command to EngineCore");
bridge.send_command(EngineCommand::Shutdown);
// The EngineCore will receive the Shutdown command and gracefully exit
// its event loop, allowing the tokio runtime thread to complete
}
}