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Feature: bare bones client for sending messages to server #15
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I see there is something like this in the initial commit of NetworkClient. I will have a look at this and see if it fits my needs. Is this something that you would accept a PR for? i.e. StandaloneNetworkClient, and perhaps a simple example that sends a single message (or something.) |
I made a manual copy of NetworkClient from this commit: b489d17 It appears to work OK, but I'm not sure if the code is actually correct, and/or if there are critical fixes, or if NetworkClient is just more correct in newer versions. (It's alot harder to follow in later versions) Changes are here: https://github.com/rezural/bevy_spicy_networking/tree/standalone-network-client. I will put up a PR if you want. |
Heya! Thank you. That sounds like a good idea. If you want to, you can send the PR. |
Ok, I see that the code is changed to avoid the use of block_on(?). I'm happy with using the StandaloneNetworkClientm but I am wondering if the rework was premeditated as such, or just kinda just what fell out as a result of chasing the tail of async wonderland. But, yeah, I will send up a PR. It's a shame that it is so much duplication of code that is basically the same struct, If you have any thoughts on this, I'll keep it in mind. Thanks |
Yeah, the blocking was unnecessary, so I removed it. I'd be happy to see your approach! |
I am wanting to receive messages on a bevy 'game', which works as advertised, however, i am wanting to create clients are not necessarily running within a bevy run loop, and it is not obvious how this is done.
I tried creating a NetworkClient directly, however it appears that this is intrinsically bound up with code in
handle_connection_event
, (including setting the net_res.server connection directly, which is private :| ).This is obviously do-able, but apparently not with NetworkClient, perhaps a StandaloneNetworkClient which includes relevant code from handle_connection_event?
I'm a bit confused at this point, any pointers would be appreciated.
Thanks
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