2019-01-02 17:23:31 +00:00
|
|
|
// Standard
|
|
|
|
use std::time::Duration;
|
|
|
|
|
|
|
|
// Internal
|
2019-01-02 19:22:01 +00:00
|
|
|
use common::state::State;
|
2019-01-02 17:23:31 +00:00
|
|
|
|
|
|
|
pub enum ClientErr {
|
|
|
|
ServerShutdown,
|
|
|
|
Other(String),
|
|
|
|
}
|
|
|
|
|
|
|
|
pub struct Input {
|
|
|
|
// TODO: Use this type to manage server input
|
|
|
|
}
|
|
|
|
|
|
|
|
pub struct Server {
|
2019-01-02 19:22:01 +00:00
|
|
|
state: State,
|
2019-01-02 17:23:31 +00:00
|
|
|
|
|
|
|
// TODO: Add "meta" state here
|
|
|
|
}
|
|
|
|
|
|
|
|
impl Server {
|
|
|
|
pub fn new() -> Self {
|
|
|
|
Self {
|
2019-01-02 19:22:01 +00:00
|
|
|
state: State::new(),
|
2019-01-02 17:23:31 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// 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(())
|
|
|
|
}
|
|
|
|
}
|