veloren/server/src/lib.rs

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#![feature(drain_filter)]
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pub mod client;
pub mod cmd;
pub mod error;
pub mod input;
// Reexports
pub use crate::{error::Error, input::Input};
use crate::{
client::{Client, Clients},
cmd::CHAT_COMMANDS,
};
use common::{
comp,
comp::character::Animation,
msg::{ClientMsg, ClientState, RequestStateError, ServerMsg},
net::PostOffice,
state::{State, Uid},
terrain::TerrainChunk,
};
use specs::{
join::Join, saveload::MarkedBuilder, world::EntityBuilder as EcsEntityBuilder, Builder,
Entity as EcsEntity,
};
use std::{collections::HashSet, i32, net::SocketAddr, sync::mpsc, time::Duration};
use threadpool::ThreadPool;
use vek::*;
use world::World;
const CLIENT_TIMEOUT: f64 = 20.0; // Seconds
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pub enum Event {
ClientConnected { entity: EcsEntity },
ClientDisconnected { entity: EcsEntity },
Chat { entity: EcsEntity, msg: String },
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}
pub struct Server {
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state: State,
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world: World,
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postoffice: PostOffice<ServerMsg, ClientMsg>,
clients: Clients,
thread_pool: ThreadPool,
chunk_tx: mpsc::Sender<(Vec3<i32>, TerrainChunk)>,
chunk_rx: mpsc::Receiver<(Vec3<i32>, TerrainChunk)>,
pending_chunks: HashSet<Vec3<i32>>,
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}
impl Server {
/// Create a new `Server` bound to the default socket.
#[allow(dead_code)]
pub fn new() -> Result<Self, Error> {
Self::bind(SocketAddr::from(([0; 4], 59003)))
}
/// Create a new server bound to the given socket
#[allow(dead_code)]
pub fn bind<A: Into<SocketAddr>>(addrs: A) -> Result<Self, Error> {
let (chunk_tx, chunk_rx) = mpsc::channel();
let mut state = State::new();
state.ecs_mut().register::<comp::phys::ForceUpdate>();
let mut this = Self {
state,
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world: World::new(),
postoffice: PostOffice::bind(addrs.into())?,
clients: Clients::empty(),
thread_pool: threadpool::Builder::new()
.thread_name("veloren-worker".into())
.build(),
chunk_tx,
chunk_rx,
pending_chunks: HashSet::new(),
};
for i in 0..4 {
this.create_npc(comp::Character::random())
.with(comp::Control::default())
.with(comp::Agent::Wanderer(Vec2::zero()))
.build();
}
Ok(this)
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}
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/// Get a reference to the server's game state.
#[allow(dead_code)]
pub fn state(&self) -> &State {
&self.state
}
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/// Get a mutable reference to the server's game state.
#[allow(dead_code)]
pub fn state_mut(&mut self) -> &mut State {
&mut self.state
}
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/// Get a reference to the server's world.
#[allow(dead_code)]
pub fn world(&self) -> &World {
&self.world
}
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/// Get a mutable reference to the server's world.
#[allow(dead_code)]
pub fn world_mut(&mut self) -> &mut World {
&mut self.world
}
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/// Build a non-player character
#[allow(dead_code)]
pub fn create_npc(&mut self, character: comp::Character) -> EcsEntityBuilder {
self.state
.ecs_mut()
.create_entity_synced()
.with(comp::phys::Pos(Vec3::new(0.0, 0.0, 64.0)))
.with(comp::phys::Vel(Vec3::zero()))
.with(comp::phys::Dir(Vec3::unit_y()))
.with(comp::AnimationHistory::new(Animation::Idle))
.with(character)
}
pub fn create_player_character(
state: &mut State,
entity: EcsEntity,
client: &mut Client,
character: comp::Character,
) {
state.write_component(entity, character);
state.write_component(entity, comp::phys::Pos(Vec3::new(0.0, 0.0, 64.0)));
state.write_component(entity, comp::phys::Vel(Vec3::zero()));
state.write_component(entity, comp::phys::Dir(Vec3::unit_y()));
// Make sure everything is accepted
state.write_component(entity, comp::phys::ForceUpdate);
// Set initial animation
state.write_component(entity, comp::AnimationHistory::new(Animation::Idle));
// Tell the client his request was successful
client.notify(ServerMsg::StateAnswer(Ok(ClientState::Character)));
client.client_state = ClientState::Character;
}
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/// Execute a single server tick, handle input and update the game state by the given duration
#[allow(dead_code)]
pub fn tick(&mut self, input: Input, dt: Duration) -> Result<Vec<Event>, Error> {
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// 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
// Build up a list of events for this frame, to be passed to the frontend
let mut frontend_events = Vec::new();
// If networking has problems, handle them
if let Some(err) = self.postoffice.error() {
return Err(err.into());
}
// Handle new client connections (step 2)
frontend_events.append(&mut self.handle_new_connections()?);
// Handle new messages from clients
frontend_events.append(&mut self.handle_new_messages()?);
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// Tick the client's LocalState (step 3)
self.state.tick(dt);
// Fetch any generated `TerrainChunk`s and insert them into the terrain
// Also, send the chunk data to anybody that is close by
if let Ok((key, chunk)) = self.chunk_rx.try_recv() {
// Send the chunk to all nearby players
for (entity, player, pos) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Player>(),
&self.state.ecs().read_storage::<comp::phys::Pos>(),
)
.join()
{
let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
let dist = (Vec2::from(chunk_pos) - Vec2::from(key))
.map(|e: i32| e.abs())
.reduce_max();
if dist < 7 {
self.clients.notify(
entity,
ServerMsg::TerrainChunkUpdate {
key,
chunk: Box::new(chunk.clone()),
},
);
}
}
self.state.insert_chunk(key, chunk);
self.pending_chunks.remove(&key);
}
// Remove chunks that are too far from players
let mut chunks_to_remove = Vec::new();
self.state.terrain().iter().for_each(|(key, _)| {
let mut min_dist = i32::MAX;
// For each player with a position, calculate the distance
for (_, pos) in (
&self.state.ecs().read_storage::<comp::Player>(),
&self.state.ecs().read_storage::<comp::phys::Pos>(),
)
.join()
{
let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
let dist = Vec2::from(chunk_pos - key)
.map(|e: i32| e.abs())
.reduce_max();
min_dist = min_dist.min(dist);
}
if min_dist > 7 {
chunks_to_remove.push(key);
}
});
for key in chunks_to_remove {
self.state.remove_chunk(key);
}
// Synchronise clients with the new state of the world
self.sync_clients();
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// Finish the tick, pass control back to the frontend (step 6)
Ok(frontend_events)
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}
/// Clean up the server after a tick
#[allow(dead_code)]
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
/// Handle new client connections
fn handle_new_connections(&mut self) -> Result<Vec<Event>, Error> {
let mut frontend_events = Vec::new();
for mut postbox in self.postoffice.new_postboxes() {
let entity = self.state.ecs_mut().create_entity_synced().build();
let mut client = Client {
client_state: ClientState::Connected,
postbox,
last_ping: self.state.get_time(),
};
// Return the state of the current world
// (All components Sphynx tracks)
client.notify(ServerMsg::InitialSync {
ecs_state: self.state.ecs().gen_state_package(),
entity_uid: self.state.ecs().uid_from_entity(entity).unwrap().into(), // Can't fail
});
self.clients.add(entity, client);
frontend_events.push(Event::ClientConnected { entity });
}
Ok(frontend_events)
}
/// Handle new client messages
fn handle_new_messages(&mut self) -> Result<Vec<Event>, Error> {
let mut frontend_events = Vec::new();
let state = &mut self.state;
let mut new_chat_msgs = Vec::new();
let mut disconnected_clients = Vec::new();
let mut requested_chunks = Vec::new();
self.clients.remove_if(|entity, client| {
let mut disconnect = false;
let new_msgs = client.postbox.new_messages();
// Update client ping
if new_msgs.len() > 0 {
client.last_ping = state.get_time();
// Process incoming messages
for msg in new_msgs {
match msg {
ClientMsg::RequestState(requested_state) => match requested_state {
ClientState::Connected => disconnect = true, // Default state
ClientState::Registered => match client.client_state {
// Use ClientMsg::Register instead
ClientState::Connected => {
client.error_state(RequestStateError::WrongMessage)
}
ClientState::Registered => {
client.error_state(RequestStateError::Already)
}
ClientState::Spectator | ClientState::Character => {
client.allow_state(ClientState::Registered)
}
},
ClientState::Spectator => match requested_state {
// Become Registered first
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Spectator => {
client.error_state(RequestStateError::Already)
}
ClientState::Registered | ClientState::Character => {
client.allow_state(ClientState::Spectator)
}
},
// Use ClientMsg::Character instead
ClientState::Character => {
client.error_state(RequestStateError::WrongMessage)
}
},
ClientMsg::Register { player } => match client.client_state {
ClientState::Connected => {
Self::initialize_player(state, entity, client, player)
}
// Use RequestState instead (No need to send `player` again)
_ => client.error_state(RequestStateError::Impossible),
},
ClientMsg::Character(character) => match client.client_state {
// Become Registered first
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Registered | ClientState::Spectator => {
Self::create_player_character(state, entity, client, character)
}
ClientState::Character => {
client.error_state(RequestStateError::Already)
}
},
ClientMsg::Chat(msg) => match client.client_state {
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Registered
| ClientState::Spectator
| ClientState::Character => new_chat_msgs.push((entity, msg)),
},
ClientMsg::PlayerAnimation(animation_history) => {
match client.client_state {
ClientState::Character => {
state.write_component(entity, animation_history)
}
// Only characters can send animations
_ => client.error_state(RequestStateError::Impossible),
}
}
ClientMsg::PlayerPhysics { pos, vel, dir } => match client.client_state {
ClientState::Character => {
state.write_component(entity, pos);
state.write_component(entity, vel);
state.write_component(entity, dir);
}
// Only characters send their position
_ => client.error_state(RequestStateError::Impossible),
},
ClientMsg::TerrainChunkRequest { key } => match client.client_state {
ClientState::Connected | ClientState::Registered => {
client.error_state(RequestStateError::Impossible);
}
ClientState::Spectator | ClientState::Character => {
match state.terrain().get_key(key) {
Some(chunk) => {
client.postbox.send_message(ServerMsg::TerrainChunkUpdate {
key,
chunk: Box::new(chunk.clone()),
})
}
None => requested_chunks.push(key),
}
}
},
// Always possible
ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong),
ClientMsg::Pong => {}
ClientMsg::Disconnect => disconnect = true,
}
}
} else if state.get_time() - client.last_ping > CLIENT_TIMEOUT || // Timeout
client.postbox.error().is_some()
// Postbox error
{
disconnect = true;
} else if state.get_time() - client.last_ping > CLIENT_TIMEOUT * 0.5 {
// Try pinging the client if the timeout is nearing
client.postbox.send_message(ServerMsg::Ping);
}
if disconnect {
disconnected_clients.push(entity);
client.postbox.send_message(ServerMsg::Disconnect);
true
} else {
false
}
});
// Handle new chat messages
for (entity, msg) in new_chat_msgs {
// Handle chat commands
if msg.starts_with("/") && msg.len() > 1 {
let argv = String::from(&msg[1..]);
self.process_chat_cmd(entity, argv);
} else {
self.clients.notify_registered(ServerMsg::Chat(
match self.state.ecs().read_storage::<comp::Player>().get(entity) {
Some(player) => format!("[{}] {}", &player.alias, msg),
None => format!("[<anon>] {}", msg),
},
));
frontend_events.push(Event::Chat { entity, msg });
}
}
// Handle client disconnects
for entity in disconnected_clients {
self.state.ecs_mut().delete_entity_synced(entity);
frontend_events.push(Event::ClientDisconnected { entity });
}
// Generate requested chunks
for key in requested_chunks {
self.generate_chunk(key);
}
Ok(frontend_events)
}
/// Initialize a new client states with important information
fn initialize_player(
state: &mut State,
entity: specs::Entity,
client: &mut Client,
player: comp::Player,
) {
// Save player metadata (for example the username)
state.write_component(entity, player);
// Sync logical information other players have authority over, not the server
for (other_entity, &uid, &animation_history) in (
&state.ecs().entities(),
&state.ecs().read_storage::<common::state::Uid>(),
&state.ecs().read_storage::<comp::AnimationHistory>(),
)
.join()
{
// AnimationHistory
client.postbox.send_message(ServerMsg::EntityAnimation {
entity: uid.into(),
animation_history: animation_history,
});
}
// Tell the client his request was successful
client.allow_state(ClientState::Registered);
}
/// Sync client states with the most up to date information
fn sync_clients(&mut self) {
// Sync 'logical' state using Sphynx
self.clients
.notify_registered(ServerMsg::EcsSync(self.state.ecs_mut().next_sync_package()));
// Sync 'physical' state
for (entity, &uid, &pos, &vel, &dir, force_update) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<Uid>(),
&self.state.ecs().read_storage::<comp::phys::Pos>(),
&self.state.ecs().read_storage::<comp::phys::Vel>(),
&self.state.ecs().read_storage::<comp::phys::Dir>(),
self.state
.ecs()
.read_storage::<comp::phys::ForceUpdate>()
.maybe(),
)
.join()
{
let msg = ServerMsg::EntityPhysics {
entity: uid.into(),
pos,
vel,
dir,
};
match force_update {
Some(_) => self.clients.notify_ingame(msg),
None => self.clients.notify_ingame_except(entity, msg),
}
}
// Sync animation states
for (entity, &uid, &animation_history) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<Uid>(),
&self.state.ecs().read_storage::<comp::AnimationHistory>(),
)
.join()
{
// Check if we need to sync
if Some(animation_history.current) == animation_history.last {
continue;
}
self.clients.notify_ingame_except(
entity,
ServerMsg::EntityAnimation {
entity: uid.into(),
animation_history,
},
);
}
// Update animation last/current state
for (entity, mut animation_history) in (
&self.state.ecs().entities(),
&mut self.state.ecs().write_storage::<comp::AnimationHistory>(),
)
.join()
{
animation_history.last = Some(animation_history.current);
}
// Remove all force flags
self.state
.ecs_mut()
.write_storage::<comp::phys::ForceUpdate>()
.clear();
}
pub fn generate_chunk(&mut self, key: Vec3<i32>) {
if self.pending_chunks.insert(key) {
let chunk_tx = self.chunk_tx.clone();
self.thread_pool
.execute(move || chunk_tx.send((key, World::generate_chunk(key))).unwrap());
}
}
fn process_chat_cmd(&mut self, entity: EcsEntity, cmd: String) {
// separate string into keyword and arguments
let sep = cmd.find(' ');
let (kwd, args) = match sep {
Some(i) => (cmd[..i].to_string(), cmd[(i + 1)..].to_string()),
None => (cmd, "".to_string()),
};
// find command object and run its handler
let action_opt = CHAT_COMMANDS.iter().find(|x| x.keyword == kwd);
match action_opt {
Some(action) => action.execute(self, entity, args),
// unknown command
None => {
self.clients.notify(
entity,
ServerMsg::Chat(format!(
"Unrecognised command: '/{}'\ntype '/help' for a list of available commands",
kwd
)),
);
}
}
}
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}
impl Drop for Server {
fn drop(&mut self) {
self.clients.notify_registered(ServerMsg::Shutdown);
}
}