2019-01-02 17:23:31 +00:00
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// Standard
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use std::time::Duration;
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2019-01-15 15:13:11 +00:00
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// Library
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use specs::Entity as EcsEntity;
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use vek::*;
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2019-01-23 20:01:58 +00:00
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use threadpool;
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2019-01-15 15:13:11 +00:00
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// Project
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2019-03-02 03:48:30 +00:00
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use common::{comp::phys::Vel, state::State, terrain::TerrainChunk};
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2019-01-15 15:13:11 +00:00
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use world::World;
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2019-01-02 17:23:31 +00:00
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2019-01-12 15:57:19 +00:00
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#[derive(Debug)]
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pub enum Error {
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2019-01-02 17:23:31 +00:00
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ServerShutdown,
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Other(String),
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}
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pub struct Input {
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// TODO: Use this type to manage client input
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2019-03-02 19:43:51 +00:00
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pub move_dir: Vec2<f32>,
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2019-01-02 17:23:31 +00:00
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}
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pub struct Client {
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2019-01-23 20:01:58 +00:00
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thread_pool: threadpool::ThreadPool,
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2019-01-02 17:23:31 +00:00
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2019-01-23 20:01:58 +00:00
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tick: u64,
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state: State,
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2019-01-15 15:13:11 +00:00
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player: Option<EcsEntity>,
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// Testing
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world: World,
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pub chunk: Option<TerrainChunk>,
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2019-01-02 17:23:31 +00:00
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}
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impl Client {
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2019-01-12 15:57:19 +00:00
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/// Create a new `Client`.
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2019-01-02 17:23:31 +00:00
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pub fn new() -> Self {
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Self {
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2019-01-23 20:01:58 +00:00
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thread_pool: threadpool::Builder::new()
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.thread_name("veloren-worker".into())
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.build(),
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2019-01-15 15:13:11 +00:00
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2019-01-23 20:01:58 +00:00
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tick: 0,
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state: State::new(),
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2019-01-15 15:13:11 +00:00
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player: None,
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// Testing
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world: World::new(),
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chunk: None,
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2019-01-02 17:23:31 +00:00
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}
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}
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2019-01-23 20:01:58 +00:00
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/// Get a reference to the client's worker thread pool. This pool should be used for any
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/// computationally expensive operations that run outside of the main thread (i.e: threads that
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/// block on I/O operations are exempt).
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pub fn thread_pool(&self) -> &threadpool::ThreadPool { &self.thread_pool }
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// TODO: Get rid of this
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2019-01-15 15:13:11 +00:00
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pub fn with_test_state(mut self) -> Self {
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self.chunk = Some(self.world.generate_chunk(Vec3::zero()));
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2019-03-02 03:48:30 +00:00
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self.player = Some(self.state.new_test_player());
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2019-01-15 15:13:11 +00:00
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self
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}
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2019-01-23 20:01:58 +00:00
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// TODO: Get rid of this
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pub fn load_chunk(&mut self, pos: Vec3<i32>) {
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self.state.terrain_mut().insert(pos, self.world.generate_chunk(pos));
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self.state.changes_mut().new_chunks.push(pos);
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}
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2019-01-12 15:57:19 +00:00
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/// Get a reference to the client's game state.
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pub fn state(&self) -> &State { &self.state }
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/// Get a mutable reference to the client's game state.
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pub fn state_mut(&mut self) -> &mut State { &mut self.state }
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2019-03-02 03:48:30 +00:00
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/// Get the player entity
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pub fn player(&self) -> Option<EcsEntity> {
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self.player
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}
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2019-01-23 20:01:58 +00:00
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/// Get the current tick number.
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pub fn get_tick(&self) -> u64 {
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self.tick
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}
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2019-01-02 17:23:31 +00:00
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/// Execute a single client tick, handle input and update the game state by the given duration
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2019-01-12 15:57:19 +00:00
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pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), Error> {
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2019-01-02 17:23:31 +00:00
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// This tick function is the centre of the Veloren universe. Most client-side things are
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// managed from here, and as such it's important that it stays organised. Please consult
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// the core developers before making significant changes to this code. Here is the
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// approximate order of things. Please update it as this code changes.
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//
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// 1) Collect input from the frontend, apply input effects to the state of the game
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// 2) Go through any events (timer-driven or otherwise) that need handling and apply them
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// to the state of the game
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// 3) Perform a single LocalState tick (i.e: update the world and entities in the world)
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// 4) Go through the terrain update queue and apply all changes to the terrain
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// 5) Finish the tick, passing control of the main thread back to the frontend
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2019-03-02 03:48:30 +00:00
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// (step 1)
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if let Some(p) = self.player {
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2019-03-02 19:43:51 +00:00
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// TODO: remove this
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const PLAYER_VELOCITY: f32 = 100.0;
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// TODO: Set acceleration instead
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self.state.write_component(p, Vel(Vec3::from(input.move_dir * PLAYER_VELOCITY)));
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2019-03-02 03:48:30 +00:00
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}
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2019-01-02 17:23:31 +00:00
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// Tick the client's LocalState (step 3)
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self.state.tick(dt);
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// Finish the tick, pass control back to the frontend (step 6)
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2019-01-23 20:01:58 +00:00
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self.tick += 1;
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2019-01-02 17:23:31 +00:00
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Ok(())
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}
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2019-01-23 20:01:58 +00:00
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/// Clean up the client after a tick
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pub fn cleanup(&mut self) {
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// Cleanup the local state
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self.state.cleanup();
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}
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2019-01-02 17:23:31 +00:00
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}
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