veloren/client/src/lib.rs

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#![feature(label_break_value)]
pub mod error;
pub mod input;
// Reexports
pub use specs::Entity as EcsEntity;
pub use specs::join::Join;
pub use crate::{
error::Error,
input::Input,
};
use std::{
time::Duration,
net::SocketAddr,
collections::HashSet,
};
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use vek::*;
use threadpool::ThreadPool;
use specs::Builder;
use common::{
comp,
state::State,
terrain::TerrainChunk,
net::PostBox,
msg::{ClientState, ClientMsg, ServerMsg},
};
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const SERVER_TIMEOUT: f64 = 20.0; // Seconds
pub enum Event {
Chat(String),
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}
pub struct Client {
client_state: ClientState,
thread_pool: ThreadPool,
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last_ping: f64,
pub postbox: PostBox<ClientMsg, ServerMsg>,
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tick: u64,
state: State,
entity: EcsEntity,
view_distance: u64,
pending_chunks: HashSet<Vec3<i32>>,
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}
impl Client {
/// Create a new `Client`.
#[allow(dead_code)]
pub fn new<A: Into<SocketAddr>>(
addr: A,
player: comp::Player,
view_distance: u64,
) -> Result<Self, Error> {
let mut client_state = ClientState::Disconnected;
let mut postbox = PostBox::to(addr)?;
// Send connection request
postbox.send_message(ClientMsg::Connect { player });
// Wait for initial sync
let (state, player_entity) = match postbox.next_message() {
Some(ServerMsg::InitialSync { ecs_state, player_entity_uid }) => {
let mut state = State::from_state_package(ecs_state);
let player_entity = state.ecs().entity_from_uid(player_entity_uid).ok_or(Error::ServerWentMad)?;
(state, player_entity)
},
_ => return Err(Error::ServerWentMad),
};
Ok(Self {
client_state,
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thread_pool: threadpool::Builder::new()
.thread_name("veloren-worker".into())
.build(),
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last_ping: state.get_time(),
postbox,
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tick: 0,
state,
entity: player_entity,
view_distance,
pending_chunks: HashSet::new(),
})
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}
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/// Get a reference to the client's worker thread pool. This pool should be used for any
/// computationally expensive operations that run outside of the main thread (i.e: threads that
/// block on I/O operations are exempt).
#[allow(dead_code)]
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pub fn thread_pool(&self) -> &threadpool::ThreadPool { &self.thread_pool }
/// Get a reference to the client's game state.
#[allow(dead_code)]
pub fn state(&self) -> &State { &self.state }
/// Get a mutable reference to the client's game state.
#[allow(dead_code)]
pub fn state_mut(&mut self) -> &mut State { &mut self.state }
/// Get the player's entity
#[allow(dead_code)]
pub fn entity(&self) -> EcsEntity {
self.entity
}
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/// Get the current tick number.
#[allow(dead_code)]
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pub fn get_tick(&self) -> u64 {
self.tick
}
/// Send a chat message to the server
#[allow(dead_code)]
pub fn send_chat(&mut self, msg: String) {
self.postbox.send_message(ClientMsg::Chat(msg))
}
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/// Execute a single client tick, handle input and update the game state by the given duration
#[allow(dead_code)]
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 client-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) Perform a single LocalState tick (i.e: update the world and entities in the world)
// 4) Go through the terrain update queue and apply all changes to the terrain
// 5) Finish the tick, passing control of the main thread back to the frontend
// Build up a list of events for this frame, to be passed to the frontend
let mut frontend_events = Vec::new();
// Handle new messages from the server
frontend_events.append(&mut self.handle_new_messages()?);
self.state.terrain().iter().for_each(|(k, _)| {
println!("Chunk at {:?}", k);
});
self.state.write_component(self.entity, comp::Control {
move_dir: input.move_dir,
});
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// Tick the client's LocalState (step 3)
self.state.tick(dt);
// Update the server about the player's physics attributes
match (
self.state.read_storage().get(self.entity).cloned(),
self.state.read_storage().get(self.entity).cloned(),
self.state.read_storage().get(self.entity).cloned(),
) {
(Some(pos), Some(vel), Some(dir)) => {
self.postbox.send_message(ClientMsg::PlayerPhysics { pos, vel, dir });
},
_ => {},
}
// Update the server about the player's currently playing animation and the previous one
if let Some(animation_history) = self.state.read_storage::<comp::AnimationHistory>().get(self.entity).cloned() {
if Some(animation_history.current) != animation_history.last {
self.postbox.send_message(ClientMsg::PlayerAnimation(animation_history));
}
}
// Request chunks from the server
if let Some(pos) = self.state.read_storage::<comp::phys::Pos>().get(self.entity) {
let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
for i in chunk_pos.x - 1..chunk_pos.x + 1 {
for j in chunk_pos.y - 1..chunk_pos.y + 1 {
for k in -1..3 {
let key = chunk_pos + Vec3::new(i, j, k);
if self.state.terrain().get_key(key).is_none() && !self.pending_chunks.contains(&key) {
self.postbox.send_message(ClientMsg::TerrainChunkRequest { key });
self.pending_chunks.insert(key);
}
}
}
}
}
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// Finish the tick, pass control back to the frontend (step 6)
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self.tick += 1;
Ok(frontend_events)
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}
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/// Clean up the client after a tick
#[allow(dead_code)]
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pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
/// Handle new server messages
fn handle_new_messages(&mut self) -> Result<Vec<Event>, Error> {
let mut frontend_events = Vec::new();
// Step 1
let new_msgs = self.postbox.new_messages();
if new_msgs.len() > 0 {
self.last_ping = self.state.get_time();
for msg in new_msgs {
match msg {
ServerMsg::InitialSync { .. } => return Err(Error::ServerWentMad),
ServerMsg::Shutdown => return Err(Error::ServerShutdown),
ServerMsg::Ping => self.postbox.send_message(ClientMsg::Pong),
ServerMsg::Pong => {},
ServerMsg::Chat(msg) => frontend_events.push(Event::Chat(msg)),
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) {
Some(entity) => {
self.state.write_component(entity, pos);
self.state.write_component(entity, vel);
self.state.write_component(entity, dir);
},
None => {},
},
ServerMsg::EntityAnimation { entity, animation_history } => match self.state.ecs().entity_from_uid(entity) {
Some(entity) => {
self.state.write_component(entity, animation_history);
},
None => {},
},
ServerMsg::TerrainChunkUpdate { key, chunk } => {
self.state.insert_chunk(key, *chunk);
self.pending_chunks.remove(&key);
},
ServerMsg::StateAnswer(Ok(state)) => {
println!("ok state: {:?}", state);
self.client_state = state;
},
ServerMsg::StateAnswer(Err((error, state))) => {
println!("err state: {:?}", state);
self.client_state = state;
},
ServerMsg::ForceState { state } => {
println!("forced state: {:?}", state);
self.client_state = state;
},
}
}
} else if let Some(err) = self.postbox.error() {
return Err(err.into());
} else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT {
return Err(Error::ServerTimeout);
} else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT * 0.5 {
// Try pinging the server if the timeout is nearing
self.postbox.send_message(ClientMsg::Ping);
}
Ok(frontend_events)
}
}
impl Drop for Client {
fn drop(&mut self) {
self.postbox.send_message(ClientMsg::Disconnect);
}
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}