1
0
mirror of https://git.ngram.ca/OpenJam/rc-servers synced 2026-08-23 23:08:52 +00:00

Allow two or more people to load into the same multiplayer match #30

This commit is contained in:
NG (Graham)
2025-07-20 18:31:08 -04:00
parent cd45c22d0b
commit 37cbc8d85f
24 changed files with 902 additions and 149 deletions

View File

@@ -31,6 +31,7 @@ impl GameMatches {
match msg {
super::GameMessage::NewConnection { user, game_guid, connection, response, sender } => {
if let Some(tx) = self.matches.get(&game_guid) {
self.routing.insert(user.user_id(), game_guid.clone());
if tx.send(super::GameMessage::NewConnection { user, game_guid, connection, response, sender }).await.is_err() {
log::error!("Failed to send NewConnection game message to existing match");
}

View File

@@ -1,4 +1,4 @@
pub fn match_countdown(players: Vec<super::generic::UserSender>, game_start: chrono::DateTime<chrono::Utc>) {
pub fn match_countdown(players: Vec<(super::generic::UserSender, std::sync::Arc<super::generic::UserState>)>, game_start: chrono::DateTime<chrono::Utc>) {
tokio::spawn(do_match_countdown_async(players, game_start));
}
@@ -9,37 +9,43 @@ pub fn time_to_game_start_payload(game_start: chrono::DateTime<chrono::Utc>) ->
rlnl::events::GameTime(time_until_start_f32)
}
async fn do_match_countdown_async(players: Vec<super::generic::UserSender>, game_start: chrono::DateTime<chrono::Utc>) {
async fn do_match_countdown_async(players: Vec<(super::generic::UserSender, std::sync::Arc<super::generic::UserState>)>, game_start: chrono::DateTime<chrono::Utc>) {
let now = chrono::Utc::now();
let time_until_start = game_start.signed_duration_since(now);
let payload = time_to_game_start_payload(game_start);
for player in players.iter() {
let sender = player.rlnl();
let sender = player.0.rlnl();
if let Err(e) = sender.send_data(
&payload,
rlnl::event_code::NetworkEvent::TimeToGameStart,
literustlib::packet::Property::ReliableOrdered,
&player.connection)
&player.0.connection)
.await {
log::error!("Failed to send TimeToGameStart to a user: {}", e);
}
}
tokio::time::sleep(time_until_start.to_std().unwrap_or_default()).await;
log::debug!("Sending starting game event");
log::info!("Sending starting game event");
let payload = rlnl::events::ingame::GameStart {
is_reconnecting: 0,
};
for player in players {
let sender = player.rlnl();
for player in players.iter() {
let sender = player.0.rlnl();
if let Err(e) = sender.send_data(
&payload,
rlnl::event_code::NetworkEvent::GameStarted,
literustlib::packet::Property::ReliableOrdered,
&player.connection)
&player.0.connection)
.await {
log::error!("Failed to send GameStarted event to a user: {}", e);
}
}
tokio::time::sleep(std::time::Duration::ZERO).await; // is this necessary?
for player in players {
player.1.mode.store(super::generic::ConnectionMode::InGame.to_u8(), std::sync::atomic::Ordering::Relaxed);
}
}

View File

@@ -1,2 +1,3 @@
#[allow(dead_code)]
pub trait GamemodeEngine: Send + Sync {
}

View File

@@ -1,7 +1,7 @@
pub(super) struct UserConnection {
pub(super) user: std::sync::Arc<Box<dyn oj_rc_core::persist::user::MultiplayerUser + Send + Sync + 'static>>,
pub(super) connection: UserSender,
pub(super) state: UserState,
pub(super) state: std::sync::Arc<UserState>,
pub(super) machine: MachineState,
}
@@ -20,7 +20,6 @@ impl UserSender {
pub(super) struct UserState {
pub(super) mode: std::sync::atomic::AtomicU8,
pub(super) progress: std::sync::atomic::AtomicU8, // percent
_x: (),
}
impl UserState {
@@ -28,21 +27,18 @@ impl UserState {
Self {
mode: std::sync::atomic::AtomicU8::new(ConnectionMode::Loading.to_u8()),
progress: std::sync::atomic::AtomicU8::new(0),
_x: (),
}
}
}
pub(super) struct MachineState {
pub(super) selected_weapon: WeaponInfo,
_x: (),
}
impl MachineState {
fn new() -> Self {
Self {
selected_weapon: WeaponInfo::new(),
_x: (),
}
}
}
@@ -65,23 +61,27 @@ impl WeaponInfo {
#[derive(Debug, Copy, Clone)]
pub(super) enum ConnectionMode {
Loading = 0,
Sync = 1,
InGame = 2,
WaitingForSync = 1,
Sync = 2,
WaitingToStart = 3,
InGame = 4,
}
impl ConnectionMode {
#[inline]
fn from_u8(num: u8) -> Self {
pub(super) fn from_u8(num: u8) -> Self {
match num {
0 => Self::Loading,
1 => Self::Sync,
2 => Self::InGame,
1 => Self::WaitingForSync,
2 => Self::Sync,
3 => Self::WaitingToStart,
4 => Self::InGame,
x => panic!("Unrecognized ConnectionMode {}", x),
}
}
#[inline]
fn to_u8(self) -> u8 {
pub(super) fn to_u8(self) -> u8 {
self as u8
}
}
@@ -94,6 +94,7 @@ pub(super) struct GenericGamemodeEngine {
pub game_guid: String,
pub is_complete: std::sync::atomic::AtomicBool,
pub game_start: std::sync::atomic::AtomicI64,
pub player_count: std::sync::atomic::AtomicU8,
}
impl GenericGamemodeEngine {
@@ -108,6 +109,7 @@ impl GenericGamemodeEngine {
game_guid: guid,
is_complete: std::sync::atomic::AtomicBool::new(false),
game_start: std::sync::atomic::AtomicI64::new(-1),
player_count: std::sync::atomic::AtomicU8::new(0),
}
}
@@ -115,9 +117,13 @@ impl GenericGamemodeEngine {
self.user_id_map.read().await.get(&user_id).map(|x| *x)
}
pub(super) async fn rebroadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T) {
pub(super) async fn rebroadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T, in_game: bool) {
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() { continue; }
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = crate::handlers::RlnlSender::new(&conn.connection.sender);
crate::events::log_lnl_send_failure(sender.send_data(
data,
@@ -128,9 +134,13 @@ impl GenericGamemodeEngine {
}
}
pub(super) async fn rebroadcast_dataless(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property) {
pub(super) async fn rebroadcast_dataless(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, in_game: bool) {
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() { continue; }
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = crate::handlers::RlnlSender::new(&conn.connection.sender);
crate::events::log_lnl_send_failure(sender.send_empty(
code,
@@ -140,8 +150,12 @@ impl GenericGamemodeEngine {
}
}
pub(super) async fn broadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T) {
pub(super) async fn broadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T, in_game: bool) {
for conn in self.users.read().await.values() {
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = conn.connection.rlnl();
crate::events::log_lnl_send_failure(sender.send_data(
data,
@@ -152,8 +166,12 @@ impl GenericGamemodeEngine {
}
}
pub(super) async fn broadcast_dataless(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property) {
pub(super) async fn broadcast_dataless(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, in_game: bool) {
for conn in self.users.read().await.values() {
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = conn.connection.rlnl();
crate::events::log_lnl_send_failure(sender.send_empty(
code,
@@ -175,8 +193,9 @@ impl GenericGamemodeEngine {
match msg {
super::GameMessage::NewConnection { user, game_guid, connection, response, sender } => {
if self.game_guid != game_guid {
log::error!("Game guid does not match (got: {}, expected: {})", game_guid, self.game_guid);
response.send(Some(super::messages::ErrorMessage {
message: "Game guid does not match".to_owned(),
message: format!("Game guid does not match (got: {}, expected: {})", game_guid, self.game_guid),
inner: None,
})).unwrap_or_default();
return;
@@ -188,22 +207,33 @@ impl GenericGamemodeEngine {
connection,
sender,
},
state: UserState::new(),
state: std::sync::Arc::new(UserState::new()),
machine: MachineState::new(),
};
//tokio::time::sleep(std::time::Duration::from_secs(1)).await;
let id = users.len() as u8;
if let Err(e) = self.send_loading_events(&new_user.connection, id).await {
response.send(Some(super::messages::ErrorMessage {
message: "Failed to send GameGuidValidated response".to_owned(),
inner: Some(Box::new(e)),
})).unwrap_or_default();
return;
//let id = users.len() as u8;
match new_user.user.game_players(&game_guid).await {
Ok(players) => {
if self.player_count.load(std::sync::atomic::Ordering::Relaxed) == 0 {
self.player_count.store(players.len() as _, std::sync::atomic::Ordering::Relaxed);
}
let user_id = new_user.user.user_id();
let id = players.iter().filter(|p| p.user_id == user_id).next().map(|p| p.player_id).unwrap();
self.spawn_send_loading_events(&new_user, id, players);
log::debug!("User {} is validated to play game {}", new_user.user.user_id(), game_guid);
self.user_id_map.write().await.insert(new_user.user.user_id(), id);
users.insert(id, new_user);
response.send(None).unwrap_or_default();
},
Err(e) => {
log::error!("Failed to retrieve players for game {}: {}", game_guid, e);
response.send(Some(super::messages::ErrorMessage {
message: "Failed to retrieve players for game".to_owned(),
inner: Some(Box::new(e)),
})).unwrap_or_default();
}
}
log::debug!("User {} is validated to play game {}", new_user.user.user_id(), game_guid);
self.user_id_map.write().await.insert(new_user.user.user_id(), id);
users.insert(id, new_user);
response.send(None).unwrap_or_default();
}
},
super::GameMessage::LoadingProgress { user_id, user_name, progress } => {
@@ -214,17 +244,19 @@ impl GenericGamemodeEngine {
let mut all_users_loading_complete = true;
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() {
let progress_percent = (progress * 100.0).ceil() as u8;
let progress_percent = ((progress * 100.0).ceil() as u8).clamp(0, 100);
log::debug!("User {} is loaded {}% into game {}", user_id, progress_percent, self.game_guid);
conn.state.progress.store(progress_percent, std::sync::atomic::Ordering::Relaxed);
all_users_loading_complete &= progress_percent == 100;
if progress_percent != 100 {
all_users_loading_complete = false;
}
} else {
all_users_loading_complete &= conn.state.progress.load(std::sync::atomic::Ordering::Relaxed) == 100;
}
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
match mode {
ConnectionMode::Loading
| ConnectionMode::Sync => {
ConnectionMode::Loading | ConnectionMode::WaitingForSync => {},
ConnectionMode::Sync | ConnectionMode::WaitingToStart => {
if user_id != conn.user.user_id() {
crate::events::log_lnl_send_failure(conn.connection.rlnl()
.send_data(&progress_data, rlnl::event_code::NetworkEvent::BroadcastLoadingProgress, literustlib::packet::Property::ReliableOrdered, &conn.connection.connection).await);
@@ -245,24 +277,17 @@ impl GenericGamemodeEngine {
log::warn!("Got loading progress for user {} who is supposed to be already in-game", user_id);
},
}
if !matches!(mode, ConnectionMode::Sync) {
all_users_loading_complete = false;
}
}
// trigger game start
if all_users_loading_complete {
log::info!("All players are ready for game {}", self.game_guid);
tokio::time::sleep(Self::END_OF_SYNC_DELAY).await;
let mut senders = Vec::new();
for conn in self.users.read().await.values() {
crate::events::log_lnl_send_failure(conn.connection.rlnl()
.send_empty(rlnl::event_code::NetworkEvent::EndOfSync, literustlib::packet::Property::ReliableOrdered, &conn.connection.connection).await);
senders.push(conn.connection.clone());
for (id, conn) in self.users.read().await.iter() {
if let Err(e) = conn.connection.rlnl().send_empty(
rlnl::event_code::NetworkEvent::EndOfSync,
literustlib::packet::Property::ReliableOrdered,
&conn.connection.connection
).await {
log::error!("Failed to send EndOfSync event to user {}: {}", id, e);
}
}
let game_start = chrono::Utc::now() + Self::COUNTDOWN_DURATION;
self.game_start.store(game_start.timestamp(), std::sync::atomic::Ordering::Relaxed);
super::countdown::match_countdown(senders, game_start);
}
}
super::GameMessage::RequestLoadingProgress { user_id } => {
@@ -310,21 +335,39 @@ impl GenericGamemodeEngine {
rlnl::event_code::NetworkEvent::BroadcastWeaponSelect,
literustlib::packet::Property::ReliableOrdered,
&data,
false
).await;
}
},
super::GameMessage::RequestLoadingSync { user_id } => {
if let Some(user_key) = self.user_key_by_user_id(user_id).await {
if let Some(conn) = self.users.read().await.get(&user_key) {
self.spawn_send_sync_events(conn, user_id);
// wait for all users to be ready before transitioning to loading sync
let mut ready_count = 0;
for user in self.users.read().await.values() {
if user.user.user_id() == user_id {
user.state.mode.store(ConnectionMode::WaitingForSync.to_u8(), std::sync::atomic::Ordering::Relaxed);
ready_count += 1;
} else {
if matches!(ConnectionMode::from_u8(user.state.mode.load(std::sync::atomic::Ordering::Relaxed)), ConnectionMode::WaitingForSync) {
ready_count += 1;
}
}
}
let player_count = self.player_count.load(std::sync::atomic::Ordering::Relaxed) as usize;
if ready_count == player_count {
log::info!("All players ({}) awaiting sync for game {}", player_count, self.game_guid);
let total_users = self.users.read().await.len() as u8;
for (user_key, conn) in self.users.read().await.iter() {
self.spawn_send_sync_events(conn, conn.user.user_id(), *user_key, total_users);
}
}
},
super::GameMessage::LoadComplete { user_id } => {
if let Some(user_key) = self.user_key_by_user_id(user_id).await {
if let Some(conn) = self.users.read().await.get(&user_key) {
log::debug!("Loading complete for game {}, user {} ({})", self.game_guid, user_id, user_key);
let game_start = chrono::DateTime::from_timestamp(self.game_start.load(std::sync::atomic::Ordering::Relaxed), 0).unwrap();
log::info!("Loading complete for game {}, user {} ({})", self.game_guid, user_id, user_key);
conn.state.progress.store(100, std::sync::atomic::Ordering::Relaxed);
conn.state.mode.store(ConnectionMode::WaitingToStart.to_u8(), std::sync::atomic::Ordering::Relaxed);
/*let game_start = chrono::DateTime::from_timestamp(self.game_start.load(std::sync::atomic::Ordering::Relaxed), 0).unwrap();
let payload = super::countdown::time_to_game_start_payload(game_start);
let sender = conn.connection.rlnl();
if let Err(e) = sender.send_data(
@@ -334,24 +377,48 @@ impl GenericGamemodeEngine {
&conn.connection.connection)
.await {
log::error!("Failed to send updated TimeToGameStart to a user: {}", e);
}
}*/
self.spawn_initial_ingame_events(conn, user_id);
} else {
log::warn!("Invalid LoadComplete user key {} for game {}", user_key, self.game_guid);
continue;
}
} else {
log::warn!("Unknown LoadComplete user id {} for game {}", user_id, self.game_guid);
continue;
}
// wait for all users to be ready for starting game start countdown
let mut all_users_loading_complete = true;
for conn in self.users.read().await.values() {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
all_users_loading_complete &= matches!(mode, ConnectionMode::WaitingToStart);
}
// trigger game start
if all_users_loading_complete {
let player_count = self.player_count.load(std::sync::atomic::Ordering::Relaxed) as usize;
log::info!("All players ({}) are ready for game {}", player_count, self.game_guid);
tokio::time::sleep(Self::END_OF_SYNC_DELAY).await;
let mut senders = Vec::new();
for conn in self.users.read().await.values() {
senders.push((conn.connection.clone(), conn.state.clone()));
}
let game_start = chrono::Utc::now() + Self::COUNTDOWN_DURATION;
self.game_start.store(game_start.timestamp(), std::sync::atomic::Ordering::Relaxed);
super::countdown::match_countdown(senders, game_start);
}
}
super::GameMessage::BroadcastRlnl { user_id: _, event, property, data } => {
if let Some(data) = data {
self.broadcast(event, property, &*data).await;
self.broadcast(event, property, &*data, true).await;
} else {
self.broadcast_dataless(event, property).await;
self.broadcast_dataless(event, property, true).await;
}
}
super::GameMessage::RebroadcastRlnl { skip_user_id, event, property, data } => {
if let Some(data) = data {
self.rebroadcast(skip_user_id, event, property, &*data).await;
self.rebroadcast(skip_user_id, event, property, &*data, true).await;
} else {
self.rebroadcast_dataless(skip_user_id, event, property).await;
self.rebroadcast_dataless(skip_user_id, event, property, true).await;
}
}
@@ -373,18 +440,36 @@ impl GenericGamemodeEngine {
self.is_complete.store(true, std::sync::atomic::Ordering::Relaxed);
}
async fn send_loading_events(&self, user: &UserSender, player_id: u8) -> std::io::Result<()> {
fn spawn_send_loading_events(&self, user: &UserConnection, player_id: u8, players: Vec<oj_rc_core::persist::user::PlayerDescriptor>) {
let connection = user.connection.clone();
let user_id = user.user.user_id();
tokio::spawn(Self::send_loading_events_wrapper(connection, player_id, user_id, players));
}
async fn send_loading_events_wrapper(connection: UserSender, player_id: u8, user_id: i32, players: Vec<oj_rc_core::persist::user::PlayerDescriptor>) {
if let Err(e) = Self::send_loading_events(&connection, player_id, players).await {
log::error!("Failed to send Loading events for user {} ({}): {}", user_id, player_id, e);
}
}
async fn send_loading_events(user: &UserSender, player_id: u8, players: Vec<oj_rc_core::persist::user::PlayerDescriptor>) -> std::io::Result<()> {
let sender = user.rlnl();
sender.send_data(
&rlnl::events::loading::PlayerID { owner: player_id },
&rlnl::events::ingame::PlayerId { player: player_id },
rlnl::event_code::NetworkEvent::GameGuidValidated,
literustlib::packet::Property::ReliableOrdered,
&user.connection
).await?;
sender.send_data(
&rlnl::events::loading::PlayerIDsAndNames {
num_players: 2,
players: vec![ // FIXME
num_players: players.len() as _,
players: players.into_iter().map(|player| rlnl::events::loading::PlayerIDAndName {
player_id: player.player_id as _,
name: rlnl::types::BinaryWriterString(player.public_id),
display_name: rlnl::types::BinaryWriterString(player.display_name),
})
.collect(),
/*players: vec![ // FIXME
rlnl::events::loading::PlayerIDAndName {
player_id: 0,
name: rlnl::types::BinaryWriterString("NGniusness".to_owned()),
@@ -392,10 +477,10 @@ impl GenericGamemodeEngine {
},
rlnl::events::loading::PlayerIDAndName {
player_id: 1,
name: rlnl::types::BinaryWriterString("NGniusness_echo".to_owned()),
display_name: rlnl::types::BinaryWriterString("NGniusness_echo".to_owned()),
name: rlnl::types::BinaryWriterString("NGniusness2".to_owned()),
display_name: rlnl::types::BinaryWriterString("NGniusness2".to_owned()),
},
],
],*/
},
rlnl::event_code::NetworkEvent::PlayerIDs,
literustlib::packet::Property::ReliableOrdered,
@@ -413,19 +498,19 @@ impl GenericGamemodeEngine {
Ok(())
}
fn spawn_send_sync_events(&self, user: &UserConnection, user_id: i32) {
fn spawn_send_sync_events(&self, user: &UserConnection, user_id: i32, player_id: u8, num_players: u8) {
let connection = user.connection.clone();
tokio::spawn(Self::send_sync_events_wrapper(connection, user_id));
tokio::spawn(Self::send_sync_events_wrapper(connection, user_id, player_id, num_players));
user.state.mode.store(ConnectionMode::Sync.to_u8(), std::sync::atomic::Ordering::Relaxed);
}
async fn send_sync_events_wrapper(connection: UserSender, user_id: i32) {
if let Err(e) = Self::send_sync_events(connection).await {
async fn send_sync_events_wrapper(connection: UserSender, user_id: i32, player_id: u8, num_players: u8) {
if let Err(e) = Self::send_sync_events(connection, player_id, num_players).await {
log::error!("Failed to send Sync events for user {}: {}", user_id, e);
}
}
async fn send_sync_events(connection: UserSender) -> std::io::Result<()> {
async fn send_sync_events(connection: UserSender, _player_id: u8, num_players: u8) -> std::io::Result<()> {
let sender = connection.rlnl();
sender.send_empty(
rlnl::event_code::NetworkEvent::BeginSync,
@@ -451,36 +536,33 @@ impl GenericGamemodeEngine {
// generic
sender.send_data(
&rlnl::events::sync::InitialiseGameStats {
num_players: 2,
stats: vec![ // FIXME generate one per connection
rlnl::types::IngamePlayerStats {
player_name: 0,
num_players,
stats: (0..num_players).into_iter()
.map(|i| rlnl::types::IngamePlayerStats {
player_name: i,
num_stats: 0,
stats: vec![],
},
rlnl::types::IngamePlayerStats {
player_name: 1,
num_stats: 0,
stats: vec![],
},
],
}).collect(),
},
rlnl::event_code::NetworkEvent::InitialiseGameStats,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
sender.send_data(
&rlnl::events::sync::SpawnPoint {
pos: rlnl::types::PosQuatPair {
pos: rlnl::types::CompressedVec3 { x: 0, y: 42, z: 0 },
rot: rlnl::types::CompressedQuat { x: 0, y: 0, z: 0 },
for i in 0..num_players {
sender.send_data(
&rlnl::events::sync::SpawnPoint {
pos: rlnl::types::PosQuatPair {
pos: rlnl::types::CompressedVec3 { x: i as _, y: 42, z: i as _ },
rot: rlnl::types::CompressedQuat { x: 0, y: 0, z: 0 },
},
owner: i,
},
owner: 0,
},
rlnl::event_code::NetworkEvent::FreeSpawnPoint,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
rlnl::event_code::NetworkEvent::FreeSpawnPoint,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
}
// seems to be for reconnecting
/*sender.send_data(
&rlnl::events::sync::SyncMachineCubes {
@@ -506,7 +588,7 @@ impl GenericGamemodeEngine {
fn spawn_initial_ingame_events(&self, user: &UserConnection, user_id: i32) {
let connection = user.connection.clone();
tokio::spawn(Self::send_initial_ingame_events_wrapper(connection, user_id));
user.state.mode.store(ConnectionMode::InGame.to_u8(), std::sync::atomic::Ordering::Relaxed);
//user.state.mode.store(ConnectionMode::InGame.to_u8(), std::sync::atomic::Ordering::Relaxed);
}
async fn send_initial_ingame_events_wrapper(connection: UserSender, user_id: i32) {