veloren/server/src/lib.rs

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#![deny(unsafe_code)]
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#![feature(drain_filter)]
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pub mod auth_provider;
pub mod chunk_generator;
pub mod client;
pub mod cmd;
pub mod error;
pub mod input;
pub mod metrics;
pub mod settings;
pub mod sys;
#[cfg(not(feature = "worldgen"))]
mod test_world;
// Reexports
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pub use crate::{error::Error, input::Input, settings::ServerSettings};
use crate::{
auth_provider::AuthProvider,
chunk_generator::ChunkGenerator,
client::{Client, RegionSubscription},
cmd::CHAT_COMMANDS,
sys::sentinel::{DeletedEntities, TrackedComps},
};
use common::{
assets, comp,
effect::Effect,
event::{EventBus, ServerEvent},
msg::{ClientMsg, ClientState, PlayerListUpdate, ServerError, ServerInfo, ServerMsg},
net::PostOffice,
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state::{BlockChange, State, TimeOfDay},
sync::{Uid, UidAllocator, WorldSyncExt},
terrain::{block::Block, TerrainChunkSize, TerrainGrid},
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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vol::{ReadVol, RectVolSize, Vox},
};
use log::{debug, error, warn};
use metrics::ServerMetrics;
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use rand::Rng;
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use specs::{
join::Join, saveload::MarkerAllocator, world::EntityBuilder as EcsEntityBuilder, Builder,
Entity as EcsEntity, RunNow, SystemData, WorldExt,
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};
use std::{
i32,
sync::Arc,
time::{Duration, Instant},
};
#[cfg(not(feature = "worldgen"))]
use test_world::{World, WORLD_SIZE};
use uvth::{ThreadPool, ThreadPoolBuilder};
use vek::*;
#[cfg(feature = "worldgen")]
use world::{
sim::{FileOpts, WorldOpts, DEFAULT_WORLD_MAP, WORLD_SIZE},
World,
};
const CLIENT_TIMEOUT: f64 = 20.0; // Seconds
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pub enum Event {
ClientConnected {
entity: EcsEntity,
},
ClientDisconnected {
entity: EcsEntity,
},
Chat {
entity: Option<EcsEntity>,
msg: String,
},
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}
#[derive(Copy, Clone)]
struct SpawnPoint(Vec3<f32>);
// Tick count used for throttling network updates
// Note this doesn't account for dt (so update rate changes with tick rate)
#[derive(Copy, Clone, Default)]
pub struct Tick(u64);
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pub struct Server {
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state: State,
world: Arc<World>,
map: Vec<u32>,
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postoffice: PostOffice<ServerMsg, ClientMsg>,
thread_pool: ThreadPool,
server_info: ServerInfo,
metrics: ServerMetrics,
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server_settings: ServerSettings,
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}
impl Server {
/// Create a new `Server`
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pub fn new(settings: ServerSettings) -> Result<Self, Error> {
let mut state = State::default();
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state.ecs_mut().insert(EventBus::<ServerEvent>::default());
// TODO: anything but this
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state.ecs_mut().insert(AuthProvider::new());
state.ecs_mut().insert(Tick(0));
state.ecs_mut().insert(ChunkGenerator::new());
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// System timers for performance monitoring
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state.ecs_mut().insert(sys::EntitySyncTimer::default());
state.ecs_mut().insert(sys::MessageTimer::default());
state.ecs_mut().insert(sys::SentinelTimer::default());
state.ecs_mut().insert(sys::SubscriptionTimer::default());
state.ecs_mut().insert(sys::TerrainSyncTimer::default());
state.ecs_mut().insert(sys::TerrainTimer::default());
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// Server-only components
state.ecs_mut().register::<RegionSubscription>();
state.ecs_mut().register::<Client>();
#[cfg(feature = "worldgen")]
let world = World::generate(
settings.world_seed,
WorldOpts {
seed_elements: true,
world_file: if let Some(ref opts) = settings.map_file {
opts.clone()
} else {
// Load default map from assets.
FileOpts::LoadAsset(DEFAULT_WORLD_MAP.into())
},
..WorldOpts::default()
},
);
#[cfg(feature = "worldgen")]
let map = world.sim().get_map();
#[cfg(not(feature = "worldgen"))]
let world = World::generate(settings.world_seed);
#[cfg(not(feature = "worldgen"))]
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let map = vec![0];
#[cfg(feature = "worldgen")]
let spawn_point = {
// NOTE: all of these `.map(|e| e as [type])` calls should compile into no-ops,
// but are needed to be explicit about casting (and to make the compiler stop complaining)
// spawn in the chunk, that is in the middle of the world
let spawn_chunk: Vec2<i32> = WORLD_SIZE.map(|e| e as i32) / 2;
// calculate the absolute position of the chunk in the world
// (we could add TerrainChunkSize::RECT_SIZE / 2 here, to spawn in the midde of the chunk)
let spawn_location = spawn_chunk * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
// get a z cache for the collumn in which we want to spawn
let mut block_sampler = world.sample_blocks();
let z_cache = block_sampler
.get_z_cache(spawn_location)
.expect(&format!("no z_cache found for chunk: {}", spawn_chunk));
// get the minimum and maximum z values at which there could be soild blocks
let (min_z, _, max_z) = z_cache.get_z_limits(&mut block_sampler);
// round range outwards, so no potential air block is missed
let min_z = min_z.floor() as i32;
let max_z = max_z.ceil() as i32;
// loop over all blocks from min_z to max_z + 1
// until the first air block is found
// (up to max_z + 1, because max_z could still be a soild block)
// if no air block is found default to max_z + 1
let z = (min_z..(max_z + 1) + 1)
.find(|z| {
block_sampler
.get_with_z_cache(
Vec3::new(spawn_location.x, spawn_location.y, *z),
Some(&z_cache),
false,
)
.map(|b| b.is_air())
.unwrap_or(false)
})
.unwrap_or(max_z + 1);
// build the actual spawn point and
// add 0.5, so that the player spawns in the middle of the block
Vec3::new(spawn_location.x, spawn_location.y, z).map(|e| (e as f32)) + 0.5
};
#[cfg(not(feature = "worldgen"))]
let spawn_point = Vec3::new(0.0, 0.0, 256.0);
// set the spawn point we calculated above
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state.ecs_mut().insert(SpawnPoint(spawn_point));
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// Set starting time for the server.
state.ecs_mut().write_resource::<TimeOfDay>().0 = settings.start_time;
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// Register trackers
sys::sentinel::register_trackers(&mut state.ecs_mut());
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state.ecs_mut().insert(DeletedEntities::default());
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let this = Self {
state,
world: Arc::new(world),
map,
postoffice: PostOffice::bind(settings.gameserver_address)?,
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thread_pool: ThreadPoolBuilder::new()
.name("veloren-worker".into())
.build(),
server_info: ServerInfo {
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name: settings.server_name.clone(),
description: settings.server_description.clone(),
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git_hash: common::util::GIT_HASH.to_string(),
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git_date: common::util::GIT_DATE.to_string(),
},
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metrics: ServerMetrics::new(settings.metrics_address)
.expect("Failed to initialize server metrics submodule."),
server_settings: settings.clone(),
};
debug!("created veloren server with: {:?}", &settings);
Ok(this)
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}
pub fn with_thread_pool(mut self, thread_pool: ThreadPool) -> Self {
self.thread_pool = thread_pool;
self
}
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/// Get a reference to the server's game state.
pub fn state(&self) -> &State {
&self.state
}
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/// Get a mutable reference to the server's game state.
pub fn state_mut(&mut self) -> &mut State {
&mut self.state
}
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/// Get a reference to the server's world.
pub fn world(&self) -> &World {
&self.world
}
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/// Build a static object entity
pub fn create_object(
&mut self,
pos: comp::Pos,
object: comp::object::Body,
) -> EcsEntityBuilder {
self.state
.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Body::Object(object))
.with(comp::Mass(100.0))
.with(comp::Gravity(1.0))
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//.with(comp::LightEmitter::default())
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}
/// Build a projectile
pub fn create_projectile(
state: &mut State,
pos: comp::Pos,
vel: comp::Vel,
body: comp::Body,
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projectile: comp::Projectile,
) -> EcsEntityBuilder {
state
.ecs_mut()
.create_entity_synced()
.with(pos)
.with(vel)
.with(comp::Ori(vel.0.normalized()))
.with(comp::Mass(0.0))
.with(body)
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.with(projectile)
.with(comp::Sticky)
}
pub fn create_player_character(
state: &mut State,
entity: EcsEntity,
name: String,
body: comp::Body,
main: Option<String>,
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server_settings: &ServerSettings,
) {
// Give no item when an invalid specifier is given
let main = main.and_then(|specifier| assets::load_cloned(&specifier).ok());
let spawn_point = state.ecs().read_resource::<SpawnPoint>().0;
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state.write_component(entity, body);
state.write_component(entity, comp::Stats::new(name, body, main));
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state.write_component(entity, comp::Energy::new(1000));
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state.write_component(entity, comp::Controller::default());
state.write_component(entity, comp::Pos(spawn_point));
state.write_component(entity, comp::Vel(Vec3::zero()));
state.write_component(entity, comp::Ori(Vec3::unit_y()));
state.write_component(entity, comp::Gravity(1.0));
state.write_component(entity, comp::CharacterState::default());
state.write_component(entity, comp::Alignment::Owned(entity));
state.write_component(entity, comp::Inventory::default());
state.write_component(entity, comp::InventoryUpdate);
// Make sure physics are accepted.
state.write_component(entity, comp::ForceUpdate);
// Give the Admin component to the player if their name exists in admin list
if server_settings.admins.contains(
&state
.ecs()
.read_storage::<comp::Player>()
.get(entity)
.expect("Failed to fetch entity.")
.alias,
) {
state.write_component(entity, comp::Admin);
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}
// Tell the client its request was successful.
if let Some(client) = state.ecs().write_storage::<Client>().get_mut(entity) {
client.allow_state(ClientState::Character);
}
}
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/// Handle events coming through via the event bus
fn handle_events(&mut self) -> Vec<Event> {
let mut frontend_events = Vec::new();
let mut requested_chunks = Vec::new();
let mut dropped_items = Vec::new();
let mut chat_commands = Vec::new();
let events = self
.state
.ecs()
.read_resource::<EventBus<ServerEvent>>()
.recv_all();
for event in events {
let state = &mut self.state;
let server_settings = &self.server_settings;
match event {
ServerEvent::Explosion { pos, radius } => {
const RAYS: usize = 500;
for _ in 0..RAYS {
let dir = Vec3::new(
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
)
.normalized();
let ecs = state.ecs();
let mut block_change = ecs.write_resource::<BlockChange>();
let _ = ecs
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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.read_resource::<TerrainGrid>()
.ray(pos, pos + dir * radius)
.until(|_| rand::random::<f32>() < 0.05)
.for_each(|pos| block_change.set(pos, Block::empty()))
.cast();
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}
}
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ServerEvent::Shoot {
entity,
dir,
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body,
light,
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projectile,
gravity,
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} => {
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let mut pos = state
.ecs()
.read_storage::<comp::Pos>()
.get(entity)
.expect("Failed to fetch entity")
.0;
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// TODO: Player height
pos.z += 1.2;
let mut builder = Self::create_projectile(
state,
comp::Pos(pos),
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comp::Vel(dir * 100.0),
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body,
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projectile,
);
if let Some(light) = light {
builder = builder.with(light)
}
if let Some(gravity) = gravity {
builder = builder.with(gravity)
}
builder.build();
}
ServerEvent::Damage { uid, change } => {
let ecs = state.ecs();
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if let Some(entity) = ecs.entity_from_uid(uid.into()) {
if let Some(stats) = ecs.write_storage::<comp::Stats>().get_mut(entity) {
stats.health.change_by(change);
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}
}
}
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ServerEvent::Destroy { entity, cause } => {
// Chat message
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if let Some(player) = state.ecs().read_storage::<comp::Player>().get(entity) {
let msg = if let comp::HealthSource::Attack { by } = cause {
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state.ecs().entity_from_uid(by.into()).and_then(|attacker| {
state
.ecs()
.read_storage::<comp::Player>()
.get(attacker)
.map(|attacker_alias| {
format!(
"{} was killed by {}",
&player.alias, &attacker_alias.alias
)
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})
})
} else {
None
}
.unwrap_or(format!("{} died", &player.alias));
state.notify_registered_clients(ServerMsg::kill(msg));
}
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{
// Give EXP to the killer if entity had stats
let mut stats = state.ecs().write_storage::<comp::Stats>();
if let Some(entity_stats) = stats.get(entity).cloned() {
if let comp::HealthSource::Attack { by } = cause {
state.ecs().entity_from_uid(by.into()).map(|attacker| {
if let Some(attacker_stats) = stats.get_mut(attacker) {
// TODO: Discuss whether we should give EXP by Player Killing or not.
attacker_stats
.exp
.change_by((entity_stats.level.level() * 10) as i64);
}
});
}
}
}
if state
.ecs()
.write_storage::<Client>()
.get_mut(entity)
.is_some()
{
state
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.ecs()
.write_storage()
.insert(entity, comp::Vel(Vec3::zero()))
.err()
.map(|err| error!("Failed to set zero vel on dead client: {:?}", err));
state
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.ecs()
.write_storage()
.insert(entity, comp::ForceUpdate)
.err()
.map(|err| {
error!("Failed to insert ForceUpdate on dead client: {:?}", err)
});
state
.ecs()
.write_storage::<comp::Energy>()
.get_mut(entity)
.map(|energy| {
energy.set_to(energy.maximum(), comp::EnergySource::Revive)
});
let _ = state
.ecs()
.write_storage::<comp::CharacterState>()
.insert(entity, comp::CharacterState::default());
} else {
// If not a player delete the entity
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if let Err(err) = state.delete_entity_recorded(entity) {
error!("Failed to delete destroyed entity: {:?}", err);
}
}
}
ServerEvent::InventoryManip(entity, manip) => {
match manip {
comp::InventoryManip::Pickup(uid) => {
// TODO: enforce max pickup range
let item_entity = if let (Some((item, item_entity)), Some(inv)) = (
state
.ecs()
.entity_from_uid(uid.into())
.and_then(|item_entity| {
state
.ecs()
.write_storage::<comp::Item>()
.get_mut(item_entity)
.map(|item| (item.clone(), item_entity))
}),
state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity),
) {
if inv.push(item).is_none() {
Some(item_entity)
} else {
None
}
} else {
None
};
if let Some(item_entity) = item_entity {
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if let Err(err) = state.delete_entity_recorded(item_entity) {
error!("Failed to delete picked up item entity: {:?}", err);
}
}
state.write_component(entity, comp::InventoryUpdate);
}
comp::InventoryManip::Collect(pos) => {
let block = state.terrain().get(pos).ok().copied();
if let Some(block) = block {
if block.is_collectible()
&& state
.ecs()
.read_storage::<comp::Inventory>()
.get(entity)
.map(|inv| !inv.is_full())
.unwrap_or(false)
&& state.try_set_block(pos, Block::empty()).is_some()
{
comp::Item::try_reclaim_from_block(block)
.map(|item| state.give_item(entity, item));
}
}
}
comp::InventoryManip::Use(slot) => {
let item_opt = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.and_then(|inv| inv.remove(slot));
if let Some(item) = item_opt {
match item.kind {
comp::ItemKind::Tool { .. } => {
if let Some(stats) = state
.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
{
// Insert old item into inventory
if let Some(old_item) = stats.equipment.main.take() {
state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.insert(slot, old_item));
}
stats.equipment.main = Some(item);
}
}
comp::ItemKind::Consumable { effect, .. } => {
state.apply_effect(entity, effect);
}
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comp::ItemKind::Utility { kind } => match kind {
comp::item::Utility::Collar => {
let reinsert = if let Some(pos) =
state.read_storage::<comp::Pos>().get(entity)
{
if (
&state.read_storage::<comp::Alignment>(),
&state.read_storage::<comp::Agent>(),
)
.join()
.filter(|(alignment, _)| {
alignment
== &&comp::Alignment::Owned(entity)
})
.count()
>= 3
{
true
} else if let Some(tameable_entity) = {
let nearest_tameable = (
&state.ecs().entities(),
&state.ecs().read_storage::<comp::Pos>(),
&state
.ecs()
.read_storage::<comp::Alignment>(),
)
.join()
.filter(|(_, wild_pos, _)| {
wild_pos.0.distance_squared(pos.0)
< 5.0f32.powf(2.0)
})
.filter(|(_, _, alignment)| {
alignment == &&comp::Alignment::Wild
})
.min_by_key(|(_, wild_pos, _)| {
(wild_pos.0.distance_squared(pos.0)
* 100.0)
as i32
})
.map(|(entity, _, _)| entity);
nearest_tameable
} {
let _ = state.ecs().write_storage().insert(
tameable_entity,
comp::Alignment::Owned(entity),
);
let _ = state.ecs().write_storage().insert(
tameable_entity,
comp::Agent::default(),
);
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false
} else {
true
}
} else {
true
};
if reinsert {
let _ = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.insert(slot, item));
}
}
},
_ => {
let _ = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.insert(slot, item));
}
}
}
state.write_component(entity, comp::InventoryUpdate);
}
comp::InventoryManip::Swap(a, b) => {
state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.swap_slots(a, b));
state.write_component(entity, comp::InventoryUpdate);
}
comp::InventoryManip::Drop(slot) => {
let item = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.and_then(|inv| inv.remove(slot));
if let (Some(item), Some(pos)) =
(item, state.ecs().read_storage::<comp::Pos>().get(entity))
{
dropped_items.push((
*pos,
state
.ecs()
.read_storage::<comp::Ori>()
.get(entity)
.copied()
.unwrap_or(comp::Ori(Vec3::unit_y())),
item,
));
}
state.write_component(entity, comp::InventoryUpdate);
}
}
}
ServerEvent::Respawn(entity) => {
// Only clients can respawn
if state
.ecs()
.write_storage::<Client>()
.get_mut(entity)
.is_some()
{
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let respawn_point = state
.read_component_cloned::<comp::Waypoint>(entity)
.map(|wp| wp.get_pos())
.unwrap_or(state.ecs().read_resource::<SpawnPoint>().0);
state
.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.revive());
state
.ecs()
.write_storage::<comp::Pos>()
.get_mut(entity)
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.map(|pos| pos.0 = respawn_point);
state
.ecs()
.write_storage()
.insert(entity, comp::ForceUpdate)
.err().map(|err|
error!("Error inserting ForceUpdate component when respawning client: {:?}", err)
);
}
}
ServerEvent::LandOnGround { entity, vel } => {
if vel.z <= -37.0 {
if let Some(stats) =
state.ecs().write_storage::<comp::Stats>().get_mut(entity)
{
let falldmg = (vel.z / 2.5) as i32;
if falldmg < 0 {
stats.health.change_by(comp::HealthChange {
amount: falldmg,
cause: comp::HealthSource::World,
});
}
}
}
}
ServerEvent::Mount(mounter, mountee) => {
if state
.ecs()
.read_storage::<comp::Mounting>()
.get(mounter)
.is_none()
{
let not_mounting_yet = if let Some(comp::MountState::Unmounted) = state
.ecs()
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.read_storage::<comp::MountState>()
.get(mountee)
.cloned()
{
true
} else {
false
};
if not_mounting_yet {
if let (Some(mounter_uid), Some(mountee_uid)) = (
state.ecs().uid_from_entity(mounter),
state.ecs().uid_from_entity(mountee),
) {
state.write_component(
mountee,
comp::MountState::MountedBy(mounter_uid.into()),
);
state.write_component(mounter, comp::Mounting(mountee_uid.into()));
}
}
}
}
ServerEvent::Unmount(mounter) => {
let mountee_entity = state
.ecs()
.write_storage::<comp::Mounting>()
.get(mounter)
.and_then(|mountee| state.ecs().entity_from_uid(mountee.0.into()));
if let Some(mountee_entity) = mountee_entity {
state
.ecs()
.write_storage::<comp::MountState>()
.get_mut(mountee_entity)
.map(|ms| *ms = comp::MountState::Unmounted);
}
state.delete_component::<comp::Mounting>(mounter);
}
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ServerEvent::Possess(possessor_uid, possesse_uid) => {
let ecs = state.ecs();
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if let (Some(possessor), Some(possesse)) = (
ecs.entity_from_uid(possessor_uid.into()),
ecs.entity_from_uid(possesse_uid.into()),
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) {
// You can't possess other players
let mut clients = ecs.write_storage::<Client>();
if clients.get_mut(possesse).is_none() {
if let Some(mut client) = clients.remove(possessor) {
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client.notify(ServerMsg::SetPlayerEntity(possesse_uid.into()));
let _ = clients.insert(possesse, client);
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// Create inventory if it doesn't exist
{
let mut inventories = ecs.write_storage::<comp::Inventory>();
if let Some(inventory) = inventories.get_mut(possesse) {
inventory.push(assets::load_expect_cloned(
"common.items.debug.possess",
));
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} else {
let _ = inventories.insert(
possesse,
comp::Inventory {
slots: vec![Some(assets::load_expect_cloned(
"common.items.debug.possess",
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))],
},
);
}
}
let _ = ecs
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.write_storage::<comp::InventoryUpdate>()
.insert(possesse, comp::InventoryUpdate);
// Move player component
{
let mut players = ecs.write_storage::<comp::Player>();
if let Some(player) = players.remove(possessor) {
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let _ = players.insert(possesse, player);
}
}
// Remove will of the entity
let _ = ecs.write_storage::<comp::Agent>().remove(possesse);
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// Transfer admin powers
{
let mut admins = ecs.write_storage::<comp::Admin>();
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if let Some(admin) = admins.remove(possessor) {
let _ = admins.insert(possesse, admin);
}
}
// Transfer waypoint
{
let mut waypoints = ecs.write_storage::<comp::Waypoint>();
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if let Some(waypoint) = waypoints.remove(possessor) {
let _ = waypoints.insert(possesse, waypoint);
}
}
}
}
}
}
ServerEvent::CreateCharacter {
entity,
name,
body,
main,
} => {
Self::create_player_character(
state,
entity,
name,
body,
main,
&server_settings,
);
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sys::subscription::initialize_region_subscription(state.ecs(), entity);
}
ServerEvent::ExitIngame { entity } => {
// Create new entity with just `Client`, `Uid`, and `Player` components
// Easier than checking and removing all other known components
// Note: If other `ServerEvent`s are referring to this entity they will be
// disrupted
let maybe_client = state.ecs().write_storage::<Client>().remove(entity);
let maybe_uid = state.read_component_cloned::<Uid>(entity);
let maybe_player = state.ecs().write_storage::<comp::Player>().remove(entity);
if let (Some(mut client), Some(uid), Some(player)) =
(maybe_client, maybe_uid, maybe_player)
{
// Tell client its request was successful
client.allow_state(ClientState::Registered);
// Tell client to clear out other entities and its own components
client.notify(ServerMsg::ExitIngameCleanup);
let entity_builder =
state.ecs_mut().create_entity().with(client).with(player);
// Ensure UidAllocator maps this uid to the new entity
let uid = entity_builder
.world
.write_resource::<UidAllocator>()
.allocate(entity_builder.entity, Some(uid.into()));
entity_builder.with(uid).build();
}
// Delete old entity
if let Err(err) = state.delete_entity_recorded(entity) {
error!("Failed to delete entity when removing character: {:?}", err);
}
}
ServerEvent::CreateNpc {
pos,
stats,
body,
agent,
alignment,
scale,
} => {
state
.create_npc(pos, stats, body)
.with(agent)
.with(scale)
.with(alignment)
.build();
}
ServerEvent::CreateWaypoint(pos) => {
self.create_object(comp::Pos(pos), comp::object::Body::CampfireLit)
.with(comp::LightEmitter {
offset: Vec3::unit_z() * 0.5,
col: Rgb::new(1.0, 0.65, 0.2),
strength: 2.0,
})
.with(comp::WaypointArea::default())
.build();
}
ServerEvent::ClientDisconnect(entity) => {
// Tell other clients to remove from player list
if let (Some(uid), Some(_)) = (
state.read_storage::<Uid>().get(entity),
state.read_storage::<comp::Player>().get(entity),
) {
state.notify_registered_clients(ServerMsg::PlayerListUpdate(
PlayerListUpdate::Remove((*uid).into()),
))
}
// Delete client entity
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if let Err(err) = state.delete_entity_recorded(entity) {
error!("Failed to delete disconnected client: {:?}", err);
}
frontend_events.push(Event::ClientDisconnected { entity });
}
ServerEvent::ChunkRequest(entity, key) => {
requested_chunks.push((entity, key));
}
ServerEvent::ChatCmd(entity, cmd) => {
chat_commands.push((entity, cmd));
}
}
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}
// Generate requested chunks.
for (entity, key) in requested_chunks {
self.generate_chunk(entity, key);
}
// Drop items
for (pos, ori, item) in dropped_items {
let vel = ori.0.normalized() * 5.0
+ Vec3::unit_z() * 10.0
+ Vec3::<f32>::zero().map(|_| rand::thread_rng().gen::<f32>() - 0.5) * 4.0;
self.create_object(Default::default(), comp::object::Body::Pouch)
.with(comp::Pos(pos.0 + Vec3::unit_z() * 0.25))
.with(item)
.with(comp::Vel(vel))
.build();
}
for (entity, cmd) in chat_commands {
self.process_chat_cmd(entity, cmd);
}
frontend_events
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}
/// Execute a single server tick, handle input and update the game state by the given duration.
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pub fn tick(&mut self, _input: Input, dt: Duration) -> Result<Vec<Event>, Error> {
self.state.ecs().write_resource::<Tick>().0 += 1;
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// This tick function is the centre of the Veloren universe. Most server-side things are
// managed from here, and as such it's important that it stays organised. Please consult
// the core developers before making significant changes to this code. Here is the
// approximate order of things. Please update it as this code changes.
//
// 1) Collect input from the frontend, apply input effects to the state of the game
// 2) Go through any events (timer-driven or otherwise) that need handling and apply them
// to the state of the game
// 3) Go through all incoming client network communications, apply them to the game state
// 4) Perform a single LocalState tick (i.e: update the world and entities in the world)
// 5) Go through the terrain update queue and apply all changes to the terrain
// 6) Send relevant state updates to all clients
// 7) Update Metrics with current data
// 8) Finish the tick, passing control of the main thread back to the frontend
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let before_tick_1 = Instant::now();
// 1) Build up a list of events for this frame, to be passed to the frontend.
let mut frontend_events = Vec::new();
// If networking has problems, handle them.
if let Some(err) = self.postoffice.error() {
return Err(err.into());
}
// 2)
// 3) Handle inputs from clients
frontend_events.append(&mut self.handle_new_connections()?);
// Run message recieving sys before the systems in common for decreased latency (e.g. run before controller system)
sys::message::Sys.run_now(&self.state.ecs());
let before_tick_4 = Instant::now();
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// 4) Tick the server's LocalState.
self.state.tick(dt, sys::add_server_systems);
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let before_handle_events = Instant::now();
// Handle game events
frontend_events.append(&mut self.handle_events());
// Tick the world
self.world.tick(dt);
// 5) Fetch any generated `TerrainChunk`s and insert them into the terrain.
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// in sys/terrain.rs
let before_tick_6 = Instant::now();
// 6) Synchronise clients with the new state of the world.
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// Remove NPCs that are outside the view distances of all players
// This is done by removing NPCs in unloaded chunks
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let to_delete = {
let terrain = self.state.terrain();
(
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Pos>(),
!&self.state.ecs().read_storage::<comp::Player>(),
2019-08-02 17:48:14 +00:00
)
.join()
.filter(|(_, pos, _)| terrain.get(pos.0.map(|e| e.floor() as i32)).is_err())
.map(|(entity, _, _)| entity)
.collect::<Vec<_>>()
};
for entity in to_delete {
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if let Err(err) = self.state.delete_entity_recorded(entity) {
error!("Failed to delete agent outside the terrain: {:?}", err);
}
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}
let before_tick_7 = Instant::now();
// 7) Update Metrics
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let entity_sync_nanos = self
.state
.ecs()
.read_resource::<sys::EntitySyncTimer>()
.nanos as i64;
let message_nanos = self.state.ecs().read_resource::<sys::MessageTimer>().nanos as i64;
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let sentinel_nanos = self.state.ecs().read_resource::<sys::SentinelTimer>().nanos as i64;
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let subscription_nanos = self
.state
.ecs()
.read_resource::<sys::SubscriptionTimer>()
.nanos as i64;
let terrain_sync_nanos = self
.state
.ecs()
.read_resource::<sys::TerrainSyncTimer>()
.nanos as i64;
let terrain_nanos = self.state.ecs().read_resource::<sys::TerrainTimer>().nanos as i64;
let total_sys_nanos = entity_sync_nanos
+ message_nanos
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+ sentinel_nanos
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+ subscription_nanos
+ terrain_sync_nanos
+ terrain_nanos;
self.metrics
.tick_time
.with_label_values(&["input"])
.set((before_tick_4 - before_tick_1).as_nanos() as i64 - message_nanos);
self.metrics
.tick_time
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.with_label_values(&["state tick"])
.set(
(before_handle_events - before_tick_4).as_nanos() as i64
- (total_sys_nanos - message_nanos),
);
self.metrics
.tick_time
.with_label_values(&["handle server events"])
.set((before_tick_6 - before_handle_events).as_nanos() as i64);
self.metrics
.tick_time
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.with_label_values(&["entity deletion"])
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.set((before_tick_7 - before_tick_6).as_nanos() as i64);
self.metrics
.tick_time
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.with_label_values(&["entity sync"])
.set(entity_sync_nanos);
self.metrics
.tick_time
.with_label_values(&["message"])
.set(message_nanos);
self.metrics
.tick_time
.with_label_values(&["subscription"])
.set(subscription_nanos);
self.metrics
.tick_time
.with_label_values(&["terrain sync"])
.set(terrain_sync_nanos);
self.metrics
.tick_time
.with_label_values(&["terrain"])
.set(terrain_nanos);
self.metrics
.player_online
.set(self.state.ecs().read_storage::<Client>().join().count() as i64);
self.metrics
.time_of_day
.set(self.state.ecs().read_resource::<TimeOfDay>().0);
if self.metrics.is_100th_tick() {
let mut chonk_cnt = 0;
let chunk_cnt = self.state.terrain().iter().fold(0, |a, (_, c)| {
chonk_cnt += 1;
a + c.sub_chunks_len()
});
self.metrics.chonks_count.set(chonk_cnt as i64);
self.metrics.chunks_count.set(chunk_cnt as i64);
}
//self.metrics.entity_count.set(self.state.);
self.metrics
.tick_time
.with_label_values(&["metrics"])
.set(before_tick_7.elapsed().as_nanos() as i64);
// 8) Finish the tick, pass control back to the frontend.
Ok(frontend_events)
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}
/// Clean up the server after a tick.
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
/// Handle new client connections.
fn handle_new_connections(&mut self) -> Result<Vec<Event>, Error> {
let mut frontend_events = Vec::new();
for postbox in self.postoffice.new_postboxes() {
let mut client = Client {
client_state: ClientState::Connected,
postbox,
last_ping: self.state.get_time(),
login_msg_sent: false,
};
if self.server_settings.max_players
<= self.state.ecs().read_storage::<Client>().join().count()
{
// Note: in this case the client is dropped
client.notify(ServerMsg::Error(ServerError::TooManyPlayers));
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} else {
let entity = self
.state
.ecs_mut()
.create_entity_synced()
.with(client)
.build();
// Send client all the tracked components currently attached to its entity as well
// as synced resources (currently only `TimeOfDay`)
log::debug!("Starting initial sync with client.");
self.state
.ecs()
.write_storage::<Client>()
.get_mut(entity)
.unwrap()
.notify(ServerMsg::InitialSync {
// Send client their entity
entity_package: TrackedComps::fetch(&self.state.ecs())
.create_entity_package(entity),
server_info: self.server_info.clone(),
time_of_day: *self.state.ecs().read_resource(),
world_map: (WORLD_SIZE.map(|e| e as u32), self.map.clone()),
});
log::debug!("Done initial sync with client.");
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frontend_events.push(Event::ClientConnected { entity });
}
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}
Ok(frontend_events)
}
pub fn notify_client(&self, entity: EcsEntity, msg: ServerMsg) {
if let Some(client) = self.state.ecs().write_storage::<Client>().get_mut(entity) {
client.notify(msg)
}
}
pub fn generate_chunk(&mut self, entity: EcsEntity, key: Vec2<i32>) {
self.state
.ecs()
.write_resource::<ChunkGenerator>()
.generate_chunk(entity, key, &mut self.thread_pool, self.world.clone());
}
fn process_chat_cmd(&mut self, entity: EcsEntity, cmd: String) {
// Separate string into keyword and arguments.
let sep = cmd.find(' ');
let (kwd, args) = match sep {
Some(i) => (cmd[..i].to_string(), cmd[(i + 1)..].to_string()),
None => (cmd, "".to_string()),
};
// Find the command object and run its handler.
let action_opt = CHAT_COMMANDS.iter().find(|x| x.keyword == kwd);
match action_opt {
Some(action) => action.execute(self, entity, args),
// Unknown command
None => {
if let Some(client) = self.state.ecs().write_storage::<Client>().get_mut(entity) {
client.notify(ServerMsg::private(format!(
"Unknown command '/{}'.\nType '/help' for available commands",
kwd
)));
}
}
}
}
fn entity_is_admin(&self, entity: EcsEntity) -> bool {
self.state
.read_storage::<comp::Admin>()
.get(entity)
.is_some()
}
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}
impl Drop for Server {
fn drop(&mut self) {
self.state.notify_registered_clients(ServerMsg::Shutdown);
}
}
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trait StateExt {
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fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool;
fn apply_effect(&mut self, entity: EcsEntity, effect: Effect);
fn notify_registered_clients(&self, msg: ServerMsg);
fn create_npc(
&mut self,
pos: comp::Pos,
stats: comp::Stats,
body: comp::Body,
) -> EcsEntityBuilder;
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fn delete_entity_recorded(
&mut self,
entity: EcsEntity,
) -> Result<(), specs::error::WrongGeneration>;
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}
impl StateExt for State {
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fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool {
let success = self
.ecs()
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.write_storage::<comp::Inventory>()
.get_mut(entity)
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.map(|inv| inv.push(item).is_none())
.unwrap_or(false);
if success {
self.write_component(entity, comp::InventoryUpdate);
}
success
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}
fn apply_effect(&mut self, entity: EcsEntity, effect: Effect) {
match effect {
Effect::Health(change) => {
self.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.health.change_by(change));
}
Effect::Xp(xp) => {
self.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.exp.change_by(xp));
}
}
}
/// Build a non-player character.
fn create_npc(
&mut self,
pos: comp::Pos,
stats: comp::Stats,
body: comp::Body,
) -> EcsEntityBuilder {
self.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Controller::default())
.with(body)
.with(stats)
.with(comp::Alignment::Npc)
2020-01-17 20:08:27 +00:00
.with(comp::Energy::new(500))
.with(comp::Gravity(1.0))
.with(comp::CharacterState::default())
}
fn notify_registered_clients(&self, msg: ServerMsg) {
for client in (&mut self.ecs().write_storage::<Client>())
.join()
.filter(|c| c.is_registered())
{
client.notify(msg.clone())
}
}
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fn delete_entity_recorded(
&mut self,
entity: EcsEntity,
) -> Result<(), specs::error::WrongGeneration> {
let (maybe_uid, maybe_pos) = (
self.ecs().read_storage::<Uid>().get(entity).copied(),
self.ecs().read_storage::<comp::Pos>().get(entity).copied(),
);
let res = self.ecs_mut().delete_entity(entity);
if res.is_ok() {
if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) {
if let Some(region_key) = self
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.ecs()
.read_resource::<common::region::RegionMap>()
.find_region(entity, pos.0)
{
self.ecs()
.write_resource::<DeletedEntities>()
.record_deleted_entity(uid, region_key);
} else {
// Don't panic if the entity wasn't found in a region maybe it was just created
// and then deleted before the region manager had a chance to assign it a
// region
warn!("Failed to find region containing entity during entity deletion, assuming it wasn't sent to any clients and so deletion doesn't need to be recorded for sync purposes");
}
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}
}
res
}
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}