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ThousandthStar
ThousandthStar

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Rust devlog: Part 4

Hello! Welcome to the fourth part of my devlog where I develop my multiplayer turn-based game. I previously didn't have a name, but I have decided to name it 8bit Duels! I think this fits the theme pretty nicely. Anyways, on with the devlog!

Refactoring

This devlog is all about refactoring, and how I made my code cleaner. I did this by creating a workspace shared between the client and the server. This allows me to directly serialize and deserialize packets into ClientMessage and ServerMessage enum variants. One reason I adore Rust is because you can pass parameters to some enums. This is great in my case, as I need to send some data between the client and the server. These changes were suggested by a user in the Rust gamedev Discord server (link to their website).

This refactoring was done over most of the networking code, so I won't show everything here. The code is on Github here if you want to check it out (stars are greatly appreciated).

The main thing is that I now need less logic to handle packets. Before, I was creating some raw JSON in the client and putting a packet-type value in the object. I was then matching that value on the server-side, and vice-versa. This is an extremely bad practice, and it resulted in longer tedious code, since I needed to also get the other variables in the packets by their name in the JSON object. Now, I've just created a shared common package along with the client and server packages. It contains these simple API packets:

#[derive(Serialize, Deserialize, Debug)]
pub enum ServerMessage {
    // 1st param: whether or not the player is player_1
    StartGame(bool),
    StartTurn,
    // 1st param: the `CardEntity` to spawn
    SpawnCard(CardEntity),
    /*
    1st param: the initial x position
    2nd param: the initial y position
    3rd param: the final   x position
    4th param: the final   y position
    */
    MoveTroop(i32, i32, i32, i32),
    AttackTroop(i32, i32, i32, i32),
}

#[derive(Serialize, Deserialize, Debug)]
pub enum ClientMessage {
    Deck(Vec<Card>),
    MoveTroop(i32, i32, i32, i32),
    AttackTroop(i32, i32, i32, i32),
}
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Using serde_json, a great JSON library, I can just serialize and deserialize packets into enum variants. These are handled like so on the client (I removed, the logic, since it's very straightforward):

if let Some(message) = guard.pop_front() {
        match message {
            ServerMessage::StartGame(is_player_1) => {
                // Starting the game
            }
            ServerMessage::SpawnCard(card_entity) => {
                // Spawning troops
            }
            ServerMessage::MoveTroop(start_x, start_y, end_x, end_y) => {
                // Moving troops
            }
            ServerMessage::AttackTroop(start_x, start_y, end_x, end_y) => {
                // Attacking troops
            }
            _ => {}
        }
    }
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On the server, we have something similar, but with ClientMessage instead.

Conclusion

If you made it this far, thanks again for reading! This devlog was pretty short since there wasn't much to explain. I do plan on finishing this game as soon as possible, but I am very busy at the moment, so progress is very slow. With that, I hope you enjoyed and are somewhat hoping to try out my game in the future. See you next time!

Special thanks to the user who helped me improve my code. Hints on grammar and best practices are always greatly appreciated.

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