veloren/server/src/lib.rs

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2019-01-02 17:23:31 +00:00
// Standard
use std::time::Duration;
// Internal
use common::LocalState;
pub enum ClientErr {
ServerShutdown,
Other(String),
}
pub struct Input {
// TODO: Use this type to manage server input
}
pub struct Server {
state: LocalState,
// TODO: Add "meta" state here
}
impl Server {
pub fn new() -> Self {
Self {
state: LocalState::new(),
}
}
/// Execute a single server tick, handle input and update the game state by the given duration
pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), ClientErr> {
// 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) Finish the tick, passing control of the main thread back to the frontend
// Tick the client's LocalState (step 3)
self.state.tick(dt);
// Finish the tick, pass control back to the frontend (step 6)
Ok(())
}
}