veloren/client/src/lib.rs

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#![feature(label_break_value, duration_float)]
pub mod error;
// Reexports
pub use crate::error::Error;
pub use specs::join::Join;
pub use specs::Entity as EcsEntity;
use common::{
comp,
msg::{ClientMsg, ClientState, ServerInfo, ServerMsg},
net::PostBox,
state::State,
terrain::chonk::ChonkMetrics,
};
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use log::info;
use std::{
collections::HashMap,
net::SocketAddr,
time::{Duration, Instant},
};
use threadpool::ThreadPool;
use vek::*;
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const SERVER_TIMEOUT: Duration = Duration::from_secs(20);
const DEBUG_METRICS: bool = true;
pub enum Event {
Chat(String),
Disconnect,
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}
pub struct Client {
client_state: ClientState,
thread_pool: ThreadPool,
pub server_info: ServerInfo,
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postbox: PostBox<ClientMsg, ServerMsg>,
last_server_ping: Instant,
last_ping_delta: f64,
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tick: u64,
state: State,
entity: EcsEntity,
view_distance: Option<u32>,
pending_chunks: HashMap<Vec2<i32>, Instant>,
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}
impl Client {
/// Create a new `Client`.
#[allow(dead_code)]
pub fn new<A: Into<SocketAddr>>(addr: A, view_distance: Option<u32>) -> Result<Self, Error> {
let mut client_state = ClientState::Connected;
let mut postbox = PostBox::to(addr)?;
// Wait for initial sync
let (mut state, entity, server_info) = match postbox.next_message() {
Some(ServerMsg::InitialSync {
ecs_state,
entity_uid,
server_info,
}) => {
let mut state = State::from_state_package(ecs_state);
let entity = state
.ecs()
.entity_from_uid(entity_uid)
.ok_or(Error::ServerWentMad)?;
(state, entity, server_info)
}
_ => return Err(Error::ServerWentMad),
};
postbox.send_message(ClientMsg::Ping);
let mut thread_pool = threadpool::Builder::new()
.thread_name("veloren-worker".into())
.build();
// We reduce the thread count by 1 to keep rendering smooth
thread_pool.set_num_threads((thread_pool.max_count() - 1).max(1));
Ok(Self {
client_state,
thread_pool,
server_info,
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postbox,
last_server_ping: Instant::now(),
last_ping_delta: 0.0,
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tick: 0,
state,
entity,
view_distance,
pending_chunks: HashMap::new(),
})
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}
#[allow(dead_code)]
pub fn with_thread_pool(mut self, thread_pool: ThreadPool) -> Self {
self.thread_pool = thread_pool;
self
}
/// Request a state transition to `ClientState::Registered`.
pub fn register(&mut self, player: comp::Player) {
self.postbox.send_message(ClientMsg::Register { player });
self.client_state = ClientState::Pending;
}
/// Request a state transition to `ClientState::Character`.
pub fn request_character(&mut self, name: String, body: comp::Body) {
self.postbox
.send_message(ClientMsg::Character { name, body });
self.client_state = ClientState::Pending;
}
/// Request a state transition to `ClientState::Character`.
pub fn request_logout(&mut self) {
self.postbox
.send_message(ClientMsg::RequestState(ClientState::Connected));
self.client_state = ClientState::Pending;
}
/// Request a state transition to `ClientState::Character`.
pub fn request_remove_character(&mut self) {
self.postbox
.send_message(ClientMsg::RequestState(ClientState::Registered));
self.client_state = ClientState::Pending;
}
pub fn set_view_distance(&mut self, view_distance: u32) {
self.view_distance = Some(view_distance.max(1).min(25));
self.postbox
.send_message(ClientMsg::SetViewDistance(self.view_distance.unwrap())); // Can't fail
}
pub fn view_distance(&self) -> Option<u32> {
self.view_distance
}
/// Send a chat message to the server.
#[allow(dead_code)]
pub fn send_chat(&mut self, msg: String) {
self.postbox.send_message(ClientMsg::Chat(msg))
}
/// Jump locally, the new positions will be synced to the server
#[allow(dead_code)]
pub fn jump(&mut self) {
if self.client_state != ClientState::Character {
return;
}
self.state.write_component(self.entity, comp::Jumping);
}
/// Start to glide locally, animation will be synced
#[allow(dead_code)]
pub fn glide(&mut self, state: bool) {
if self.client_state != ClientState::Character {
return;
}
if state {
self.state.write_component(self.entity, comp::Gliding);
} else {
self.state
.ecs_mut()
.write_storage::<comp::Gliding>()
.remove(self.entity);
}
}
/// Start to attack
#[allow(dead_code)]
pub fn attack(&mut self) {
if self.client_state != ClientState::Character {
return;
}
// TODO: Test if attack is possible using timeout
self.state
.write_component(self.entity, comp::Attacking::start());
self.postbox.send_message(ClientMsg::Attack);
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}
/// Tell the server the client wants to respawn.
#[allow(dead_code)]
pub fn respawn(&mut self) {
if self.client_state != ClientState::Dead {
return;
}
self.postbox.send_message(ClientMsg::Respawn)
}
/// Remove all cached terrain
#[allow(dead_code)]
pub fn clear_terrain(&mut self) {
self.state.clear_terrain();
self.pending_chunks.clear();
}
/// Execute a single client tick, handle input and update the game state by the given duration.
#[allow(dead_code)]
pub fn tick(&mut self, control: comp::Control, dt: Duration) -> Result<Vec<Event>, Error> {
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// This tick function is the centre of the Veloren universe. Most client-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) Handle messages from the server
// 3) Go through any events (timer-driven or otherwise) that need handling and apply them
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// to the state of the game
// 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) Sync information to the server
// 7) Finish the tick, passing actions of the main thread back to the frontend
// 1) Handle input from frontend.
// Pass character actions from frontend input to the player's entity.
// TODO: Only do this if the entity already has a Inputs component!
if self.client_state == ClientState::Character {
self.state.write_component(self.entity, control.clone());
}
// 2) Build up a list of events for this frame, to be passed to the frontend.
let mut frontend_events = Vec::new();
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// Handle new messages from the server.
frontend_events.append(&mut self.handle_new_messages()?);
// 3)
// 4) Tick the client's LocalState
self.state.tick(dt);
// 5) Terrain
let pos = self
.state
.read_storage::<comp::phys::Pos>()
.get(self.entity)
.cloned();
if let (Some(pos), Some(view_distance)) = (pos, self.view_distance) {
let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
// Remove chunks that are too far from the player.
let mut chunks_to_remove = Vec::new();
self.state.terrain().iter().for_each(|(key, _)| {
if (Vec2::from(chunk_pos) - Vec2::from(key))
.map(|e: i32| e.abs() as u32)
.reduce_max()
> view_distance
{
chunks_to_remove.push(key);
}
});
for key in chunks_to_remove {
self.state.remove_chunk(key);
}
// Request chunks from the server.
// TODO: This is really inefficient.
'outer: for dist in 0..=view_distance as i32 {
for i in chunk_pos.x - dist..=chunk_pos.x + dist {
for j in chunk_pos.y - dist..=chunk_pos.y + dist {
let key = Vec2::new(i, j);
if self.state.terrain().get_key(key).is_none()
&& !self.pending_chunks.contains_key(&key)
{
if self.pending_chunks.len() < 4 {
self.postbox
.send_message(ClientMsg::TerrainChunkRequest { key });
self.pending_chunks.insert(key, Instant::now());
} else {
break 'outer;
}
}
}
}
}
// If chunks are taking too long, assume they're no longer pending.
let now = Instant::now();
self.pending_chunks
.retain(|_, created| now.duration_since(*created) < Duration::from_secs(10));
}
// Send a ping to the server once every second
if Instant::now().duration_since(self.last_server_ping) > Duration::from_secs(1) {
self.postbox.send_message(ClientMsg::Ping);
self.last_server_ping = Instant::now();
}
// 6) Update the server about the player's physics attributes.
match (
self.state.read_storage().get(self.entity).cloned(),
self.state.read_storage().get(self.entity).cloned(),
self.state.read_storage().get(self.entity).cloned(),
) {
(Some(pos), Some(vel), Some(ori)) => {
self.postbox
.send_message(ClientMsg::PlayerPhysics { pos, vel, ori });
}
_ => {}
}
// Update the server about the player's current animation.
if let Some(mut animation_info) = self
.state
.ecs_mut()
.write_storage::<comp::AnimationInfo>()
.get_mut(self.entity)
{
if animation_info.changed {
self.postbox
.send_message(ClientMsg::PlayerAnimation(animation_info.clone()));
}
}
// Output debug metrics
if DEBUG_METRICS && self.tick % 600 == 0 {
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let metrics = self
.state
.terrain()
.iter()
.fold(ChonkMetrics::default(), |a, (_, c)| a + c.get_metrics());
info!("{:?}", metrics);
}
// 7) Finish the tick, pass control back to the frontend.
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self.tick += 1;
Ok(frontend_events)
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}
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/// Clean up the client after a tick.
#[allow(dead_code)]
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pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
/// Handle new server messages.
fn handle_new_messages(&mut self) -> Result<Vec<Event>, Error> {
let mut frontend_events = Vec::new();
let new_msgs = self.postbox.new_messages();
if new_msgs.len() > 0 {
for msg in new_msgs {
match msg {
ServerMsg::InitialSync { .. } => return Err(Error::ServerWentMad),
ServerMsg::Shutdown => return Err(Error::ServerShutdown),
ServerMsg::Ping => self.postbox.send_message(ClientMsg::Pong),
ServerMsg::Pong => {
self.last_ping_delta = Instant::now()
.duration_since(self.last_server_ping)
.as_secs_f64()
}
ServerMsg::Chat(msg) => frontend_events.push(Event::Chat(msg)),
ServerMsg::SetPlayerEntity(uid) => {
self.entity = self.state.ecs().entity_from_uid(uid).unwrap()
} // TODO: Don't unwrap here!
ServerMsg::EcsSync(sync_package) => {
self.state.ecs_mut().sync_with_package(sync_package)
}
ServerMsg::EntityPhysics {
entity,
pos,
vel,
ori,
} => match self.state.ecs().entity_from_uid(entity) {
Some(entity) => {
self.state.write_component(entity, pos);
self.state.write_component(entity, vel);
self.state.write_component(entity, ori);
}
None => {}
},
ServerMsg::EntityAnimation {
entity,
animation_info,
} => match self.state.ecs().entity_from_uid(entity) {
Some(entity) => {
self.state.write_component(entity, animation_info);
}
None => {}
},
ServerMsg::TerrainChunkUpdate { key, chunk } => {
self.state.insert_chunk(key, *chunk);
self.pending_chunks.remove(&key);
}
ServerMsg::StateAnswer(Ok(state)) => {
self.client_state = state;
}
ServerMsg::StateAnswer(Err((error, state))) => {
self.client_state = state;
}
ServerMsg::ForceState(state) => {
self.client_state = state;
}
ServerMsg::Disconnect => {
frontend_events.push(Event::Disconnect);
}
}
}
} else if let Some(err) = self.postbox.error() {
return Err(err.into());
// We regularily ping in the tick method
} else if Instant::now().duration_since(self.last_server_ping) > SERVER_TIMEOUT {
return Err(Error::ServerTimeout);
}
Ok(frontend_events)
}
/// Get the player's entity.
#[allow(dead_code)]
pub fn entity(&self) -> EcsEntity {
self.entity
}
/// Get the client state
#[allow(dead_code)]
pub fn get_client_state(&self) -> ClientState {
self.client_state
}
/// Get the current tick number.
#[allow(dead_code)]
pub fn get_tick(&self) -> u64 {
self.tick
}
#[allow(dead_code)]
pub fn get_ping_ms(&self) -> f64 {
self.last_ping_delta * 1000.0
}
/// Get a reference to the client's worker thread pool. This pool should be used for any
/// computationally expensive operations that run outside of the main thread (i.e., threads that
/// block on I/O operations are exempt).
#[allow(dead_code)]
pub fn thread_pool(&self) -> &ThreadPool {
&self.thread_pool
}
/// Get a reference to the client's game state.
#[allow(dead_code)]
pub fn state(&self) -> &State {
&self.state
}
/// Get a mutable reference to the client's game state.
#[allow(dead_code)]
pub fn state_mut(&mut self) -> &mut State {
&mut self.state
}
/// Get a vector of all the players on the server
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pub fn get_players(&mut self) -> Vec<comp::Player> {
// TODO: Don't clone players.
self.state
.ecs()
.read_storage::<comp::Player>()
.join()
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.map(|p| p.clone())
.collect()
}
}
impl Drop for Client {
fn drop(&mut self) {
self.postbox.send_message(ClientMsg::Disconnect);
}
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}