veloren/server/src/sys/msg/in_game.rs

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#[cfg(feature = "persistent_world")]
use crate::TerrainPersistence;
use crate::{client::Client, Settings};
use common::{
comp::{
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Admin, AdminRole, CanBuild, ControlEvent, Controller, ForceUpdate, Health, Ori, Player,
Pos, Presence, PresenceKind, SkillSet, Vel,
},
event::{EventBus, ServerEvent},
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link::Is,
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mounting::{Rider, VolumeRider},
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resources::{PlayerPhysicsSetting, PlayerPhysicsSettings},
slowjob::SlowJobPool,
terrain::TerrainGrid,
vol::ReadVol,
};
use common_ecs::{Job, Origin, Phase, System};
use common_net::msg::{ClientGeneral, ServerGeneral};
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use common_state::{AreasContainer, BlockChange, BuildArea};
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use core::mem;
use rayon::prelude::*;
use specs::{Entities, Join, Read, ReadExpect, ReadStorage, Write, WriteStorage};
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use std::{borrow::Cow, time::Instant};
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use tracing::{debug, trace, warn};
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use vek::*;
#[cfg(feature = "persistent_world")]
pub type TerrainPersistenceData<'a> = Option<Write<'a, TerrainPersistence>>;
#[cfg(not(feature = "persistent_world"))]
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pub type TerrainPersistenceData<'a> = core::marker::PhantomData<&'a mut ()>;
// NOTE: These writes are considered "rare", meaning (currently) that they are
// admin-gated features that players shouldn't normally access, and which we're
// not that concerned about the performance of when two players try to use them
// at once.
//
// In such cases, we're okay putting them behind a mutex and penalizing the
// system if they're actually used concurrently by lots of users. Please do not
// put less rare writes here, unless you want to serialize the system!
struct RareWrites<'a, 'b> {
block_changes: &'b mut BlockChange,
_terrain_persistence: &'b mut TerrainPersistenceData<'a>,
}
impl Sys {
#[allow(clippy::too_many_arguments)]
fn handle_client_in_game_msg(
server_emitter: &mut common::event::Emitter<'_, ServerEvent>,
entity: specs::Entity,
client: &Client,
maybe_presence: &mut Option<&mut Presence>,
terrain: &ReadExpect<'_, TerrainGrid>,
can_build: &ReadStorage<'_, CanBuild>,
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is_rider: &ReadStorage<'_, Is<Rider>>,
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is_volume_rider: &ReadStorage<'_, Is<VolumeRider>>,
force_updates: &ReadStorage<'_, ForceUpdate>,
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skill_set: &mut Option<Cow<'_, SkillSet>>,
healths: &ReadStorage<'_, Health>,
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rare_writes: &parking_lot::Mutex<RareWrites<'_, '_>>,
position: Option<&mut Pos>,
controller: Option<&mut Controller>,
settings: &Read<'_, Settings>,
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build_areas: &Read<'_, AreasContainer<BuildArea>>,
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player_physics_setting: Option<&mut PlayerPhysicsSetting>,
maybe_admin: &Option<&Admin>,
time_for_vd_changes: Instant,
msg: ClientGeneral,
player_physics: &mut Option<(Pos, Vel, Ori)>,
) -> Result<(), crate::error::Error> {
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let presence = match maybe_presence.as_deref_mut() {
Some(g) => g,
None => {
debug!(?entity, "client is not in_game, ignoring msg");
trace!(?msg, "ignored msg content");
return Ok(());
},
};
match msg {
// Go back to registered state (char selection screen)
ClientGeneral::ExitInGame => {
server_emitter.emit(ServerEvent::ExitIngame { entity });
client.send(ServerGeneral::ExitInGameSuccess)?;
*maybe_presence = None;
},
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ClientGeneral::SetViewDistance(view_distances) => {
let clamped_vds = view_distances.clamp(settings.max_view_distance);
presence.terrain_view_distance.set_target(clamped_vds.terrain, time_for_vd_changes);
presence.entity_view_distance.set_target(clamped_vds.entity, time_for_vd_changes);
// Correct client if its requested VD is too high.
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if view_distances.terrain != clamped_vds.terrain {
client.send(ServerGeneral::SetViewDistance(clamped_vds.terrain))?;
}
},
ClientGeneral::ControllerInputs(inputs) => {
if presence.kind.controlling_char() {
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if let Some(controller) = controller {
controller.inputs.update_with_new(*inputs);
}
}
},
ClientGeneral::ControlEvent(event) => {
if presence.kind.controlling_char() && let Some(controller) = controller {
// Skip respawn if client entity is alive
let skip_respawn = matches!(event, ControlEvent::Respawn)
&& healths.get(entity).map_or(true, |h| !h.is_dead);
if !skip_respawn {
controller.push_event(event);
}
}
},
ClientGeneral::ControlAction(event) => {
if presence.kind.controlling_char() {
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if let Some(controller) = controller {
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controller.push_action(event);
}
}
},
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ClientGeneral::PlayerPhysics { pos, vel, ori, force_counter } => {
if presence.kind.controlling_char()
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&& force_updates.get(entity).map_or(true, |force_update| force_update.counter() == force_counter)
&& healths.get(entity).map_or(true, |h| !h.is_dead)
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&& is_rider.get(entity).is_none()
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&& is_volume_rider.get(entity).is_none()
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&& player_physics_setting
.as_ref()
.map_or(true, |s| s.client_authoritative())
{
*player_physics = Some((pos, vel, ori));
}
},
ClientGeneral::BreakBlock(pos) => {
if let Some(comp_can_build) = can_build.get(entity) {
if comp_can_build.enabled {
for area in comp_can_build.build_areas.iter() {
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if let Some(old_block) = build_areas
.areas()
.get(*area)
// TODO: Make this an exclusive check on the upper bound of the AABB
// Vek defaults to inclusive which is not optimal
.filter(|aabb| aabb.contains_point(pos))
.and_then(|_| terrain.get(pos).ok())
{
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let new_block = old_block.into_vacant();
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// Take the rare writes lock as briefly as possible.
let mut guard = rare_writes.lock();
let _was_set = guard.block_changes.try_set(pos, new_block).is_some();
#[cfg(feature = "persistent_world")]
if _was_set {
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if let Some(terrain_persistence) = guard._terrain_persistence.as_mut()
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{
terrain_persistence.set_block(pos, new_block);
}
}
}
}
}
}
},
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ClientGeneral::PlaceBlock(pos, new_block) => {
if let Some(comp_can_build) = can_build.get(entity) {
if comp_can_build.enabled {
for area in comp_can_build.build_areas.iter() {
if build_areas
.areas()
.get(*area)
// TODO: Make this an exclusive check on the upper bound of the AABB
// Vek defaults to inclusive which is not optimal
.filter(|aabb| aabb.contains_point(pos))
.is_some()
{
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// Take the rare writes lock as briefly as possible.
let mut guard = rare_writes.lock();
let _was_set = guard.block_changes.try_set(pos, new_block).is_some();
#[cfg(feature = "persistent_world")]
if _was_set {
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if let Some(terrain_persistence) = guard._terrain_persistence.as_mut()
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{
terrain_persistence.set_block(pos, new_block);
}
}
}
}
}
}
},
ClientGeneral::UnlockSkill(skill) => {
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// FIXME: How do we want to handle the error? Probably not by swallowing it.
let _ = skill_set.as_mut().map(|skill_set| {
SkillSet::unlock_skill_cow(skill_set, skill, |skill_set| skill_set.to_mut())
}).transpose();
},
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
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ClientGeneral::RequestSiteInfo(id) => {
server_emitter.emit(ServerEvent::RequestSiteInfo { entity, id });
},
ClientGeneral::RequestPlayerPhysics {
server_authoritative,
} => {
if let Some(setting) = player_physics_setting {
setting.client_optin = server_authoritative;
}
},
ClientGeneral::RequestLossyTerrainCompression {
lossy_terrain_compression,
} => {
presence.lossy_terrain_compression = lossy_terrain_compression;
},
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ClientGeneral::UpdateMapMarker(update) => {
server_emitter.emit(ServerEvent::UpdateMapMarker { entity, update });
},
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ClientGeneral::SpectatePosition(pos) => {
if let Some(admin) = maybe_admin && admin.0 >= AdminRole::Moderator && presence.kind == PresenceKind::Spectator {
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if let Some(position) = position {
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position.0 = pos;
}
}
},
ClientGeneral::RequestCharacterList
| ClientGeneral::CreateCharacter { .. }
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| ClientGeneral::EditCharacter { .. }
| ClientGeneral::DeleteCharacter(_)
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| ClientGeneral::Character(_, _)
| ClientGeneral::Spectate(_)
| ClientGeneral::TerrainChunkRequest { .. }
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| ClientGeneral::LodZoneRequest { .. }
| ClientGeneral::ChatMsg(_)
| ClientGeneral::Command(..)
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| ClientGeneral::Terminate => {
debug!("Kicking possibly misbehaving client due to invalid client in game request");
server_emitter.emit(ServerEvent::ClientDisconnect(
entity,
common::comp::DisconnectReason::NetworkError,
));
},
}
Ok(())
}
}
/// This system will handle new messages from clients
#[derive(Default)]
pub struct Sys;
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impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
Read<'a, EventBus<ServerEvent>>,
ReadExpect<'a, TerrainGrid>,
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ReadExpect<'a, SlowJobPool>,
ReadStorage<'a, CanBuild>,
ReadStorage<'a, ForceUpdate>,
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ReadStorage<'a, Is<Rider>>,
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ReadStorage<'a, Is<VolumeRider>>,
WriteStorage<'a, SkillSet>,
ReadStorage<'a, Health>,
Write<'a, BlockChange>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
WriteStorage<'a, Presence>,
WriteStorage<'a, Client>,
WriteStorage<'a, Controller>,
Read<'a, Settings>,
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Read<'a, AreasContainer<BuildArea>>,
Write<'a, PlayerPhysicsSettings>,
TerrainPersistenceData<'a>,
ReadStorage<'a, Player>,
ReadStorage<'a, Admin>,
);
const NAME: &'static str = "msg::in_game";
const ORIGIN: Origin = Origin::Server;
const PHASE: Phase = Phase::Create;
fn run(
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_job: &mut Job<Self>,
(
entities,
server_event_bus,
terrain,
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slow_jobs,
can_build,
force_updates,
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is_rider,
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is_volume_rider,
mut skill_sets,
healths,
mut block_changes,
mut positions,
mut velocities,
mut orientations,
mut presences,
mut clients,
mut controllers,
settings,
build_areas,
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mut player_physics_settings_,
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mut terrain_persistence,
players,
admins,
): Self::SystemData,
) {
let time_for_vd_changes = Instant::now();
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// NOTE: stdlib mutex is more than good enough on Linux and (probably) Windows,
// but not Mac.
let rare_writes = parking_lot::Mutex::new(RareWrites {
block_changes: &mut block_changes,
_terrain_persistence: &mut terrain_persistence,
});
let player_physics_settings = &*player_physics_settings_;
let mut deferred_updates = (
&entities,
&mut clients,
(&mut presences).maybe(),
players.maybe(),
admins.maybe(),
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(&skill_sets).maybe(),
(&mut positions).maybe(),
(&mut velocities).maybe(),
(&mut orientations).maybe(),
(&mut controllers).maybe(),
)
.join()
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// NOTE: Required because Specs has very poor work splitting for sparse joins.
.par_bridge()
.map_init(
|| server_event_bus.emitter(),
|server_emitter, (
entity,
client,
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mut maybe_presence,
maybe_player,
maybe_admin,
skill_set,
ref mut pos,
ref mut vel,
ref mut ori,
ref mut controller,
)| {
let old_player_physics_setting = maybe_player.map(|p| {
player_physics_settings
.settings
.get(&p.uuid())
.copied()
.unwrap_or_default()
});
let mut new_player_physics_setting = old_player_physics_setting;
// If an `ExitInGame` message is received this is set to `None` allowing further
// ingame messages to be ignored.
let mut clearable_maybe_presence = maybe_presence.as_deref_mut();
let mut skill_set = skill_set.map(Cow::Borrowed);
let mut player_physics = None;
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let _ = super::try_recv_all(client, 2, |client, msg| {
Self::handle_client_in_game_msg(
server_emitter,
entity,
client,
&mut clearable_maybe_presence,
&terrain,
&can_build,
&is_rider,
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&is_volume_rider,
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&force_updates,
&mut skill_set,
&healths,
&rare_writes,
pos.as_deref_mut(),
controller.as_deref_mut(),
&settings,
&build_areas,
new_player_physics_setting.as_mut(),
&maybe_admin,
time_for_vd_changes,
msg,
&mut player_physics,
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)
});
if let Some((new_pos, new_vel, new_ori)) = player_physics {
let old_pos = pos.as_deref_mut();
let old_vel = vel.as_deref_mut();
let old_ori = ori.as_deref_mut();
enum Rejection {
TooFar { old: Vec3<f32>, new: Vec3<f32> },
TooFast { vel: Vec3<f32> },
}
let rejection = if maybe_admin.is_some() {
None
} else if let Some(mut setting) = new_player_physics_setting.as_mut() {
// If we detect any thresholds being exceeded, force server-authoritative
// physics for that player. This doesn't detect subtle hacks, but it
// prevents blatant ones and forces people to not debug physics hacks on the
// live server (and also mitigates some floating-point overflow crashes)
let rejection = None
// Check position
.or_else(|| {
if let Some(Pos(prev_pos)) = &old_pos {
if prev_pos.distance_squared(new_pos.0) > (500.0f32).powf(2.0) {
Some(Rejection::TooFar { old: *prev_pos, new: new_pos.0 })
} else {
None
}
} else {
None
}
})
// Check velocity
.or_else(|| {
if new_vel.0.magnitude_squared() > (500.0f32).powf(2.0) {
Some(Rejection::TooFast { vel: new_vel.0 })
} else {
None
}
});
// Force a client-side physics update if rejectable physics data is
// received.
if rejection.is_some() {
// We skip this for `TooFar` because false positives can occur when
// using server-side teleportation commands
// that the client doesn't know about (leading to the client sending
// physics state that disagree with the server). In the future,
// client-authoritative physics will be gone
// and this will no longer be necessary.
setting.server_force =
!matches!(rejection, Some(Rejection::TooFar { .. })); // true;
}
rejection
} else {
None
};
match rejection {
Some(Rejection::TooFar { old, new }) => warn!(
"Rejected player physics update (new position {:?} is too far from \
old position {:?})",
new, old
),
Some(Rejection::TooFast { vel }) => warn!(
"Rejected player physics update (new velocity {:?} is too fast)",
vel
),
None => {
// Don't insert unless the component already exists
old_pos.map(|p| *p = new_pos);
old_vel.map(|v| *v = new_vel);
old_ori.map(|o| *o = new_ori);
},
}
}
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// Ensure deferred view distance changes are applied (if the
// requsite time has elapsed).
if let Some(presence) = maybe_presence {
presence.terrain_view_distance.update(time_for_vd_changes);
presence.entity_view_distance.update(time_for_vd_changes);
}
// Return the possibly modified skill set, and possibly modified server physics
// settings.
let skill_set_update = skill_set.and_then(|skill_set| match skill_set {
Cow::Borrowed(_) => None,
Cow::Owned(skill_set) => Some((entity, skill_set)),
});
// NOTE: Since we pass Option<&mut _> rather than &mut Option<_> to
// handle_client_in_game_msg, and the new player was initialized to the same
// value as the old setting , we know that either both the new and old setting
// are Some, or they are both None.
let physics_update = maybe_player.map(|p| p.uuid())
.zip(new_player_physics_setting
.filter(|_| old_player_physics_setting != new_player_physics_setting));
(skill_set_update, physics_update)
},
)
// NOTE: Would be nice to combine this with the map_init somehow, but I'm not sure if
// that's possible.
.filter(|(x, y)| x.is_some() || y.is_some())
// NOTE: I feel like we shouldn't actually need to allocate here, but hopefully this
// doesn't turn out to be important as there shouldn't be that many connected clients.
// The reason we can't just use unzip is that the two sides might be different lengths.
.collect::<Vec<_>>();
let player_physics_settings = &mut *player_physics_settings_;
// Deferred updates to skillsets and player physics.
//
// NOTE: It is an invariant that there is at most one client entry per player
// uuid; since we joined on clients, it follows that there's just one update
// per uuid, so the physics update is sound and doesn't depend on evaluation
// order, even though we're not updating directly by entity or uid (note that
// for a given entity, we process messages serially).
deferred_updates
.iter_mut()
.for_each(|(skill_set_update, physics_update)| {
if let Some((entity, new_skill_set)) = skill_set_update {
// We know this exists, because we already iterated over it with the skillset
// lock taken, so we can ignore the error.
//
// Note that we replace rather than just updating. This is in order to avoid
// dropping here; we'll drop later on a background thread, in case skillsets are
// slow to drop.
skill_sets
.get_mut(*entity)
.map(|mut old_skill_set| mem::swap(&mut *old_skill_set, new_skill_set));
}
if let &mut Some((uuid, player_physics_setting)) = physics_update {
// We don't necessarily know this exists, but that's fine, because dropping
// player physics is a no op.
player_physics_settings
.settings
.insert(uuid, player_physics_setting);
}
});
// Finally, drop the deferred updates in another thread.
slow_jobs.spawn("CHUNK_DROP", move || {
drop(deferred_updates);
});
}
}