benthic_ui 0.3.0

Bevy UI plugin for open metaverse clients
Documentation
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
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
use bevy::gltf::{GltfMaterialName, GltfMeshName};
use bevy::platform::collections::HashMap;
use bevy::mesh::skinning::SkinnedMesh;
use metaverse_core::initialize::initialize;
use metaverse_messages::packet::message::{UIMessage, UIResponse};
use metaverse_messages::udp::agent::agent_update::AgentUpdate;
use metaverse_messages::ui::camera_position::CameraPosition;
use std::fs::create_dir_all;
use std::net::UdpSocket;
use std::path::PathBuf;
use crate::errors::{NotLoggedIn, PacketSendError, PortError, ShareDirError};
use crate::render::{
    check_model_loaded, handle_land_update, handle_mesh_update, setup_environment, LandUpdateEvent,
    MeshQueue, MeshUpdateEvent, SceneIDMap,
};
use crate::subscriber::listen_for_core_events;
use crate::textures::environment::HeightMaterial;
use crate::{chat, login};
use actix_rt::System;
use bevy::app::App;
use bevy::prelude::*;
use bevy::tasks::AsyncComputeTaskPool;
use bevy::window::WindowCloseRequested;
use crossbeam_channel::{unbounded, Receiver, Sender};
use metaverse_messages::http::login::login_error::LoginError;
use metaverse_messages::udp::agent::coarse_location_update::CoarseLocationUpdate;
use metaverse_messages::ui::errors::SessionError;
use metaverse_messages::ui::login_response::LoginResponse;
use portpicker::pick_unused_port;

pub const VIEWER_NAME: &str = "benthic";

#[derive(Clone, Copy, Default, Eq, PartialEq, Debug, Hash, States)]
pub enum ViewerState {
    #[default]
    Login,
    Loading,
    Chat,
}

#[derive(Resource)]
pub struct Sockets {
    pub ui_to_core_socket: u16,
    pub core_to_ui_socket: u16,
}

#[derive(Resource)]
struct EventChannel {
    pub sender: Sender<UIMessage>,
    pub receiver: Receiver<UIMessage>,
}

#[derive(Resource)]
pub struct SessionData {
    login_response: Option<LoginResponse>,
    avatar_location: Vec3,
}

#[derive(Resource)]
pub struct ChatMessages {
    pub messages: Vec<ChatFromClientMessage>,
}

#[derive(Resource)]
pub struct ShareDir {
    pub _path: PathBuf,
    pub login_cred_path: PathBuf,
}

pub struct ChatFromClientMessage {
    pub user: String,
    pub message: String,
}

#[derive(Message)]
pub struct LoginResponseEvent {
    pub value: Result<LoginResponse, LoginError>,
}

#[derive(Message)]
pub struct CameraUpdateEvent {
    pub value: CameraPosition
}

#[derive(Message)]
pub struct CoarseLocationUpdateEvent {
    pub _value: CoarseLocationUpdate,
}

#[derive(Resource)]
pub struct AgentUpdateTimer(Timer);

#[derive(Message)]
struct DisableSimulatorEvent;

#[derive(Message)]
struct LogoutRequestEvent;

//ensure the share dir exists, and create the Benthic folder in the share dir at startup time.
fn setup_share_dir() -> Result<PathBuf, ShareDirError> {
    let data_dir = dirs::data_dir().ok_or(ShareDirError::NoShareDir())?;
    let local_share_dir = data_dir.join(VIEWER_NAME);
    if !local_share_dir.exists() {
        create_dir_all(&local_share_dir)?
    };
    Ok(local_share_dir)
}

pub struct MetaversePlugin;
impl Plugin for MetaversePlugin {
    fn build(&self, app: &mut App) {
        let (s1, r1) = unbounded();
        let ui_to_core_socket =
            pick_unused_port().unwrap_or_else(|| panic!("{:?}", PortError::PortPickerError()));
        let core_to_ui_socket =
            pick_unused_port().unwrap_or_else(|| panic!("{:?}", PortError::PortPickerError()));

        let local_share_dir = match setup_share_dir() {
            Err(e) => {
                panic!("{:?}", e)
            }
            Ok(path) => {
                info!("Created directory: {:?}", path);
                path
            }
        };
        let login_cred_path = local_share_dir.join("login_conf.json");
        let login_data = match login::load_login_data(&login_cred_path) {
            Ok(login_data) => login_data,
            Err(e) => {
                error!("{:?}", e.to_string());
                login::LoginData::default()
            }
        };

        app.init_state::<ViewerState>()
            .add_plugins(MaterialPlugin::<HeightMaterial>::default())
            .insert_resource(SessionData {
                login_response: None,
                avatar_location: Vec3::ZERO,
            })
            .insert_resource(ChatMessages {
                messages: Vec::new(),
            })
            .insert_resource(Sockets {
                ui_to_core_socket,
                core_to_ui_socket,
            })
            .insert_resource(login_data)
            .insert_resource(chat::ChatMessage::default())
            .insert_resource(EventChannel {
                sender: s1,
                receiver: r1,
            })
            .insert_resource(ShareDir {
                _path: local_share_dir,
                login_cred_path,
            })
            .insert_resource(SceneIDMap{
                entities: HashMap::new(),
            })
            .insert_resource(MeshQueue { items: vec![] })
            .add_message::<LoginResponseEvent>()
            .add_message::<CameraUpdateEvent>()
            .add_message::<CoarseLocationUpdateEvent>()
            .add_message::<MeshUpdateEvent>()
            .add_message::<LandUpdateEvent>()
            .add_message::<DisableSimulatorEvent>()
            .add_message::<LogoutRequestEvent>()
            .register_type::<Transform>()
            .register_type::<GlobalTransform>()
            .register_type::<TransformTreeChanged>()
            .register_type::<Children>()
            .register_type::<Visibility>()
            .register_type::<ChildOf>()
            .register_type::<InheritedVisibility>()
            .register_type::<ViewVisibility>()
            .register_type::<Name>()
            .register_type::<Mesh3d>()
            .register_type::<bevy::camera::primitives::Aabb>()
            .register_type::<SkinnedMesh>()
            .register_type::<GltfMeshName>()
            .register_type::<GltfMaterialName>()
            .add_systems(Startup, start_listener)
            .add_systems(Startup, setup_timers)
            .add_systems(Startup, setup_environment)
            .add_systems(Startup, start_core)
            .add_systems(Update, check_model_loaded)
            .add_systems(Update, handle_window_close)
            .add_systems(Update, handle_logout)
            .add_systems(Update, handle_queue)
            .add_systems(Update, handle_login_response)
            .add_systems(Update, handle_camera_update)
            .add_systems(Update, handle_disconnect)
            .add_systems(Update, handle_mesh_update)
            .add_systems(Update, handle_land_update)
            .add_systems(
                Update,
                send_agent_update.run_if(in_state(ViewerState::Chat)),
            );
    }
}

pub fn handle_login_response(
    mut ev_loginresponse: MessageReader<LoginResponseEvent>,
    mut viewer_state: ResMut<NextState<ViewerState>>,
    mut session_data: ResMut<SessionData>,
) {
    for response in ev_loginresponse.read() {
        match response.value.as_ref() {
            Ok(login_response) => {
                viewer_state.set(ViewerState::Chat);
                session_data.login_response = Some(login_response.clone());
            }
            Err(_) => viewer_state.set(ViewerState::Login),
        }
    }
}

pub fn handle_camera_update(
mut ev_loginresponse: MessageReader<CameraUpdateEvent>,
mut session_data: ResMut<SessionData>,
) {
for response in ev_loginresponse.read() {
        session_data.avatar_location = response.value.position
}
}

pub fn send_packet_to_core(packet: &[u8], sockets: &Res<Sockets>) -> Result<(), PacketSendError> {
    let client_socket = UdpSocket::bind("0.0.0.0:0")?;
    client_socket.send_to(packet, format!("127.0.0.1:{}", sockets.ui_to_core_socket))?;
    Ok(())
}

fn handle_window_close(
    mut events: MessageReader<WindowCloseRequested>,
    mut exit: MessageWriter<AppExit>,
    mut logout: MessageWriter<LogoutRequestEvent>,
    viewer_state: Res<State<ViewerState>>,
) {
    for _ in events.read() {
        info!("Window close requested. Exiting...");
        if *viewer_state == ViewerState::Chat {
            info!("Sending Logout");
            logout.write(LogoutRequestEvent);
        }
        exit.write(AppExit::Success);
    }
}
// required for AgentUpdate
fn setup_timers(mut commands: Commands) {
    commands.insert_resource(AgentUpdateTimer(Timer::from_seconds(
        0.1,
        TimerMode::Repeating,
    )));
}

fn handle_disconnect(
    mut ev_disable_simulator: MessageReader<DisableSimulatorEvent>,
    mut viewer_state: ResMut<NextState<ViewerState>>,
) {
    for _ in ev_disable_simulator.read() {
        viewer_state.set(ViewerState::Login);
    }
}

// Handle all of the core events that are received from the listener.
fn handle_queue(
    event_channel: Res<EventChannel>,
    mut ev_loginresponse: MessageWriter<LoginResponseEvent>,
    mut ev_coarselocationupdate: MessageWriter<CoarseLocationUpdateEvent>,
    mut ev_disable_simulator: MessageWriter<DisableSimulatorEvent>,
    mut ev_mesh_update: MessageWriter<MeshUpdateEvent>,
    mut ev_land_update: MessageWriter<LandUpdateEvent>,
    mut ev_camera_update: MessageWriter<CameraUpdateEvent>,
    mut chat_messages: ResMut<ChatMessages>,
) {
    // Check for events in the channel
    let receiver = event_channel.receiver.clone();
    while let Ok(event) = receiver.try_recv() {
        match event {
            UIMessage::LandUpdate(land_update) => {
                ev_land_update.write(LandUpdateEvent { value: land_update });
            }
            UIMessage::LoginResponse(login_response) => {
                ev_loginresponse.write(LoginResponseEvent {
                    value: Ok(login_response),
                });
                info!("got LoginResponse")
            }
            UIMessage::MeshUpdate(mesh_update) => {
                ev_mesh_update.write(MeshUpdateEvent { value: mesh_update });
            }
            UIMessage::CoarseLocationUpdate(coarse_location_update) => {
                ev_coarselocationupdate.write(CoarseLocationUpdateEvent {
                    _value: coarse_location_update,
                });
                info!("got CoarseLocationUpdate")
            }
            UIMessage::Error(error) => match error {
                SessionError::Login(e) => {
                    ev_loginresponse.write(LoginResponseEvent {
                        value: Err(e.clone()),
                    });
                    error!("{:?}", e)
                }
                SessionError::MailboxSession(e) => {
                    info!("MailboxError {:?}", e)
                }
                SessionError::AckError(e) => {
                    info!("AckError {:?}", e)
                }
                SessionError::CircuitCode(e) => {
                    info!("CircuitcodeError {:?}", e)
                }
                SessionError::CompleteAgentMovement(e) => {
                    info!("CompleteAgentMovmentError {:?}", e)
                }
                SessionError::Capability(e) => {
                    info!("CapabilityError {:?}", e)
                }
                SessionError::IOError(e) => {
                    info!("IOError {:?}", e)
                }
                SessionError::FeatureError(e) => {
                    info!("FeatureError {:?}", e)
                }
            },
            UIMessage::ChatFromSimulator(chat_from_simulator) => {
                chat_messages.messages.push(ChatFromClientMessage {
                    user: chat_from_simulator.from_name,
                    message: chat_from_simulator.message,
                });
            }
            UIMessage::DisableSimulator(_) => {
                ev_disable_simulator.write(DisableSimulatorEvent {});
            }
            UIMessage::CameraPosition(data) => {
                ev_camera_update.write(CameraUpdateEvent { value: data });
            }
        };
    }
}

/// begin listening for UDP messages from the core
fn start_listener(sockets: Res<Sockets>, event_queue: Res<EventChannel>) {
    let outgoing_socket = sockets.core_to_ui_socket;
    let thread_pool = AsyncComputeTaskPool::get();
    let sender = event_queue.sender.clone();

    thread_pool
        .spawn(async move {
            listen_for_core_events(format!("127.0.0.1:{}", outgoing_socket), sender).await
        })
        .detach();
}

/// start the metaverse_core in a background thread
fn start_core(sockets: Res<Sockets>) {
    let server_to_ui_socket = sockets.core_to_ui_socket;
    let ui_to_server_socket = sockets.ui_to_core_socket;
    // start the actix process, and do not close the system until everything is finished
    std::thread::spawn(move || {
        System::new().block_on(async {
            match initialize(ui_to_server_socket, server_to_ui_socket).await {
                Ok(handle) => {
                    match handle.await {
                        Ok(()) => info!("Listener exited successfully!"),
                        Err(e) => error!("Listener exited with error {:?}", e),
                    };
                }
                Err(err) => {
                    error!("Failed to start client: {:?}", err);
                }
            }
        });
    });
}

fn handle_logout(mut events: MessageReader<LogoutRequestEvent>, sockets: Res<Sockets>) {
    for _ in events.read() {
        if let Err(e) = send_packet_to_core(&UIResponse::new_logout().to_bytes(), &sockets) {
            error!("{:?}", e)
        };
    }
}

pub fn retrieve_login_response<'a>(
    session_data: &'a Res<SessionData>,
    viewer_state: &mut ResMut<NextState<ViewerState>>,
) -> Result<&'a LoginResponse, NotLoggedIn> {
    match &session_data.login_response {
        Some(session) => Ok(session), // return owned copy
        None => {
            viewer_state.set(ViewerState::Login);
            error!("{:?}", NotLoggedIn::NotLoggedInError());
            Err(NotLoggedIn::NotLoggedInError())
        }
    }
}

// Send an agent update every second
fn send_agent_update(sockets: Res<Sockets>, time: Res<Time>, session: Res<SessionData>, mut timer: ResMut<AgentUpdateTimer>) {
    if !timer.0.tick(time.delta()).just_finished()
        && let Err(e) = send_packet_to_core(
            &UIResponse::new_agent_update(AgentUpdate {
               camera_center: session.avatar_location, 
                ..Default::default()
            })
            .to_bytes(),
            &sockets,
        ) {
            error!("{:?}", e)
        };
}