2019-03-05 18:39:18 +00:00
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#![feature(label_break_value)]
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2019-03-03 22:02:38 +00:00
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pub mod error;
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pub mod input;
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// Reexports
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2019-05-09 17:58:16 +00:00
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pub use crate::{
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error::Error,
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input::{Input, InputEvent},
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};
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2019-04-19 19:32:47 +00:00
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pub use specs::join::Join;
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2019-04-23 09:53:45 +00:00
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pub use specs::Entity as EcsEntity;
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2019-03-03 22:02:38 +00:00
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use common::{
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2019-03-06 13:48:44 +00:00
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comp,
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2019-04-23 09:53:45 +00:00
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msg::{ClientMsg, ClientState, ServerMsg},
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net::PostBox,
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2019-03-03 22:02:38 +00:00
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state::State,
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terrain::TerrainChunk,
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};
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2019-04-23 09:53:45 +00:00
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use specs::Builder;
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2019-05-16 20:18:48 +00:00
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use std::{
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collections::HashMap,
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net::SocketAddr,
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time::{Duration, Instant},
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};
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2019-04-23 09:53:45 +00:00
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use threadpool::ThreadPool;
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use vek::*;
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2019-01-02 17:23:31 +00:00
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2019-04-17 14:46:04 +00:00
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const SERVER_TIMEOUT: f64 = 20.0; // Seconds
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2019-03-05 18:39:18 +00:00
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2019-03-03 22:02:38 +00:00
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pub enum Event {
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Chat(String),
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2019-04-23 12:01:16 +00:00
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Disconnect,
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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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2019-04-23 12:01:16 +00:00
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client_state: Option<ClientState>,
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2019-04-10 23:16:29 +00:00
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thread_pool: ThreadPool,
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2019-01-02 17:23:31 +00:00
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2019-03-03 22:02:38 +00:00
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last_ping: f64,
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2019-04-19 19:32:47 +00:00
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pub postbox: PostBox<ClientMsg, ServerMsg>,
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2019-03-03 22:02:38 +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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2019-04-19 19:32:47 +00:00
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entity: EcsEntity,
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2019-05-19 00:45:02 +00:00
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view_distance: Option<u32>,
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2019-04-11 22:26:43 +00:00
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2019-05-17 17:44:30 +00:00
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pending_chunks: HashMap<Vec2<i32>, Instant>,
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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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2019-03-03 22:02:38 +00:00
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#[allow(dead_code)]
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2019-05-19 00:45:02 +00:00
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pub fn new<A: Into<SocketAddr>>(addr: A, view_distance: Option<u32>) -> Result<Self, Error> {
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2019-04-23 12:01:16 +00:00
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let mut client_state = Some(ClientState::Connected);
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2019-04-11 22:26:43 +00:00
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let mut postbox = PostBox::to(addr)?;
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2019-03-03 22:02:38 +00:00
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2019-04-19 19:32:47 +00:00
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// Wait for initial sync
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2019-04-22 00:38:29 +00:00
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let (state, entity) = match postbox.next_message() {
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2019-04-23 09:53:45 +00:00
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Some(ServerMsg::InitialSync {
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ecs_state,
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entity_uid,
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}) => {
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2019-04-10 17:23:27 +00:00
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let mut state = State::from_state_package(ecs_state);
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2019-04-23 09:53:45 +00:00
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let entity = state
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.ecs()
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.entity_from_uid(entity_uid)
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.ok_or(Error::ServerWentMad)?;
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2019-04-22 00:38:29 +00:00
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(state, entity)
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2019-04-23 09:53:45 +00:00
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}
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2019-04-10 17:23:27 +00:00
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_ => return Err(Error::ServerWentMad),
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};
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2019-03-03 22:02:38 +00:00
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Ok(Self {
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2019-04-19 19:32:47 +00:00
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client_state,
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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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2019-03-03 22:02:38 +00:00
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last_ping: state.get_time(),
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postbox,
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2019-01-23 20:01:58 +00:00
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tick: 0,
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2019-03-03 22:02:38 +00:00
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state,
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2019-04-22 00:38:29 +00:00
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entity,
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2019-04-10 23:16:29 +00:00
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view_distance,
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2019-04-11 22:26:43 +00:00
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2019-05-16 20:18:48 +00:00
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pending_chunks: HashMap::new(),
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2019-03-03 22:02:38 +00:00
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})
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2019-01-02 17:23:31 +00:00
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}
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2019-04-21 18:12:29 +00:00
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pub fn register(&mut self, player: comp::Player) {
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self.postbox.send_message(ClientMsg::Register { player });
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}
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2019-05-19 00:45:02 +00:00
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pub fn set_view_distance(&mut self, view_distance: u32) {
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self.view_distance = Some(view_distance.max(5).min(25));
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self.postbox
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.send_message(ClientMsg::SetViewDistance(self.view_distance.unwrap())); // Can't fail
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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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2019-05-17 09:22:32 +00:00
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/// computationally expensive operations that run outside of the main thread (i.e., threads that
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2019-01-23 20:01:58 +00:00
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/// block on I/O operations are exempt).
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2019-03-03 22:02:38 +00:00
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#[allow(dead_code)]
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2019-04-23 09:53:45 +00:00
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pub fn thread_pool(&self) -> &threadpool::ThreadPool {
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&self.thread_pool
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}
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2019-01-23 20:01:58 +00:00
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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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2019-03-03 22:02:38 +00:00
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#[allow(dead_code)]
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2019-04-23 09:53:45 +00:00
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pub fn state(&self) -> &State {
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&self.state
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}
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2019-01-12 15:57:19 +00:00
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/// Get a mutable reference to the client's game state.
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2019-03-03 22:02:38 +00:00
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#[allow(dead_code)]
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2019-04-23 09:53:45 +00:00
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pub fn state_mut(&mut self) -> &mut State {
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&mut self.state
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}
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2019-01-12 15:57:19 +00:00
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2019-05-17 09:22:32 +00:00
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/// Get the player's entity.
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2019-03-03 22:02:38 +00:00
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#[allow(dead_code)]
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2019-04-19 19:32:47 +00:00
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pub fn entity(&self) -> EcsEntity {
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self.entity
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2019-03-02 03:48:30 +00:00
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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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2019-03-03 22:02:38 +00:00
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#[allow(dead_code)]
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2019-01-23 20:01:58 +00:00
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pub fn get_tick(&self) -> u64 {
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self.tick
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}
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2019-05-17 09:22:32 +00:00
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/// Send a chat message to the server.
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2019-03-03 22:02:38 +00:00
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#[allow(dead_code)]
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2019-03-05 18:39:18 +00:00
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pub fn send_chat(&mut self, msg: String) {
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2019-04-11 22:26:43 +00:00
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self.postbox.send_message(ClientMsg::Chat(msg))
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2019-03-03 22:02:38 +00:00
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}
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2019-05-17 09:22:32 +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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2019-03-03 22:02:38 +00:00
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#[allow(dead_code)]
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pub fn tick(&mut self, input: Input, dt: Duration) -> Result<Vec<Event>, 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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2019-05-17 09:22:32 +00:00
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// Build up a list of events for this frame, to be passed to the frontend.
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2019-03-03 22:02:38 +00:00
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let mut frontend_events = Vec::new();
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2019-05-17 09:22:32 +00:00
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// Handle new messages from the server.
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2019-03-03 22:02:38 +00:00
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frontend_events.append(&mut self.handle_new_messages()?);
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2019-05-17 09:22:32 +00:00
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// Pass character control from frontend input to the player's entity.
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2019-04-25 19:08:26 +00:00
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// TODO: Only do this if the entity already has a Control component!
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2019-04-23 09:53:45 +00:00
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self.state.write_component(
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self.entity,
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comp::Control {
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move_dir: input.move_dir,
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2019-05-01 16:55:29 +00:00
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jumping: input.jumping,
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2019-05-13 20:59:42 +00:00
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gliding: input.gliding,
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2019-04-23 09:53:45 +00:00
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},
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);
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2019-03-02 03:48:30 +00:00
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2019-05-17 09:22:32 +00:00
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// Tick the client's LocalState (step 3).
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2019-01-02 17:23:31 +00:00
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self.state.tick(dt);
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2019-05-17 09:22:32 +00:00
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// Update the server about the player's physics attributes.
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2019-04-14 20:30:27 +00:00
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match (
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2019-04-19 19:32:47 +00:00
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self.state.read_storage().get(self.entity).cloned(),
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self.state.read_storage().get(self.entity).cloned(),
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self.state.read_storage().get(self.entity).cloned(),
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2019-04-14 20:30:27 +00:00
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) {
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(Some(pos), Some(vel), Some(dir)) => {
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2019-04-23 09:53:45 +00:00
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self.postbox
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.send_message(ClientMsg::PlayerPhysics { pos, vel, dir });
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}
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_ => {}
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2019-03-05 18:39:18 +00:00
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}
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2019-05-17 09:22:32 +00:00
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// Update the server about the player's currently playing animation and the previous one.
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2019-04-23 09:53:45 +00:00
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if let Some(animation_history) = self
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.state
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.read_storage::<comp::AnimationHistory>()
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.get(self.entity)
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.cloned()
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{
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2019-04-17 20:32:36 +00:00
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if Some(animation_history.current) != animation_history.last {
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2019-04-23 09:53:45 +00:00
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self.postbox
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.send_message(ClientMsg::PlayerAnimation(animation_history));
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2019-04-17 17:32:29 +00:00
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}
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2019-04-16 14:29:44 +00:00
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}
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2019-04-25 19:08:26 +00:00
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let pos = self
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2019-04-23 09:53:45 +00:00
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.state
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.read_storage::<comp::phys::Pos>()
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.get(self.entity)
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2019-04-25 19:08:26 +00:00
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.cloned();
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2019-05-19 00:45:02 +00:00
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if let (Some(pos), Some(view_distance)) = (pos, self.view_distance) {
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2019-04-14 20:30:27 +00:00
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let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
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2019-05-17 09:22:32 +00:00
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// Remove chunks that are too far from the player.
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2019-04-25 19:08:26 +00:00
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let mut chunks_to_remove = Vec::new();
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2019-04-25 19:25:22 +00:00
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self.state.terrain().iter().for_each(|(key, _)| {
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2019-05-09 17:58:16 +00:00
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if (Vec2::from(chunk_pos) - Vec2::from(key))
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2019-05-19 00:45:02 +00:00
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.map(|e: i32| e.abs() as u32)
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2019-05-16 19:23:45 +00:00
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.reduce_max()
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2019-05-19 00:45:02 +00:00
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> view_distance
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2019-05-09 17:58:16 +00:00
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{
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2019-04-25 19:25:22 +00:00
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chunks_to_remove.push(key);
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2019-04-25 19:08:26 +00:00
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}
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});
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for key in chunks_to_remove {
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self.state.remove_chunk(key);
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}
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2019-05-17 09:22:32 +00:00
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// Request chunks from the server.
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// TODO: This is really inefficient.
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2019-05-19 00:45:02 +00:00
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'outer: for dist in 0..view_distance as i32 {
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2019-05-13 12:08:17 +00:00
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for i in chunk_pos.x - dist..chunk_pos.x + dist + 1 {
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for j in chunk_pos.y - dist..chunk_pos.y + dist + 1 {
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2019-05-17 17:44:30 +00:00
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let key = Vec2::new(i, j);
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if self.state.terrain().get_key(key).is_none()
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&& !self.pending_chunks.contains_key(&key)
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{
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if self.pending_chunks.len() < 4 {
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self.postbox
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.send_message(ClientMsg::TerrainChunkRequest { key });
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self.pending_chunks.insert(key, Instant::now());
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} else {
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break 'outer;
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2019-05-13 12:08:17 +00:00
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}
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2019-04-11 22:26:43 +00:00
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}
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}
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}
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}
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2019-05-16 20:18:48 +00:00
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2019-05-17 09:22:32 +00:00
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// If chunks are taking too long, assume they're no longer pending.
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2019-05-16 20:18:48 +00:00
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let now = Instant::now();
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2019-05-16 21:04:16 +00:00
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self.pending_chunks
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.retain(|_, created| now.duration_since(*created) < Duration::from_secs(10));
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2019-04-11 22:26:43 +00:00
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}
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2019-05-17 09:22:32 +00:00
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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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2019-03-03 22:02:38 +00:00
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Ok(frontend_events)
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2019-01-02 17:23:31 +00:00
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}
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2019-01-23 20:01:58 +00:00
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2019-05-17 09:22:32 +00:00
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/// Clean up the client after a tick.
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2019-03-03 22:02:38 +00:00
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#[allow(dead_code)]
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2019-01-23 20:01:58 +00:00
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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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2019-03-03 22:02:38 +00:00
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2019-05-17 09:22:32 +00:00
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/// Handle new server messages.
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2019-03-03 22:02:38 +00:00
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fn handle_new_messages(&mut self) -> Result<Vec<Event>, Error> {
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let mut frontend_events = Vec::new();
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// Step 1
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let new_msgs = self.postbox.new_messages();
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if new_msgs.len() > 0 {
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self.last_ping = self.state.get_time();
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for msg in new_msgs {
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match msg {
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2019-04-19 19:32:47 +00:00
|
|
|
ServerMsg::InitialSync { .. } => return Err(Error::ServerWentMad),
|
2019-03-03 22:02:38 +00:00
|
|
|
ServerMsg::Shutdown => return Err(Error::ServerShutdown),
|
2019-04-11 22:26:43 +00:00
|
|
|
ServerMsg::Ping => self.postbox.send_message(ClientMsg::Pong),
|
2019-04-23 09:53:45 +00:00
|
|
|
ServerMsg::Pong => {}
|
2019-03-04 19:50:26 +00:00
|
|
|
ServerMsg::Chat(msg) => frontend_events.push(Event::Chat(msg)),
|
2019-04-29 20:37:19 +00:00
|
|
|
ServerMsg::SetPlayerEntity(uid) => {
|
|
|
|
self.entity = self.state.ecs().entity_from_uid(uid).unwrap()
|
|
|
|
} // TODO: Don't unwrap here!
|
|
|
|
ServerMsg::EcsSync(sync_package) => {
|
|
|
|
self.state.ecs_mut().sync_with_package(sync_package)
|
|
|
|
}
|
|
|
|
ServerMsg::EntityPhysics {
|
|
|
|
entity,
|
|
|
|
pos,
|
|
|
|
vel,
|
|
|
|
dir,
|
|
|
|
} => match self.state.ecs().entity_from_uid(entity) {
|
2019-04-14 20:30:27 +00:00
|
|
|
Some(entity) => {
|
|
|
|
self.state.write_component(entity, pos);
|
|
|
|
self.state.write_component(entity, vel);
|
|
|
|
self.state.write_component(entity, dir);
|
2019-04-23 09:53:45 +00:00
|
|
|
}
|
|
|
|
None => {}
|
2019-04-14 20:30:27 +00:00
|
|
|
},
|
2019-04-29 20:37:19 +00:00
|
|
|
ServerMsg::EntityAnimation {
|
|
|
|
entity,
|
|
|
|
animation_history,
|
|
|
|
} => match self.state.ecs().entity_from_uid(entity) {
|
2019-04-16 14:29:44 +00:00
|
|
|
Some(entity) => {
|
2019-04-17 20:32:36 +00:00
|
|
|
self.state.write_component(entity, animation_history);
|
2019-04-23 09:53:45 +00:00
|
|
|
}
|
|
|
|
None => {}
|
2019-04-16 14:29:44 +00:00
|
|
|
},
|
2019-04-11 22:26:43 +00:00
|
|
|
ServerMsg::TerrainChunkUpdate { key, chunk } => {
|
|
|
|
self.state.insert_chunk(key, *chunk);
|
|
|
|
self.pending_chunks.remove(&key);
|
2019-04-23 09:53:45 +00:00
|
|
|
}
|
2019-04-19 19:32:47 +00:00
|
|
|
ServerMsg::StateAnswer(Ok(state)) => {
|
2019-04-23 12:01:16 +00:00
|
|
|
self.client_state = Some(state);
|
2019-04-23 09:53:45 +00:00
|
|
|
}
|
2019-04-19 19:32:47 +00:00
|
|
|
ServerMsg::StateAnswer(Err((error, state))) => {
|
2019-04-23 12:01:16 +00:00
|
|
|
self.client_state = Some(state);
|
2019-04-23 09:53:45 +00:00
|
|
|
}
|
2019-04-20 17:54:37 +00:00
|
|
|
ServerMsg::ForceState(state) => {
|
2019-04-23 12:01:16 +00:00
|
|
|
self.client_state = Some(state);
|
|
|
|
}
|
|
|
|
ServerMsg::Disconnect => {
|
|
|
|
self.client_state = None;
|
|
|
|
frontend_events.push(Event::Disconnect);
|
2019-04-23 09:53:45 +00:00
|
|
|
}
|
2019-03-03 22:02:38 +00:00
|
|
|
}
|
|
|
|
}
|
2019-03-05 18:39:18 +00:00
|
|
|
} else if let Some(err) = self.postbox.error() {
|
2019-03-04 19:50:26 +00:00
|
|
|
return Err(err.into());
|
2019-03-05 18:39:18 +00:00
|
|
|
} else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT {
|
|
|
|
return Err(Error::ServerTimeout);
|
2019-03-06 13:51:01 +00:00
|
|
|
} else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT * 0.5 {
|
2019-05-17 09:22:32 +00:00
|
|
|
// Try pinging the server if the timeout is nearing.
|
2019-04-11 22:26:43 +00:00
|
|
|
self.postbox.send_message(ClientMsg::Ping);
|
2019-03-03 22:02:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Ok(frontend_events)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
impl Drop for Client {
|
|
|
|
fn drop(&mut self) {
|
2019-04-11 22:26:43 +00:00
|
|
|
self.postbox.send_message(ClientMsg::Disconnect);
|
2019-03-03 22:02:38 +00:00
|
|
|
}
|
2019-01-02 17:23:31 +00:00
|
|
|
}
|