veloren/server/src/sys/terrain_sync.rs

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use crate::client::Client;
use common::{
comp::{Player, Pos},
msg::ServerMsg,
state::TerrainChanges,
terrain::TerrainGrid,
};
use specs::{Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
/// This system will handle loading generated chunks and unloading uneeded chunks.
/// 1. Inserts newly generated chunks into the TerrainGrid
/// 2. Sends new chunks to neaby clients
/// 3. Handles the chunk's supplement (e.g. npcs)
/// 4. Removes chunks outside the range of players
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
ReadExpect<'a, TerrainGrid>,
Read<'a, TerrainChanges>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Player>,
WriteStorage<'a, Client>,
);
fn run(
&mut self,
(terrain, terrain_changes, positions, players, mut clients): Self::SystemData,
) {
// Sync changed chunks
'chunk: for chunk_key in &terrain_changes.modified_chunks {
for (player, pos, client) in (&players, &positions, &mut clients).join() {
if player
.view_distance
.map(|vd| super::terrain::chunk_in_vd(pos.0, *chunk_key, &terrain, vd))
.unwrap_or(false)
{
client.notify(ServerMsg::TerrainChunkUpdate {
key: *chunk_key,
chunk: Ok(Box::new(match terrain.get_key(*chunk_key) {
Some(chunk) => chunk.clone(),
None => break 'chunk,
})),
});
}
}
}
// TODO: Don't send all changed blocks to all clients
// Sync changed blocks
let msg = ServerMsg::TerrainBlockUpdates(terrain_changes.modified_blocks.clone());
for (player, client) in (&players, &mut clients).join() {
if player.view_distance.is_some() {
client.notify(msg.clone());
}
}
}
}