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 client;
pub mod cmd;
pub mod error;
pub mod input;
pub mod metrics;
pub mod settings;
// Reexports
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pub use crate::{error::Error, input::Input, settings::ServerSettings};
use crate::{
auth_provider::AuthProvider,
client::{Client, Clients},
cmd::CHAT_COMMANDS,
};
use common::{
comp,
effect::Effect,
event::{EventBus, ServerEvent},
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msg::{validate_chat_msg, ChatMsgValidationError, MAX_BYTES_CHAT_MSG},
msg::{ClientMsg, ClientState, RequestStateError, ServerError, ServerInfo, ServerMsg},
net::PostOffice,
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state::{BlockChange, State, TimeOfDay, Uid},
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terrain::{block::Block, TerrainChunk, 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 crossbeam::channel;
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use hashbrown::{hash_map::Entry, HashMap};
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use log::debug;
use metrics::ServerMetrics;
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use rand::Rng;
use specs::{join::Join, world::EntityBuilder as EcsEntityBuilder, Builder, Entity as EcsEntity};
use std::{
i32,
net::SocketAddr,
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sync::{
atomic::{AtomicBool, Ordering},
Arc,
},
time::{Duration, Instant},
};
use uvth::{ThreadPool, ThreadPoolBuilder};
use vek::*;
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use world::{ChunkSupplement, 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>);
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pub struct Server {
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state: State,
world: Arc<World>,
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postoffice: PostOffice<ServerMsg, ClientMsg>,
clients: Clients,
thread_pool: ThreadPool,
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chunk_tx: channel::Sender<(
Vec2<i32>,
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Result<(TerrainChunk, ChunkSupplement), EcsEntity>,
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)>,
chunk_rx: channel::Receiver<(
Vec2<i32>,
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Result<(TerrainChunk, ChunkSupplement), EcsEntity>,
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)>,
pending_chunks: HashMap<Vec2<i32>, Arc<AtomicBool>>,
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server_settings: ServerSettings,
server_info: ServerInfo,
metrics: ServerMetrics,
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// TODO: anything but this
accounts: AuthProvider,
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}
impl Server {
/// Create a new `Server` bound to the default socket.
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pub fn new(settings: ServerSettings) -> Result<Self, Error> {
Self::bind(settings.address, settings)
}
/// Create a new server bound to the given socket.
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pub fn bind<A: Into<SocketAddr>>(addrs: A, settings: ServerSettings) -> Result<Self, Error> {
let (chunk_tx, chunk_rx) = channel::unbounded();
let mut state = State::default();
state
.ecs_mut()
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.add_resource(SpawnPoint(Vec3::new(16_384.0, 16_384.0, 512.0)));
state
.ecs_mut()
.add_resource(EventBus::<ServerEvent>::default());
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// Set starting time for the server.
state.ecs_mut().write_resource::<TimeOfDay>().0 = settings.start_time;
let this = Self {
state,
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world: Arc::new(World::generate(settings.world_seed)),
postoffice: PostOffice::bind(addrs.into())?,
clients: Clients::empty(),
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thread_pool: ThreadPoolBuilder::new()
.name("veloren-worker".into())
.build(),
chunk_tx,
chunk_rx,
pending_chunks: HashMap::new(),
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(),
},
metrics: ServerMetrics::new(),
accounts: AuthProvider::new(),
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server_settings: 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 non-player character.
pub fn create_npc(
&mut self,
pos: comp::Pos,
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stats: comp::Stats,
body: comp::Body,
) -> EcsEntityBuilder {
self.state
.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
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.with(comp::Controller::default())
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.with(body)
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.with(stats)
.with(comp::CharacterState::default())
}
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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))
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.with(comp::LightEmitter {
offset: Vec3::unit_z(),
..comp::LightEmitter::default()
})
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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(body)
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.with(projectile)
}
pub fn create_player_character(
state: &mut State,
entity: EcsEntity,
client: &mut Client,
name: String,
body: comp::Body,
main: Option<comp::Item>,
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server_settings: &ServerSettings,
) {
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, main));
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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::CharacterState::default());
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)
.unwrap()
.alias,
) {
state.write_component(entity, comp::Admin);
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}
// Tell the client its request was successful.
client.allow_state(ClientState::Character);
}
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/// Handle events coming through via the event bus
fn handle_events(&mut self) {
let events = self
.state
.ecs()
.read_resource::<EventBus<ServerEvent>>()
.recv_all();
for event in events {
let state = &mut self.state;
let clients = &mut self.clients;
let mut todo_remove = None;
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_mut();
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 /*, projectile*/) => {
let pos = state
.ecs()
.read_storage::<comp::Pos>()
.get(entity)
.unwrap()
.0;
Self::create_projectile(
state,
comp::Pos(pos),
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comp::Vel(dir * 100.0),
comp::Body::Object(comp::object::Body::Arrow),
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comp::Projectile {
hit_ground: vec![comp::projectile::Effect::Vanish],
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hit_entity: vec![
comp::projectile::Effect::Damage(10),
comp::projectile::Effect::Vanish,
],
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},
)
.build();
}
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ServerEvent::Damage { uid, dmg, cause } => {
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let ecs = state.ecs_mut();
if let Some(entity) = ecs.entity_from_uid(uid.into()) {
if let Some(stats) = ecs.write_storage::<comp::Stats>().get_mut(entity) {
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stats.health.change_by(-(dmg as i32), cause);
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}
}
}
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ServerEvent::Destroy { entity, cause } => {
let ecs = state.ecs_mut();
// Chat message
if let Some(player) = ecs.read_storage::<comp::Player>().get(entity) {
let msg = if let comp::HealthSource::Attack { by } = cause {
ecs.entity_from_uid(by.into()).and_then(|attacker| {
ecs.read_storage::<comp::Player>().get(attacker).map(
|attacker_alias| {
format!(
"{} was killed by {}",
&player.alias, &attacker_alias.alias
)
},
)
})
} else {
None
}
.unwrap_or(format!("{} died", &player.alias));
clients.notify_registered(ServerMsg::kill(msg));
}
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// Give EXP to the killer if entity had stats
let mut stats = ecs.write_storage::<comp::Stats>();
if let Some(entity_stats) = stats.get(entity).cloned() {
if let comp::HealthSource::Attack { by } = cause {
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.health.maximum() as f64 / 10.0
+ entity_stats.level.level() as f64 * 10.0)
as i64,
);
}
});
}
}
if let Some(client) = clients.get_mut(&entity) {
let _ = ecs.write_storage().insert(entity, comp::Vel(Vec3::zero()));
let _ = ecs.write_storage().insert(entity, comp::ForceUpdate);
client.force_state(ClientState::Dead);
} else {
todo_remove = Some(entity.clone());
}
}
ServerEvent::Respawn(entity) => {
// Only clients can respawn
if let Some(client) = clients.get_mut(&entity) {
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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);
client.allow_state(ClientState::Character);
state
.ecs_mut()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.revive());
state
.ecs_mut()
.write_storage::<comp::Pos>()
.get_mut(entity)
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.map(|pos| pos.0 = respawn_point);
let _ = state
.ecs_mut()
.write_storage()
.insert(entity, comp::ForceUpdate);
}
}
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()
.write_storage::<comp::MountState>()
.get_mut(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_mut()
.write_storage::<comp::MountState>()
.get_mut(mountee_entity)
.map(|ms| *ms = comp::MountState::Unmounted);
}
state.delete_component::<comp::Mounting>(mounter);
}
}
if let Some(entity) = todo_remove {
let _ = state.ecs_mut().delete_entity_synced(entity);
}
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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> {
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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()?);
frontend_events.append(&mut self.handle_new_messages()?);
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// Handle game events
self.handle_events();
let before_tick_4 = Instant::now();
// 4) Tick the client's LocalState.
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self.state.tick(dt);
// Tick the world
self.world.tick(dt);
let before_tick_5 = Instant::now();
// 5) Fetch any generated `TerrainChunk`s and insert them into the terrain.
// Also, send the chunk data to anybody that is close by.
'insert_terrain_chunks: while let Ok((key, res)) = self.chunk_rx.try_recv() {
let (chunk, supplement) = match res {
Ok((chunk, supplement)) => (chunk, supplement),
Err(entity) => {
self.clients.notify(
entity,
ServerMsg::TerrainChunkUpdate {
key,
chunk: Err(()),
},
);
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continue 'insert_terrain_chunks;
}
};
// Send the chunk to all nearby players.
for (entity, view_distance, pos) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Player>(),
&self.state.ecs().read_storage::<comp::Pos>(),
)
.join()
.filter_map(|(entity, player, pos)| {
player.view_distance.map(|vd| (entity, vd, pos))
})
{
let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
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let adjusted_dist_sqr = (Vec2::from(chunk_pos) - Vec2::from(key))
.map(|e: i32| (e.abs() as u32).checked_sub(2).unwrap_or(0))
.magnitude_squared();
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if adjusted_dist_sqr <= view_distance.pow(2) {
self.clients.notify(
entity,
ServerMsg::TerrainChunkUpdate {
key,
chunk: Ok(Box::new(chunk.clone())),
},
);
}
}
self.state.insert_chunk(key, chunk);
self.pending_chunks.remove(&key);
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// Handle chunk supplement
for npc in supplement.npcs {
let (mut stats, mut body) = if rand::random() {
let stats = comp::Stats::new(
"Humanoid".to_string(),
Some(comp::Item::Tool {
kind: comp::item::Tool::Sword,
power: 10,
}),
);
let body = comp::Body::Humanoid(comp::humanoid::Body::random());
(stats, body)
} else {
let stats = comp::Stats::new("Wolf".to_string(), None);
let body = comp::Body::QuadrupedMedium(comp::quadruped_medium::Body::random());
(stats, body)
};
let mut scale = 1.0;
if npc.boss {
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if rand::random::<f32>() < 0.8 {
stats = comp::Stats::new(
"Humanoid".to_string(),
Some(comp::Item::Tool {
kind: comp::item::Tool::Sword,
power: 10,
}),
);
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body = comp::Body::Humanoid(comp::humanoid::Body::random());
}
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stats = stats.with_max_health(500 + rand::random::<u32>() % 400);
scale = 2.5 + rand::random::<f32>();
}
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self.create_npc(comp::Pos(npc.pos), stats, body)
.with(comp::Agent::enemy())
.with(comp::Scale(scale))
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.build();
}
}
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fn chunk_in_vd(
player_pos: Vec3<f32>,
chunk_pos: Vec2<i32>,
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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terrain: &TerrainGrid,
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vd: u32,
) -> bool {
let player_chunk_pos = terrain.pos_key(player_pos.map(|e| e as i32));
let adjusted_dist_sqr = Vec2::from(player_chunk_pos - chunk_pos)
.map(|e: i32| (e.abs() as u32).checked_sub(2).unwrap_or(0))
.magnitude_squared();
adjusted_dist_sqr <= vd.pow(2)
}
// Remove chunks that are too far from players.
let mut chunks_to_remove = Vec::new();
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self.state
.terrain()
.iter()
.map(|(k, _)| k)
.chain(self.pending_chunks.keys().cloned())
.for_each(|chunk_key| {
let mut should_drop = true;
// For each player with a position, calculate the distance.
for (player, pos) in (
&self.state.ecs().read_storage::<comp::Player>(),
&self.state.ecs().read_storage::<comp::Pos>(),
)
.join()
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{
if player
.view_distance
.map(|vd| chunk_in_vd(pos.0, chunk_key, &self.state.terrain(), vd))
.unwrap_or(false)
{
should_drop = false;
break;
}
}
if should_drop {
chunks_to_remove.push(chunk_key);
}
});
for key in chunks_to_remove {
self.state.remove_chunk(key);
if let Some(cancel) = self.pending_chunks.remove(&key) {
cancel.store(true, Ordering::Relaxed);
}
}
let before_tick_6 = Instant::now();
// 6) Synchronise clients with the new state of the world.
self.sync_clients();
// Sync changed chunks
'chunk: for chunk_key in &self.state.terrain_changes().modified_chunks {
let terrain = self.state.terrain();
for (entity, player, pos) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Player>(),
&self.state.ecs().read_storage::<comp::Pos>(),
)
.join()
{
if player
.view_distance
.map(|vd| chunk_in_vd(pos.0, *chunk_key, &terrain, vd))
.unwrap_or(false)
{
self.clients.notify(
entity,
ServerMsg::TerrainChunkUpdate {
key: *chunk_key,
chunk: Ok(Box::new(match self.state.terrain().get_key(*chunk_key) {
Some(chunk) => chunk.clone(),
None => break 'chunk,
})),
},
);
}
}
}
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// Sync changed blocks
let msg =
ServerMsg::TerrainBlockUpdates(self.state.terrain_changes().modified_blocks.clone());
for (entity, player) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Player>(),
)
.join()
{
if player.view_distance.is_some() {
self.clients.notify(entity, msg.clone());
}
}
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// Remove NPCs that are outside the view distances of all players
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::Agent>(),
)
.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 {
let _ = self.state.ecs_mut().delete_entity(entity);
}
let before_tick_7 = Instant::now();
// 7) Update Metrics
self.metrics
.tick_time
.with_label_values(&["input"])
.set((before_tick_4 - before_tick_1).as_nanos() as i64);
self.metrics
.tick_time
.with_label_values(&["world"])
.set((before_tick_5 - before_tick_4).as_nanos() as i64);
self.metrics
.tick_time
.with_label_values(&["terrain"])
.set((before_tick_6 - before_tick_5).as_nanos() as i64);
self.metrics
.tick_time
.with_label_values(&["sync"])
.set((before_tick_7 - before_tick_6).as_nanos() as i64);
self.metrics.player_online.set(self.clients.len() 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 entity = self.state.ecs_mut().create_entity_synced().build();
let mut client = Client {
client_state: ClientState::Connected,
postbox,
last_ping: self.state.get_time(),
};
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if self.server_settings.max_players <= self.clients.len() {
client.notify(ServerMsg::Error(ServerError::TooManyPlayers));
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} else {
// Return the state of the current world (all of the components that Sphynx tracks).
client.notify(ServerMsg::InitialSync {
ecs_state: self.state.ecs().gen_state_package(),
entity_uid: self.state.ecs().uid_from_entity(entity).unwrap().into(), // Can't fail.
server_info: self.server_info.clone(),
});
frontend_events.push(Event::ClientConnected { entity });
}
self.clients.add(entity, client);
}
Ok(frontend_events)
}
/// Handle new client messages.
fn handle_new_messages(&mut self) -> Result<Vec<Event>, Error> {
let mut frontend_events = Vec::new();
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let accounts = &mut self.accounts;
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let server_settings = &self.server_settings;
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let state = &mut self.state;
let mut new_chat_msgs = Vec::new();
let mut disconnected_clients = Vec::new();
let mut requested_chunks = Vec::new();
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let mut dropped_items = Vec::new();
self.clients.remove_if(|entity, client| {
let mut disconnect = false;
let new_msgs = client.postbox.new_messages();
// Update client ping.
if new_msgs.len() > 0 {
client.last_ping = state.get_time();
// Process incoming messages.
for msg in new_msgs {
match msg {
ClientMsg::RequestState(requested_state) => match requested_state {
ClientState::Connected => disconnect = true, // Default state
ClientState::Registered => match client.client_state {
// Use ClientMsg::Register instead.
ClientState::Connected => {
client.error_state(RequestStateError::WrongMessage)
}
ClientState::Registered => {
client.error_state(RequestStateError::Already)
}
ClientState::Spectator
| ClientState::Character
| ClientState::Dead => client.allow_state(ClientState::Registered),
ClientState::Pending => {}
},
ClientState::Spectator => match requested_state {
// Become Registered first.
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Spectator => {
client.error_state(RequestStateError::Already)
}
ClientState::Registered
| ClientState::Character
| ClientState::Dead => client.allow_state(ClientState::Spectator),
ClientState::Pending => {}
},
// Use ClientMsg::Character instead.
ClientState::Character => {
client.error_state(RequestStateError::WrongMessage)
}
ClientState::Dead => client.error_state(RequestStateError::Impossible),
ClientState::Pending => {}
},
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// Valid player
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ClientMsg::Register { player, password } if player.is_valid() => {
if !accounts.query(player.alias.clone(), password) {
client.error_state(RequestStateError::Denied);
break;
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}
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match client.client_state {
ClientState::Connected => {
Self::initialize_player(state, entity, client, player);
}
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// Use RequestState instead (No need to send `player` again).
_ => client.error_state(RequestStateError::Impossible),
}
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//client.allow_state(ClientState::Registered);
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}
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// Invalid player
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ClientMsg::Register { .. } => {
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client.error_state(RequestStateError::Impossible)
}
ClientMsg::SetViewDistance(view_distance) => match client.client_state {
ClientState::Character { .. } => {
state
.ecs_mut()
.write_storage::<comp::Player>()
.get_mut(entity)
.map(|player| player.view_distance = Some(view_distance));
}
_ => {}
},
ClientMsg::UseInventorySlot(x) => {
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let item = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.and_then(|inv| inv.remove(x));
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match item {
Some(comp::Item::Tool { .. }) | Some(comp::Item::Debug(_)) => {
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(x, old_item));
}
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stats.equipment.main = item;
}
}
Some(comp::Item::Consumable { effect, .. }) => {
state.apply_effect(entity, effect);
}
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Some(item) => {
// Re-insert it if unused
let _ = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.insert(x, item));
}
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_ => {}
}
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state.write_component(entity, comp::InventoryUpdate);
}
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ClientMsg::SwapInventorySlots(a, b) => {
state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.swap_slots(a, b));
state.write_component(entity, comp::InventoryUpdate);
}
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ClientMsg::DropInventorySlot(x) => {
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let item = state
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.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
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.and_then(|inv| inv.remove(x));
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state.write_component(entity, comp::InventoryUpdate);
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if let (Some(item), Some(pos)) =
(item, state.ecs().read_storage::<comp::Pos>().get(entity))
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{
dropped_items.push((
*pos,
state
.ecs()
.read_storage::<comp::Ori>()
.get(entity)
.copied()
.unwrap_or(comp::Ori(Vec3::unit_y())),
item,
));
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}
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}
ClientMsg::PickUp(uid) => {
let item_entity = state.ecs_mut().entity_from_uid(uid);
let ecs = state.ecs_mut();
let item_entity = if let (Some((item, item_entity)), Some(inv)) = (
item_entity.and_then(|item_entity| {
ecs.write_storage::<comp::Item>()
.get_mut(item_entity)
.map(|item| (item.clone(), item_entity))
}),
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 {
let _ = ecs.delete_entity_synced(item_entity);
}
state.write_component(entity, comp::InventoryUpdate);
}
ClientMsg::Character { name, body, main } => match client.client_state {
// Become Registered first.
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Registered
| ClientState::Spectator
| ClientState::Dead => {
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Self::create_player_character(
state,
entity,
client,
name,
body,
main.map(|t| comp::Item::Tool { kind: t, power: 10 }),
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&server_settings,
);
if let Some(player) =
state.ecs().read_storage::<comp::Player>().get(entity)
{
new_chat_msgs.push((
None,
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ServerMsg::broadcast(format!(
"[{}] is now online.",
&player.alias
)),
));
}
}
ClientState::Character => {
client.error_state(RequestStateError::Already)
}
ClientState::Pending => {}
},
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ClientMsg::Controller(controller) => match client.client_state {
ClientState::Connected
| ClientState::Registered
| ClientState::Spectator => {
client.error_state(RequestStateError::Impossible)
}
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ClientState::Dead | ClientState::Character => {
state.write_component(entity, controller);
}
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ClientState::Pending => {}
},
ClientMsg::ChatMsg { chat_type, message } => match client.client_state {
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Registered
| ClientState::Spectator
| ClientState::Dead
| ClientState::Character => match validate_chat_msg(&message) {
Ok(()) => new_chat_msgs.push((
Some(entity),
ServerMsg::ChatMsg { chat_type, message },
)),
Err(ChatMsgValidationError::TooLong) => log::warn!(
"Recieved a chat message that's too long (max:{} len:{})",
MAX_BYTES_CHAT_MSG,
message.len()
),
},
ClientState::Pending => {}
},
ClientMsg::PlayerPhysics { pos, vel, ori } => match client.client_state {
ClientState::Character => {
state.write_component(entity, pos);
state.write_component(entity, vel);
state.write_component(entity, ori);
}
// Only characters can send positions.
_ => client.error_state(RequestStateError::Impossible),
},
ClientMsg::BreakBlock(pos) => {
if state
.ecs_mut()
.read_storage::<comp::CanBuild>()
.get(entity)
.is_some()
{
state.set_block(pos, Block::empty());
}
}
ClientMsg::PlaceBlock(pos, block) => {
if state
.ecs_mut()
.read_storage::<comp::CanBuild>()
.get(entity)
.is_some()
{
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state.try_set_block(pos, block);
}
}
ClientMsg::CollectBlock(pos) => {
let block = state.terrain().get(pos).ok().copied();
if let Some(block) = block {
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if block.is_collectible()
&& state
.ecs()
.read_storage::<comp::Inventory>()
.get(entity)
.map(|inv| !inv.is_full())
.unwrap_or(false)
{
if state.try_set_block(pos, Block::empty()).is_some() {
comp::Item::try_reclaim_from_block(block)
.map(|item| state.give_item(entity, item));
}
}
}
}
ClientMsg::TerrainChunkRequest { key } => match client.client_state {
ClientState::Connected
| ClientState::Registered
| ClientState::Dead => {
client.error_state(RequestStateError::Impossible);
}
ClientState::Spectator | ClientState::Character => {
match state.terrain().get_key(key) {
Some(chunk) => {
client.postbox.send_message(ServerMsg::TerrainChunkUpdate {
key,
chunk: Ok(Box::new(chunk.clone())),
})
}
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None => requested_chunks.push((entity, key)),
}
}
ClientState::Pending => {}
},
// Always possible.
ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong),
ClientMsg::Pong => {}
ClientMsg::Disconnect => {
disconnect = true;
}
}
}
} else if state.get_time() - client.last_ping > CLIENT_TIMEOUT || // Timeout
client.postbox.error().is_some()
// Postbox error
{
disconnect = true;
} else if state.get_time() - client.last_ping > CLIENT_TIMEOUT * 0.5 {
// Try pinging the client if the timeout is nearing.
client.postbox.send_message(ServerMsg::Ping);
}
if disconnect {
if let Some(player) = state.ecs().read_storage::<comp::Player>().get(entity) {
new_chat_msgs.push((
None,
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ServerMsg::broadcast(format!("{} went offline.", &player.alias)),
));
}
disconnected_clients.push(entity);
client.postbox.send_message(ServerMsg::Disconnect);
true
} else {
false
}
});
// Handle new chat messages.
for (entity, msg) in new_chat_msgs {
match msg {
ServerMsg::ChatMsg { chat_type, message } => {
if let Some(entity) = entity {
// Handle chat commands.
if message.starts_with("/") && message.len() > 1 {
let argv = String::from(&message[1..]);
self.process_chat_cmd(entity, argv);
} else {
let message =
match self.state.ecs().read_storage::<comp::Player>().get(entity) {
Some(player) => {
if self.entity_is_admin(entity) {
format!("[ADMIN][{}] {}", &player.alias, message)
} else {
format!("[{}] {}", &player.alias, message)
}
}
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None => format!("[<Unknown>] {}", message),
};
self.clients
.notify_registered(ServerMsg::ChatMsg { chat_type, message });
}
} else {
self.clients
.notify_registered(ServerMsg::ChatMsg { chat_type, message });
}
}
_ => {
panic!("Invalid message type.");
}
}
}
// Handle client disconnects.
for entity in disconnected_clients {
if let Err(err) = self.state.ecs_mut().delete_entity_synced(entity) {
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debug!("Failed to delete disconnected client: {:?}", err);
}
frontend_events.push(Event::ClientDisconnected { entity });
}
// Generate requested chunks.
for (entity, key) in requested_chunks {
self.generate_chunk(entity, key);
}
for (pos, ori, item) in dropped_items {
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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)
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.with(comp::Pos(pos.0 + Vec3::unit_z() * 0.25))
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.with(item)
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.with(comp::Vel(vel))
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.build();
}
Ok(frontend_events)
}
/// Initialize a new client states with important information.
fn initialize_player(
state: &mut State,
entity: specs::Entity,
client: &mut Client,
player: comp::Player,
) {
// Save player metadata (for example the username).
state.write_component(entity, player);
// Sync physics of all entities
for (&uid, &pos, vel, ori, character_state) in (
&state.ecs().read_storage::<Uid>(),
&state.ecs().read_storage::<comp::Pos>(), // We assume all these entities have a position
2019-07-25 20:51:20 +00:00
state.ecs().read_storage::<comp::Vel>().maybe(),
state.ecs().read_storage::<comp::Ori>().maybe(),
state.ecs().read_storage::<comp::CharacterState>().maybe(),
)
.join()
{
client.notify(ServerMsg::EntityPos {
entity: uid.into(),
pos,
});
if let Some(vel) = vel.copied() {
client.notify(ServerMsg::EntityVel {
entity: uid.into(),
vel,
});
}
if let Some(ori) = ori.copied() {
client.notify(ServerMsg::EntityOri {
entity: uid.into(),
ori,
});
}
if let Some(character_state) = character_state.copied() {
client.notify(ServerMsg::EntityCharacterState {
entity: uid.into(),
character_state,
});
}
}
// Tell the client its request was successful.
client.allow_state(ClientState::Registered);
}
/// Sync client states with the most up to date information.
fn sync_clients(&mut self) {
// Sync 'logical' state using Sphynx.
self.clients
.notify_registered(ServerMsg::EcsSync(self.state.ecs_mut().next_sync_package()));
let ecs = self.state.ecs_mut();
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// Sync physics
for (entity, &uid, &pos, force_update) in (
&ecs.entities(),
&ecs.read_storage::<Uid>(),
&ecs.read_storage::<comp::Pos>(),
ecs.read_storage::<comp::ForceUpdate>().maybe(),
2019-06-30 20:25:37 +00:00
)
.join()
{
let clients = &mut self.clients;
let in_vd = |entity| {
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if let (Some(client_pos), Some(client_vd)) = (
ecs.read_storage::<comp::Pos>().get(entity),
ecs.read_storage::<comp::Player>()
.get(entity)
.map(|pl| pl.view_distance)
.and_then(|v| v),
) {
{
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// Check if the entity is in the client's range
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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Vec2::from(pos.0 - client_pos.0)
.map2(TerrainChunkSize::RECT_SIZE, |d: f32, sz| {
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(d.abs() as u32 / sz).checked_sub(2).unwrap_or(0)
})
.magnitude_squared()
< client_vd.pow(2)
}
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} else {
false
}
};
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let mut last_pos = ecs.write_storage::<comp::Last<comp::Pos>>();
let mut last_vel = ecs.write_storage::<comp::Last<comp::Vel>>();
let mut last_ori = ecs.write_storage::<comp::Last<comp::Ori>>();
let mut last_character_state = ecs.write_storage::<comp::Last<comp::CharacterState>>();
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if let Some(client_pos) = ecs.read_storage::<comp::Pos>().get(entity) {
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if last_pos
.get(entity)
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.map(|&l| l.0 != *client_pos)
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.unwrap_or(true)
{
let _ = last_pos.insert(entity, comp::Last(*client_pos));
let msg = ServerMsg::EntityPos {
entity: uid.into(),
pos: *client_pos,
};
match force_update {
Some(_) => clients.notify_ingame_if(msg, in_vd),
None => clients.notify_ingame_if_except(entity, msg, in_vd),
}
}
}
if let Some(client_vel) = ecs.read_storage::<comp::Vel>().get(entity) {
if last_vel
.get(entity)
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.map(|&l| l.0 != *client_vel)
.unwrap_or(true)
{
let _ = last_vel.insert(entity, comp::Last(*client_vel));
let msg = ServerMsg::EntityVel {
entity: uid.into(),
vel: *client_vel,
};
match force_update {
Some(_) => clients.notify_ingame_if(msg, in_vd),
None => clients.notify_ingame_if_except(entity, msg, in_vd),
}
}
}
if let Some(client_ori) = ecs.read_storage::<comp::Ori>().get(entity) {
if last_ori
.get(entity)
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.map(|&l| l.0 != *client_ori)
.unwrap_or(true)
{
let _ = last_ori.insert(entity, comp::Last(*client_ori));
let msg = ServerMsg::EntityOri {
entity: uid.into(),
ori: *client_ori,
};
match force_update {
Some(_) => clients.notify_ingame_if(msg, in_vd),
None => clients.notify_ingame_if_except(entity, msg, in_vd),
}
}
}
if let Some(client_character_state) =
ecs.read_storage::<comp::CharacterState>().get(entity)
{
if last_character_state
.get(entity)
.map(|&l| !client_character_state.is_same_state(&l.0))
.unwrap_or(true)
{
let _ =
last_character_state.insert(entity, comp::Last(*client_character_state));
let msg = ServerMsg::EntityCharacterState {
entity: uid.into(),
character_state: *client_character_state,
};
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match force_update {
Some(_) => clients.notify_ingame_if(msg, in_vd),
None => clients.notify_ingame_if_except(entity, msg, in_vd),
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}
}
}
}
// Sync inventories
for (entity, inventory, _) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Inventory>(),
&self.state.ecs().read_storage::<comp::InventoryUpdate>(),
)
.join()
{
self.clients
.notify(entity, ServerMsg::InventoryUpdate(inventory.clone()));
}
// Remove all force flags.
self.state
.ecs_mut()
.write_storage::<comp::ForceUpdate>()
.clear();
self.state
.ecs_mut()
.write_storage::<comp::InventoryUpdate>()
.clear();
}
pub fn generate_chunk(&mut self, entity: EcsEntity, key: Vec2<i32>) {
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let v = if let Entry::Vacant(v) = self.pending_chunks.entry(key) {
v
} else {
return;
};
let cancel = Arc::new(AtomicBool::new(false));
v.insert(Arc::clone(&cancel));
let chunk_tx = self.chunk_tx.clone();
let world = self.world.clone();
self.thread_pool.execute(move || {
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let payload = world
.generate_chunk(key, || cancel.load(Ordering::Relaxed))
.map_err(|_| entity);
let _ = chunk_tx.send((key, payload));
});
}
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 => {
self.clients.notify(
entity,
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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.clients.notify_registered(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);
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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(hp, source) => {
self.ecs_mut()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.health.change_by(hp, source));
}
Effect::Xp(xp) => {
self.ecs_mut()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.exp.change_by(xp));
}
}
}
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}