veloren/client/src/lib.rs

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#![feature(label_break_value)]
pub mod error;
pub mod input;
// Reexports
pub use specs::Entity as EcsEntity;
pub use crate::{
error::Error,
input::Input,
};
use std::{
time::Duration,
net::SocketAddr,
};
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use vek::*;
use threadpool::ThreadPool;
use specs::Builder;
use common::{
comp,
state::State,
terrain::TerrainChunk,
net::PostBox,
msg::{ClientMsg, ServerMsg},
};
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const SERVER_TIMEOUT: f64 = 5.0; // Seconds
pub enum Event {
Chat(String),
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}
pub struct Client {
thread_pool: ThreadPool,
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last_ping: f64,
postbox: PostBox<ClientMsg, ServerMsg>,
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tick: u64,
state: State,
player: Option<EcsEntity>,
view_distance: u64,
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}
impl Client {
/// Create a new `Client`.
#[allow(dead_code)]
pub fn new<A: Into<SocketAddr>>(
addr: A,
player: comp::Player,
character: Option<comp::Character>,
view_distance: u64,
) -> Result<Self, Error> {
let mut postbox = PostBox::to_server(addr)?;
// Send connection request
postbox.send(ClientMsg::Connect {
player,
character,
});
// Wait for handshake from server
let (state, player) = match postbox.next_message() {
Some(ServerMsg::Handshake { ecs_state, player_entity }) => {
let mut state = State::from_state_package(ecs_state);
let player_entity = state.ecs().entity_from_uid(player_entity);
(state, player_entity)
},
_ => return Err(Error::ServerWentMad),
};
Ok(Self {
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thread_pool: threadpool::Builder::new()
.thread_name("veloren-worker".into())
.build(),
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last_ping: state.get_time(),
postbox,
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tick: 0,
state,
player,
view_distance,
})
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}
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/// 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)]
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pub fn thread_pool(&self) -> &threadpool::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 the player entity
#[allow(dead_code)]
pub fn player(&self) -> Option<EcsEntity> {
self.player
}
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/// Get the current tick number.
#[allow(dead_code)]
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pub fn get_tick(&self) -> u64 {
self.tick
}
/// Send a chat message to the server
#[allow(dead_code)]
pub fn send_chat(&mut self, msg: String) {
self.postbox.send(ClientMsg::Chat(msg))
}
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/// Execute a single client 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 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) Go through any events (timer-driven or otherwise) that need handling and apply them
// to the state of the game
// 3) Perform a single LocalState tick (i.e: update the world and entities in the world)
// 4) Go through the terrain update queue and apply all changes to the terrain
// 5) 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();
// Handle new messages from the server
frontend_events.append(&mut self.handle_new_messages()?);
// Step 1
if let Some(ecs_entity) = self.player {
// TODO: remove this
const PLAYER_VELOCITY: f32 = 100.0;
// TODO: Set acceleration instead
self.state.write_component(ecs_entity, comp::phys::Vel(Vec3::from(input.move_dir * PLAYER_VELOCITY)));
if input.move_dir.magnitude() > 0.01 {
self.state.write_component(ecs_entity, comp::phys::Dir(input.move_dir.normalized().into()));
}
}
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// Tick the client's LocalState (step 3)
self.state.tick(dt);
// Update the server about the player's physics attributes
if let Some(ecs_entity) = self.player {
match (
self.state.read_storage().get(ecs_entity).cloned(),
self.state.read_storage().get(ecs_entity).cloned(),
self.state.read_storage().get(ecs_entity).cloned(),
) {
(Some(pos), Some(vel), Some(dir)) => {
self.postbox.send(ClientMsg::PlayerPhysics { pos, vel, dir });
},
_ => {},
}
}
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// Finish the tick, pass control back to the frontend (step 6)
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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();
// Step 1
let new_msgs = self.postbox.new_messages();
if new_msgs.len() > 0 {
self.last_ping = self.state.get_time();
for msg in new_msgs {
match msg {
ServerMsg::Handshake { .. } => return Err(Error::ServerWentMad),
ServerMsg::Shutdown => return Err(Error::ServerShutdown),
ServerMsg::Ping => self.postbox.send(ClientMsg::Pong),
ServerMsg::Pong => {},
ServerMsg::Chat(msg) => frontend_events.push(Event::Chat(msg)),
ServerMsg::SetPlayerEntity(uid) => self.player = Some(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::TerrainChunkUpdate { key, chunk } => self.state.insert_chunk(key, chunk),
}
}
} else if let Some(err) = self.postbox.error() {
return Err(err.into());
} else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT {
return Err(Error::ServerTimeout);
} else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT * 0.5 {
// Try pinging the server if the timeout is nearing
self.postbox.send(ClientMsg::Ping);
}
Ok(frontend_events)
}
}
impl Drop for Client {
fn drop(&mut self) {
self.postbox.send(ClientMsg::Disconnect);
}
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}