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,
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, Arc},
time::Duration,
};
use threadpool::ThreadPool;
use vek::*;
use world::World;
const CLIENT_TIMEOUT: f64 = 20.0; // Seconds
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const DEFAULT_WORLD_SEED: u32 = 1337;
pub enum Event {
ClientConnected { entity: EcsEntity },
ClientDisconnected { entity: EcsEntity },
Chat { entity: EcsEntity, msg: String },
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}
#[derive(Copy, Clone)]
struct SpawnPoint(Vec3<f32>);
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pub struct Server {
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state: State,
world: Arc<World>,
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postoffice: PostOffice<ServerMsg, ClientMsg>,
clients: Clients,
thread_pool: ThreadPool,
chunk_tx: mpsc::Sender<(Vec2<i32>, TerrainChunk)>,
chunk_rx: mpsc::Receiver<(Vec2<i32>, TerrainChunk)>,
pending_chunks: HashSet<Vec2<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()
.add_resource(SpawnPoint(Vec3::new(16_384.0, 16_384.0, 280.0)));
let mut this = Self {
state,
world: Arc::new(World::generate(DEFAULT_WORLD_SEED)),
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(
"Tobermory".to_owned(),
comp::Body::Humanoid(comp::HumanoidBody::random()),
)
.with(comp::Actions::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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/// Build a non-player character.
#[allow(dead_code)]
pub fn create_npc(
&mut self,
pos: comp::phys::Pos,
name: String,
body: comp::Body,
) -> EcsEntityBuilder {
self.state
.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Control::default())
.with(comp::phys::Vel(Vec3::zero()))
.with(comp::phys::Dir(Vec3::unit_y()))
.with(comp::AnimationInfo::default())
.with(comp::Actor::Character { name, body })
.with(comp::Stats::default())
}
pub fn create_player_character(
state: &mut State,
entity: EcsEntity,
client: &mut Client,
name: String,
body: comp::Body,
) {
let spawn_point = state.ecs().read_resource::<SpawnPoint>().0;
state.write_component(entity, comp::Actor::Character { name, body });
state.write_component(entity, comp::Stats::default());
state.write_component(entity, comp::AnimationInfo::default());
state.write_component(entity, comp::phys::Pos(spawn_point));
state.write_component(entity, comp::phys::Vel(Vec3::zero()));
state.write_component(entity, comp::phys::Dir(Vec3::unit_y()));
// Make sure physics are accepted.
state.write_component(entity, comp::phys::ForceUpdate);
// Tell the client its request was successful.
client.allow_state(ClientState::Character);
}
/// 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
// 1) 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());
}
// 2)
// 3) Handle inputs from clients
frontend_events.append(&mut self.handle_new_connections()?);
frontend_events.append(&mut self.handle_new_messages()?);
// 4) Tick the client's LocalState.
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self.state.tick(dt);
// Tick the world
self.world.tick(dt);
// Sync deaths.
let todo_kill = (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Dying>(),
)
.join()
.map(|(entity, _)| entity)
.collect::<Vec<_>>();
for entity in todo_kill {
if let Some(client) = self.clients.get_mut(&entity) {
self.state
.write_component(entity, comp::phys::Vel(Vec3::zero()));
self.state.write_component(entity, comp::phys::ForceUpdate);
client.force_state(ClientState::Dead);
} else {
self.state.ecs_mut().delete_entity_synced(entity);
}
}
// Handle respawns
let todo_respawn = (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Respawning>(),
)
.join()
.map(|(entity, _)| entity)
.collect::<Vec<EcsEntity>>();
for entity in todo_respawn {
if let Some(client) = self.clients.get_mut(&entity) {
client.allow_state(ClientState::Character);
self.state.write_component(entity, comp::Stats::default());
self.state
.ecs_mut()
.write_storage::<comp::phys::Pos>()
.get_mut(entity)
.map(|pos| pos.0.z += 100.0);
self.state
.write_component(entity, comp::phys::Vel(Vec3::zero()));
self.state.write_component(entity, comp::phys::ForceUpdate);
}
}
// 5) 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() as u32;
if player.view_distance.map(|vd| dist < vd).unwrap_or(false) {
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 should_drop = true;
// For each player with a position, calculate the distance.
for (player, 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() as u32)
.reduce_max();
if player.view_distance.map(|vd| dist <= vd).unwrap_or(false) {
should_drop = false;
}
}
if should_drop {
chunks_to_remove.push(key);
}
});
for key in chunks_to_remove {
self.state.remove_chunk(key);
}
// 6) Synchronise clients with the new state of the world.
self.sync_clients();
// 7) Finish the tick, pass control back to the frontend.
// Cleanup
let ecs = self.state.ecs_mut();
for entity in ecs.entities().join() {
ecs.write_storage::<comp::Jumping>().remove(entity);
ecs.write_storage::<comp::Gliding>().remove(entity);
ecs.write_storage::<comp::Dying>().remove(entity);
ecs.write_storage::<comp::Respawning>().remove(entity);
}
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 of the components that 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
| ClientState::Dead => client.allow_state(ClientState::Registered),
ClientState::Pending => {}
},
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
| ClientState::Dead => client.allow_state(ClientState::Spectator),
ClientState::Pending => {}
},
// Use ClientMsg::Character instead.
ClientState::Character => {
client.error_state(RequestStateError::WrongMessage)
}
ClientState::Dead => client.error_state(RequestStateError::Impossible),
ClientState::Pending => {}
},
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::SetViewDistance(view_distance) => match client.client_state {
ClientState::Character { .. } => {
state
.ecs_mut()
.write_storage::<comp::Player>()
.get_mut(entity)
.map(|player| player.view_distance = Some(view_distance));
}
_ => {}
},
ClientMsg::Character { name, body } => match client.client_state {
// Become Registered first.
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Registered
| ClientState::Spectator
| ClientState::Dead => {
Self::create_player_character(state, entity, client, name, body)
}
ClientState::Character => {
client.error_state(RequestStateError::Already)
}
ClientState::Pending => {}
},
ClientMsg::Attack => match client.client_state {
ClientState::Character => {
state.write_component(entity, comp::Attacking::start());
}
_ => client.error_state(RequestStateError::Impossible),
},
ClientMsg::Respawn => match client.client_state {
ClientState::Dead => {
state.write_component(entity, comp::Respawning);
}
_ => client.error_state(RequestStateError::Impossible),
},
ClientMsg::Chat(msg) => match client.client_state {
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Registered
| ClientState::Spectator
| ClientState::Dead
| ClientState::Character => new_chat_msgs.push((entity, msg)),
ClientState::Pending => {}
},
ClientMsg::PlayerAnimation(animation_info) => {
match client.client_state {
ClientState::Character => {
state.write_component(entity, animation_info)
}
// 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 can send positions.
_ => client.error_state(RequestStateError::Impossible),
},
ClientMsg::TerrainChunkRequest { key } => match client.client_state {
ClientState::Connected
| ClientState::Registered
| ClientState::Dead => {
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),
}
}
ClientState::Pending => {}
},
// 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 physics
for (entity, &uid, &pos, &vel, &dir) in (
&state.ecs().entities(),
&state.ecs().read_storage::<Uid>(),
&state.ecs().read_storage::<comp::phys::Pos>(),
&state.ecs().read_storage::<comp::phys::Vel>(),
&state.ecs().read_storage::<comp::phys::Dir>(),
)
.join()
{
client.notify(ServerMsg::EntityPhysics {
entity: uid.into(),
pos,
vel,
dir,
});
}
// Sync animations
for (entity, &uid, &animation_info) in (
&state.ecs().entities(),
&state.ecs().read_storage::<Uid>(),
&state.ecs().read_storage::<comp::AnimationInfo>(),
)
.join()
{
client.notify(ServerMsg::EntityAnimation {
entity: uid.into(),
animation_info: animation_info.clone(),
});
}
// Tell the client its 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 physics
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_registered(msg),
None => self.clients.notify_registered_except(entity, msg),
}
}
// Sync animations
for (entity, &uid, &animation_info, force_update) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<Uid>(),
&self.state.ecs().read_storage::<comp::AnimationInfo>(),
self.state
.ecs()
.read_storage::<comp::phys::ForceUpdate>()
.maybe(),
)
.join()
{
if animation_info.changed || force_update.is_some() {
let msg = ServerMsg::EntityAnimation {
entity: uid.into(),
animation_info: animation_info.clone(),
};
match force_update {
Some(_) => self.clients.notify_registered(msg),
None => self.clients.notify_registered_except(entity, msg),
}
}
}
// Remove all force flags.
self.state
.ecs_mut()
.write_storage::<comp::phys::ForceUpdate>()
.clear();
}
pub fn generate_chunk(&mut self, key: Vec2<i32>) {
if self.pending_chunks.insert(key) {
let chunk_tx = self.chunk_tx.clone();
let world = self.world.clone();
self.thread_pool.execute(move || {
let _ = 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 the 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);
}
}