veloren/common/state/src/lib.rs

590 lines
21 KiB
Rust
Raw Normal View History

#[cfg(feature = "plugins")] pub mod plugin;
#[cfg(feature = "plugins")]
use crate::plugin::memory_manager::EcsWorld;
#[cfg(feature = "plugins")]
use crate::plugin::PluginMgr;
#[cfg(feature = "plugins")]
use common::uid::UidAllocator;
use common::{
comp,
depot::{Depot, Id},
event::{EventBus, LocalEvent, ServerEvent},
outcome::Outcome,
region::RegionMap,
resources::{DeltaTime, GameMode, PlayerEntity, PlayerPhysicsSettings, Time, TimeOfDay},
slowjob::SlowJobPool,
terrain::{Block, TerrainChunk, TerrainGrid},
time::DayPeriod,
trade::Trades,
vol::{ReadVol, WriteVol},
};
use common_base::span;
use common_ecs::{PhysicsMetrics, SysMetrics};
use common_net::sync::{interpolation as sync_interp, WorldSyncExt};
use core::{convert::identity, time::Duration};
use hashbrown::{hash_map, HashMap, HashSet};
use rayon::{ThreadPool, ThreadPoolBuilder};
use specs::{
prelude::Resource,
shred::{Fetch, FetchMut},
storage::{MaskedStorage as EcsMaskedStorage, Storage as EcsStorage},
Component, DispatcherBuilder, Entity as EcsEntity, WorldExt,
};
use std::sync::Arc;
use vek::*;
/// How much faster should an in-game day be compared to a real day?
// TODO: Don't hard-code this.
const DAY_CYCLE_FACTOR: f64 = 24.0 * 2.0;
/// At what point should we stop speeding up physics to compensate for lag? If
/// we speed physics up too fast, we'd skip important physics events like
/// collisions. This constant determines the upper limit. If delta time exceeds
/// this value, the game's physics will begin to produce time lag. Ideally, we'd
/// avoid such a situation.
const MAX_DELTA_TIME: f32 = 1.0;
/// NOTE: Please don't add `Deserialize` without checking to make sure we
/// can guarantee the invariant that every entry in `area_names` points to a
/// valid id in `areas`.
#[derive(Default)]
pub struct BuildAreas {
areas: Depot<Aabb<i32>>,
area_names: HashMap<String, Id<Aabb<i32>>>,
}
pub enum BuildAreaError {
/// This build area name is reserved by the system.
Reserved,
/// The build area name was not found.
NotFound,
}
/// Build area names that can only be inserted, not removed.
const RESERVED_BUILD_AREA_NAMES: &[&str] = &["world"];
impl BuildAreas {
pub fn areas(&self) -> &Depot<geom::Aabb<i32>> { &self.areas }
pub fn area_names(&self) -> &HashMap<String, Id<Aabb<i32>>> { &self.area_names }
/// If the area_name is already in the map, returns Err(area_name).
pub fn insert(&mut self, area_name: String, area: Aabb<i32>) -> Result<Id<Aabb<i32>>, String> {
let area_name_entry = match self.area_names.entry(area_name) {
hash_map::Entry::Occupied(o) => return Err(o.replace_key()),
hash_map::Entry::Vacant(v) => v,
};
let bb_id = self.areas.insert(area.made_valid());
area_name_entry.insert(bb_id);
Ok(bb_id)
}
pub fn remove(&mut self, area_name: &str) -> Result<Aabb<i32>, BuildAreaError> {
if RESERVED_BUILD_AREA_NAMES.contains(&area_name) {
return Err(BuildAreaError::Reserved);
}
let bb_id = self
.area_names
.remove(area_name)
.ok_or(BuildAreaError::NotFound)?;
let area = self.areas.remove(bb_id).expect(
"Entries in `areas` are added before entries in `area_names` in `insert`, and that is \
the only exposed way to add elements to `area_names`.",
);
Ok(area)
}
}
#[derive(Default)]
pub struct BlockChange {
blocks: HashMap<Vec3<i32>, Block>,
}
impl BlockChange {
pub fn set(&mut self, pos: Vec3<i32>, block: Block) { self.blocks.insert(pos, block); }
pub fn try_set(&mut self, pos: Vec3<i32>, block: Block) -> Option<()> {
if !self.blocks.contains_key(&pos) {
self.blocks.insert(pos, block);
Some(())
} else {
None
}
}
pub fn clear(&mut self) { self.blocks.clear(); }
}
#[derive(Default)]
pub struct TerrainChanges {
pub new_chunks: HashSet<Vec2<i32>>,
pub modified_chunks: HashSet<Vec2<i32>>,
pub removed_chunks: HashSet<Vec2<i32>>,
pub modified_blocks: HashMap<Vec3<i32>, Block>,
}
impl TerrainChanges {
pub fn clear(&mut self) {
self.new_chunks.clear();
self.modified_chunks.clear();
self.removed_chunks.clear();
}
}
#[derive(Copy, Clone)]
pub enum ExecMode {
Server,
Client,
Singleplayer,
}
/// A type used to represent game state stored on both the client and the
/// server. This includes things like entity components, terrain data, and
/// global states like weather, time of day, etc.
pub struct State {
ecs: specs::World,
// Avoid lifetime annotation by storing a thread pool instead of the whole dispatcher
thread_pool: Arc<ThreadPool>,
}
impl State {
/// Create a new `State` in client mode.
pub fn client() -> Self { Self::new(GameMode::Client) }
/// Create a new `State` in server mode.
pub fn server() -> Self { Self::new(GameMode::Server) }
pub fn new(game_mode: GameMode) -> Self {
let thread_name_infix = match game_mode {
GameMode::Server => "s",
GameMode::Client => "c",
GameMode::Singleplayer => "sp",
};
let thread_pool = Arc::new(
ThreadPoolBuilder::new()
.thread_name(move |i| format!("rayon-{}-{}", thread_name_infix, i))
.build()
.unwrap(),
);
Self {
ecs: Self::setup_ecs_world(game_mode, &thread_pool),
thread_pool,
}
}
/// Creates ecs world and registers all the common components and resources
// TODO: Split up registering into server and client (e.g. move
// EventBus<ServerEvent> to the server)
fn setup_ecs_world(game_mode: GameMode, thread_pool: &Arc<ThreadPool>) -> specs::World {
let mut ecs = specs::World::new();
// Uids for sync
ecs.register_sync_marker();
// Register server -> all clients synced components.
ecs.register::<comp::Body>();
ecs.register::<comp::Player>();
ecs.register::<comp::Stats>();
ecs.register::<comp::SkillSet>();
ecs.register::<comp::Buffs>();
ecs.register::<comp::Auras>();
ecs.register::<comp::Energy>();
ecs.register::<comp::Combo>();
ecs.register::<comp::Health>();
ecs.register::<comp::Poise>();
ecs.register::<comp::CanBuild>();
ecs.register::<comp::LightEmitter>();
ecs.register::<comp::Item>();
ecs.register::<comp::Scale>();
ecs.register::<comp::Mounting>();
ecs.register::<comp::MountState>();
ecs.register::<comp::Mass>();
ecs.register::<comp::Density>();
ecs.register::<comp::Collider>();
ecs.register::<comp::Sticky>();
ecs.register::<comp::CharacterState>();
ecs.register::<comp::Object>();
ecs.register::<comp::Group>();
ecs.register::<comp::Shockwave>();
ecs.register::<comp::ShockwaveHitEntities>();
ecs.register::<comp::BeamSegment>();
// Register components send from clients -> server
ecs.register::<comp::Controller>();
// Register components send directly from server -> all but one client
ecs.register::<comp::PhysicsState>();
// Register components synced from client -> server -> all other clients
ecs.register::<comp::Pos>();
ecs.register::<comp::Vel>();
ecs.register::<comp::Ori>();
ecs.register::<comp::Inventory>();
// Register common unsynced components
ecs.register::<comp::PreviousPhysCache>();
ecs.register::<comp::PosVelDefer>();
// Register client-local components
// TODO: only register on the client
ecs.register::<comp::LightAnimation>();
ecs.register::<sync_interp::InterpBuffer<comp::Pos>>();
ecs.register::<sync_interp::InterpBuffer<comp::Vel>>();
ecs.register::<sync_interp::InterpBuffer<comp::Ori>>();
// Register server-local components
// TODO: only register on the server
ecs.register::<comp::Last<comp::Pos>>();
ecs.register::<comp::Last<comp::Vel>>();
ecs.register::<comp::Last<comp::Ori>>();
ecs.register::<comp::Alignment>();
ecs.register::<comp::Agent>();
ecs.register::<comp::WaypointArea>();
ecs.register::<comp::ForceUpdate>();
ecs.register::<comp::InventoryUpdate>();
ecs.register::<comp::Admin>();
ecs.register::<comp::Waypoint>();
ecs.register::<comp::Projectile>();
ecs.register::<comp::Melee>();
ecs.register::<comp::ItemDrop>();
ecs.register::<comp::ChatMode>();
ecs.register::<comp::Faction>();
ecs.register::<comp::invite::Invite>();
ecs.register::<comp::invite::PendingInvites>();
ecs.register::<comp::Beam>();
// Register synced resources used by the ECS.
ecs.insert(TimeOfDay(0.0));
// Register unsynced resources used by the ECS.
ecs.insert(Time(0.0));
ecs.insert(DeltaTime(0.0));
ecs.insert(PlayerEntity(None));
ecs.insert(TerrainGrid::new().unwrap());
ecs.insert(BlockChange::default());
ecs.insert(BuildAreas::default());
ecs.insert(TerrainChanges::default());
ecs.insert(EventBus::<LocalEvent>::default());
ecs.insert(game_mode);
ecs.insert(Vec::<common::outcome::Outcome>::new());
let slow_limit = thread_pool.current_num_threads().max(2) as u64;
let slow_limit = slow_limit / 2 + slow_limit / 4;
tracing::trace!(?slow_limit, "Slow Thread limit");
ecs.insert(SlowJobPool::new(slow_limit, Arc::clone(&thread_pool)));
// TODO: only register on the server
ecs.insert(EventBus::<ServerEvent>::default());
ecs.insert(comp::group::GroupManager::default());
ecs.insert(RegionMap::new());
ecs.insert(SysMetrics::default());
ecs.insert(PhysicsMetrics::default());
ecs.insert(Trades::default());
ecs.insert(PlayerPhysicsSettings::default());
// Load plugins from asset directory
#[cfg(feature = "plugins")]
ecs.insert(match PluginMgr::from_assets() {
Ok(plugin_mgr) => {
let ecs_world = EcsWorld {
entities: &ecs.entities(),
health: ecs.read_component().into(),
uid: ecs.read_component().into(),
uid_allocator: &ecs.read_resource::<UidAllocator>().into(),
player: ecs.read_component().into(),
};
if let Err(e) = plugin_mgr
.execute_event(&ecs_world, &plugin_api::event::PluginLoadEvent {
game_mode,
})
{
tracing::debug!(?e, "Failed to run plugin init");
tracing::info!("Plugins disabled, enable debug logging for more information.");
PluginMgr::default()
} else {
plugin_mgr
}
},
Err(e) => {
tracing::debug!(?e, "Failed to read plugins from assets");
tracing::info!("Plugins disabled, enable debug logging for more information.");
PluginMgr::default()
},
});
ecs
}
/// Register a component with the state's ECS.
pub fn with_component<T: Component>(mut self) -> Self
where
<T as Component>::Storage: Default,
{
self.ecs.register::<T>();
self
}
/// Write a component attributed to a particular entity, ignoring errors.
///
/// This should be used *only* when we can guarantee that the rest of the
/// code does not rely on the insert having succeeded (meaning the
/// entity is no longer alive!).
///
/// Returns None if the entity was dead or there was no previous entry for
/// this component; otherwise, returns Some(old_component).
pub fn write_component_ignore_entity_dead<C: Component>(
&mut self,
entity: EcsEntity,
comp: C,
) -> Option<C> {
self.ecs
.write_storage()
.insert(entity, comp)
.ok()
.and_then(identity)
}
/// Delete a component attributed to a particular entity.
pub fn delete_component<C: Component>(&mut self, entity: EcsEntity) -> Option<C> {
self.ecs.write_storage().remove(entity)
}
/// Read a component attributed to a particular entity.
pub fn read_component_cloned<C: Component + Clone>(&self, entity: EcsEntity) -> Option<C> {
self.ecs.read_storage().get(entity).cloned()
}
/// Read a component attributed to a particular entity.
pub fn read_component_copied<C: Component + Copy>(&self, entity: EcsEntity) -> Option<C> {
self.ecs.read_storage().get(entity).copied()
}
/// Given mutable access to the resource R, assuming the resource
/// component exists (this is already the behavior of functions like `fetch`
/// and `write_component_ignore_entity_dead`). Since all of our resources
/// are generated up front, any failure here is definitely a code bug.
pub fn mut_resource<R: Resource>(&mut self) -> &mut R {
self.ecs.get_mut::<R>().expect(
"Tried to fetch an invalid resource even though all our resources should be known at \
compile time.",
)
}
/// Get a read-only reference to the storage of a particular component type.
pub fn read_storage<C: Component>(&self) -> EcsStorage<C, Fetch<EcsMaskedStorage<C>>> {
self.ecs.read_storage::<C>()
}
/// Get a reference to the internal ECS world.
pub fn ecs(&self) -> &specs::World { &self.ecs }
/// Get a mutable reference to the internal ECS world.
pub fn ecs_mut(&mut self) -> &mut specs::World { &mut self.ecs }
/// Get a reference to the `TerrainChanges` structure of the state. This
/// contains information about terrain state that has changed since the
/// last game tick.
pub fn terrain_changes(&self) -> Fetch<TerrainChanges> { self.ecs.read_resource() }
/// Get the current in-game time of day.
///
/// Note that this should not be used for physics, animations or other such
/// localised timings.
pub fn get_time_of_day(&self) -> f64 { self.ecs.read_resource::<TimeOfDay>().0 }
/// Get the current in-game day period (period of the day/night cycle)
/// Get the current in-game day period (period of the day/night cycle)
pub fn get_day_period(&self) -> DayPeriod { self.get_time_of_day().into() }
/// Get the current in-game time.
///
/// Note that this does not correspond to the time of day.
pub fn get_time(&self) -> f64 { self.ecs.read_resource::<Time>().0 }
/// Get the current delta time.
pub fn get_delta_time(&self) -> f32 { self.ecs.read_resource::<DeltaTime>().0 }
/// Get a reference to this state's terrain.
pub fn terrain(&self) -> Fetch<TerrainGrid> { self.ecs.read_resource() }
/// Get a reference to this state's terrain.
pub fn slow_job_pool(&self) -> Fetch<SlowJobPool> { self.ecs.read_resource() }
/// Get a writable reference to this state's terrain.
pub fn terrain_mut(&self) -> FetchMut<TerrainGrid> { self.ecs.write_resource() }
/// Get a block in this state's terrain.
pub fn get_block(&self, pos: Vec3<i32>) -> Option<Block> {
self.terrain().get(pos).ok().copied()
}
/// Set a block in this state's terrain.
pub fn set_block(&self, pos: Vec3<i32>, block: Block) {
self.ecs.write_resource::<BlockChange>().set(pos, block);
}
/// Check if the block at given position `pos` has already been modified
/// this tick.
pub fn can_set_block(&self, pos: Vec3<i32>) -> bool {
!self
.ecs
.read_resource::<BlockChange>()
.blocks
.contains_key(&pos)
}
/// Removes every chunk of the terrain.
pub fn clear_terrain(&mut self) {
let removed_chunks = &mut self.ecs.write_resource::<TerrainChanges>().removed_chunks;
self.terrain_mut().drain().for_each(|(key, _)| {
removed_chunks.insert(key);
});
}
/// Insert the provided chunk into this state's terrain.
pub fn insert_chunk(&mut self, key: Vec2<i32>, chunk: TerrainChunk) {
if self
.ecs
.write_resource::<TerrainGrid>()
.insert(key, Arc::new(chunk))
.is_some()
{
self.ecs
.write_resource::<TerrainChanges>()
.modified_chunks
.insert(key);
} else {
self.ecs
.write_resource::<TerrainChanges>()
.new_chunks
.insert(key);
}
}
/// Remove the chunk with the given key from this state's terrain, if it
/// exists.
pub fn remove_chunk(&mut self, key: Vec2<i32>) {
if self
.ecs
.write_resource::<TerrainGrid>()
.remove(key)
.is_some()
{
self.ecs
.write_resource::<TerrainChanges>()
.removed_chunks
.insert(key);
}
}
// Run RegionMap tick to update entity region occupancy
pub fn update_region_map(&self) {
span!(_guard, "update_region_map", "State::update_region_map");
self.ecs.write_resource::<RegionMap>().tick(
self.ecs.read_storage::<comp::Pos>(),
self.ecs.read_storage::<comp::Vel>(),
self.ecs.entities(),
);
}
// Apply terrain changes
pub fn apply_terrain_changes(&self) {
span!(
_guard,
"apply_terrain_changes",
"State::apply_terrain_changes"
);
let mut terrain = self.ecs.write_resource::<TerrainGrid>();
let mut modified_blocks =
std::mem::take(&mut self.ecs.write_resource::<BlockChange>().blocks);
// Apply block modifications
// Only include in `TerrainChanges` if successful
modified_blocks.retain(|pos, block| terrain.set(*pos, *block).is_ok());
self.ecs.write_resource::<TerrainChanges>().modified_blocks = modified_blocks;
}
/// Execute a single tick, simulating the game state by the given duration.
pub fn tick(
&mut self,
dt: Duration,
add_systems: impl Fn(&mut DispatcherBuilder),
update_terrain_and_regions: bool,
) {
span!(_guard, "tick", "State::tick");
// Change the time accordingly.
self.ecs.write_resource::<TimeOfDay>().0 += dt.as_secs_f64() * DAY_CYCLE_FACTOR;
self.ecs.write_resource::<Time>().0 += dt.as_secs_f64();
// Update delta time.
// Beyond a delta time of MAX_DELTA_TIME, start lagging to avoid skipping
// important physics events.
self.ecs.write_resource::<DeltaTime>().0 = dt.as_secs_f32().min(MAX_DELTA_TIME);
if update_terrain_and_regions {
self.update_region_map();
}
span!(guard, "create dispatcher");
// Run systems to update the world.
// Create and run a dispatcher for ecs systems.
let mut dispatch_builder =
DispatcherBuilder::new().with_pool(Arc::clone(&self.thread_pool));
// TODO: Consider alternative ways to do this
add_systems(&mut dispatch_builder);
// This dispatches all the systems in parallel.
let mut dispatcher = dispatch_builder.build();
drop(guard);
span!(guard, "run systems");
dispatcher.dispatch(&self.ecs);
drop(guard);
span!(guard, "maintain ecs");
self.ecs.maintain();
drop(guard);
if update_terrain_and_regions {
self.apply_terrain_changes();
}
// Process local events
span!(guard, "process local events");
let events = self.ecs.read_resource::<EventBus<LocalEvent>>().recv_all();
for event in events {
let mut velocities = self.ecs.write_storage::<comp::Vel>();
let physics = self.ecs.read_storage::<comp::PhysicsState>();
match event {
LocalEvent::Jump(entity, impulse) => {
if let Some(vel) = velocities.get_mut(entity) {
vel.0.z = impulse + physics.get(entity).map_or(0.0, |ps| ps.ground_vel.z);
}
},
LocalEvent::ApplyImpulse { entity, impulse } => {
if let Some(vel) = velocities.get_mut(entity) {
vel.0 = impulse;
}
},
LocalEvent::Boost {
entity,
vel: extra_vel,
} => {
if let Some(vel) = velocities.get_mut(entity) {
vel.0 += extra_vel;
}
},
LocalEvent::CreateOutcome(outcome) => {
self.ecs.write_resource::<Vec<Outcome>>().push(outcome);
},
}
}
drop(guard);
}
/// Clean up the state after a tick.
pub fn cleanup(&mut self) {
span!(_guard, "cleanup", "State::cleanup");
// Clean up data structures from the last tick.
self.ecs.write_resource::<TerrainChanges>().clear();
}
}