veloren/server/src/events/player.rs

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use super::Event;
use crate::{
client::Client, persistence::character_updater::CharacterUpdater, presence::Presence,
state_ext::StateExt, Server,
};
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use common::{
comp,
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comp::group,
uid::{Uid, UidAllocator},
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};
use common_base::span;
use common_net::msg::{PlayerListUpdate, PresenceKind, ServerGeneral};
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use common_sys::state::State;
use specs::{saveload::MarkerAllocator, Builder, Entity as EcsEntity, WorldExt};
use tracing::{debug, error, trace, warn, Instrument};
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pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity) {
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span!(_guard, "handle_exit_ingame");
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let state = server.state_mut();
// Create new entity with just `Client`, `Uid`, `Player`, and `...Stream`
// components Easier than checking and removing all other known components
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// Note: If other `ServerEvent`s are referring to this entity they will be
// disrupted
let maybe_admin = state.ecs().write_storage::<comp::Admin>().remove(entity);
let maybe_group = state
.ecs()
.write_storage::<group::Group>()
.get(entity)
.cloned();
if let Some((client, uid, player)) = (|| {
let ecs = state.ecs();
Some((
ecs.write_storage::<Client>().remove(entity)?,
ecs.write_storage::<Uid>().remove(entity)?,
ecs.write_storage::<comp::Player>().remove(entity)?,
))
})() {
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// Tell client its request was successful
client.send_fallible(ServerGeneral::ExitInGameSuccess);
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let entity_builder = state.ecs_mut().create_entity().with(client).with(player);
// Preserve group component if present
let entity_builder = match maybe_group {
Some(group) => entity_builder.with(group),
None => entity_builder,
};
// Preserve admin component if present
let entity_builder = match maybe_admin {
Some(admin) => entity_builder.with(admin),
None => entity_builder,
};
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// Ensure UidAllocator maps this uid to the new entity
let uid = entity_builder
.world
.write_resource::<UidAllocator>()
.allocate(entity_builder.entity, Some(uid.into()));
let new_entity = entity_builder.with(uid).build();
if let Some(group) = maybe_group {
let mut group_manager = state.ecs().write_resource::<group::GroupManager>();
if group_manager
.group_info(group)
.map(|info| info.leader == entity)
.unwrap_or(false)
{
group_manager.assign_leader(
new_entity,
&state.ecs().read_storage(),
&state.ecs().entities(),
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&state.ecs().read_storage(),
&state.ecs().read_storage(),
// Nothing actually changing since Uid is transferred
|_, _| {},
);
}
}
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}
// Erase group component to avoid group restructure when deleting the entity
state.ecs().write_storage::<group::Group>().remove(entity);
// Sync the player's character data to the database
let entity = persist_entity(state, entity);
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// Delete old entity
if let Err(e) = state.delete_entity_recorded(entity) {
error!(
?e,
?entity,
"Failed to delete entity when removing character"
);
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}
}
pub fn handle_client_disconnect(
server: &mut Server,
mut entity: EcsEntity,
skip_persistence: bool,
) -> Event {
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span!(_guard, "handle_client_disconnect");
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if let Some(client) = server
.state()
.ecs()
.write_storage::<Client>()
.get_mut(entity)
{
// NOTE: There are not and likely willl not be a way to safeguard against
// receiving multiple `ServerEvent::ClientDisconnect` messages in a tick
// intended for the same player, so the `None` case here is *not* a bug
// and we should not log it as a potential issue.
if let Some(participant) = client.participant.take() {
let pid = participant.remote_pid();
server.runtime.spawn(
async {
let now = std::time::Instant::now();
debug!("Start handle disconnect of client");
if let Err(e) = participant.disconnect().await {
debug!(
?e,
"Error when disconnecting client, maybe the pipe already broke"
);
};
trace!("finished disconnect");
let elapsed = now.elapsed();
if elapsed.as_millis() > 100 {
warn!(?elapsed, "disconnecting took quite long");
} else {
debug!(?elapsed, "disconnecting took");
}
}
.instrument(tracing::debug_span!(
"client_disconnect",
?pid,
?entity
)),
);
}
}
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let state = server.state_mut();
// Tell other clients to remove from player list
// And send a disconnected message
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if let (Some(uid), Some(_)) = (
state.read_storage::<Uid>().get(entity),
state.read_storage::<comp::Player>().get(entity),
) {
state.notify_players(ServerGeneral::server_msg(comp::ChatType::Offline(*uid), ""));
state.notify_players(ServerGeneral::PlayerListUpdate(PlayerListUpdate::Remove(
*uid,
)));
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}
// Sync the player's character data to the database
if !skip_persistence {
entity = persist_entity(state, entity);
}
// Delete client entity
if let Err(e) = server.state.delete_entity_recorded(entity) {
error!(?e, ?entity, "Failed to delete disconnected client");
}
Event::ClientDisconnected { entity }
}
// When a player logs out, their data is queued for persistence in the next tick
// of the persistence batch update. The player will be
// temporarily unable to log in during this period to avoid
// the race condition of their login fetching their old data
// and overwriting the data saved here.
fn persist_entity(state: &mut State, entity: EcsEntity) -> EcsEntity {
if let (Some(presence), Some(stats), Some(inventory), mut character_updater) = (
state.read_storage::<Presence>().get(entity),
state.read_storage::<comp::Stats>().get(entity),
state.read_storage::<comp::Inventory>().get(entity),
state.ecs().fetch_mut::<CharacterUpdater>(),
) {
match presence.kind {
PresenceKind::Character(char_id) => {
let waypoint = state
.ecs()
.read_storage::<common::comp::Waypoint>()
.get(entity)
.cloned();
character_updater.add_pending_logout_update(
char_id,
(stats.clone(), inventory.clone(), waypoint),
);
},
PresenceKind::Spectator => { /* Do nothing, spectators do not need persisting */ },
};
}
entity
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}