veloren/server/src/lib.rs

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#![feature(drain_filter)]
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pub mod client;
pub mod error;
pub mod input;
// Reexports
pub use crate::{error::Error, input::Input};
use crate::client::{Client, ClientState, Clients};
use common::{
comp,
msg::{ClientMsg, ServerMsg},
net::PostOffice,
state::State,
terrain::TerrainChunk,
};
use specs::{
join::Join, saveload::MarkedBuilder, world::EntityBuilder as EcsEntityBuilder, Builder,
Entity as EcsEntity,
};
use std::{collections::HashSet, net::SocketAddr, sync::mpsc, time::Duration};
use threadpool::ThreadPool;
use vek::*;
use world::World;
use lazy_static::lazy_static;
use scan_fmt::scan_fmt;
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const CLIENT_TIMEOUT: f64 = 5.0; // Seconds
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struct ChatCommand {
keyword: &'static str,
arg_fmt: &'static str,
help_string: &'static str,
}
impl ChatCommand {
pub fn new(keyword: &'static str, arg_fmt: &'static str, help_string: &'static str) -> Self {
Self {
keyword,
arg_fmt,
help_string,
}
}
}
lazy_static! {
static ref CHAT_COMMANDS: Vec<ChatCommand> = vec![
ChatCommand::new(
"jump",
"{d} {d} {d}",
"jump: offset your current position by a vector\n
Usage: /jump [x] [y] [z]"
),
ChatCommand::new(
"goto",
"{d} {d} {d}",
"goto: teleport to a given position\n
Usage: /goto [x] [y] [z]"
),
ChatCommand::new(
"alias",
"{}",
"alias: change your player name (cannot contain spaces)\n
Usage: /alias [name]"
),
ChatCommand::new(
"tp",
"{}",
"tp: teleport to a named player\n
Usage: /tp [name]"
),
ChatCommand::new("help", "", "help: display this message")
];
}
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`.
#[allow(dead_code)]
pub fn new() -> Result<Self, Error> {
let (chunk_tx, chunk_rx) = mpsc::channel();
Ok(Self {
state: State::new(),
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world: World::new(),
postoffice: PostOffice::bind(SocketAddr::from(([0; 4], 59003)))?,
clients: Clients::empty(),
thread_pool: threadpool::Builder::new()
.thread_name("veloren-worker".into())
.build(),
chunk_tx,
chunk_rx,
pending_chunks: HashSet::new(),
})
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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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/// 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
for (key, chunk) in self.chunk_rx.try_iter() {
// Send the chunk to all nearby players
for (entity, player, pos) in (
&self.state.ecs().internal().entities(),
&self.state.ecs().internal().read_storage::<comp::Player>(),
&self
.state
.ecs()
.internal()
.read_storage::<comp::phys::Pos>(),
)
.join()
{
// TODO: Distance check
// if self.state.terrain().key_pos(key)
/*
self.clients.notify(entity, ServerMsg::TerrainChunkUpdate {
key,
chunk: Box::new(chunk.clone()),
});
*/
}
self.state.insert_chunk(key, chunk);
}
// 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();
self.clients.add(
entity,
Client {
state: ClientState::Connecting,
postbox,
last_ping: self.state.get_time(),
},
);
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 client.state {
ClientState::Connecting => match msg {
ClientMsg::Connect { player, character } => {
// Write client components
state.write_component(entity, player);
state.write_component(entity, comp::phys::Pos(Vec3::zero()));
state.write_component(entity, comp::phys::Vel(Vec3::zero()));
state.write_component(entity, comp::phys::Dir(Vec3::unit_y()));
if let Some(character) = character {
state.write_component(entity, character);
}
client.state = ClientState::Connected;
// Return a handshake with the state of the current world
client.notify(ServerMsg::Handshake {
ecs_state: state.ecs().gen_state_package(),
player_entity: state
.ecs()
.uid_from_entity(entity)
.unwrap()
.into(),
});
}
_ => disconnect = true,
},
ClientState::Connected => match msg {
ClientMsg::Connect { .. } => disconnect = true, // Not allowed when already connected
ClientMsg::Disconnect => disconnect = true,
ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong),
ClientMsg::Pong => {}
ClientMsg::Chat(msg) => new_chat_msgs.push((entity, msg)),
ClientMsg::PlayerAnimation(animation) => state.write_component(entity, animation),
ClientMsg::PlayerPhysics { pos, vel, dir } => {
state.write_component(entity, pos);
state.write_component(entity, vel);
state.write_component(entity, dir);
}
ClientMsg::TerrainChunkRequest { key } => {
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),
}
}
},
}
}
} 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);
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_connected(ServerMsg::Chat(
match self
.state
.ecs()
.internal()
.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)
}
/// Sync client states with the most up to date information
fn sync_clients(&mut self) {
// Sync 'logical' state using Sphynx
self.clients.notify_connected(ServerMsg::EcsSync(self.state.ecs_mut().next_sync_package()));
// Sync 'physical' state
for (entity, &uid, &pos, &vel, &dir, force_update) in (
&self.state.ecs().internal().entities(),
&self.state.ecs().internal().read_storage::<Uid>(),
&self.state.ecs().internal().read_storage::<comp::phys::Pos>(),
&self.state.ecs().internal().read_storage::<comp::phys::Vel>(),
&self.state.ecs().internal().read_storage::<comp::phys::Dir>(),
self.state.ecs().internal().read_storage::<comp::phys::ForceUpdate>().maybe(),
).join() {
let msg = ServerMsg::EntityPhysics {
entity: uid.into(),
pos,
vel,
dir,
};
match force_update {
Some(_) => self.clients.notify_connected(msg),
None => self.clients.notify_connected_except(entity, msg),
}
}
// Sync animation states
for (entity, &uid, &animation) in (
&self.state.ecs().internal().entities(),
&self.state.ecs().internal().read_storage::<Uid>(),
&self.state.ecs().internal().read_storage::<comp::Animation>(),
).join() {
self.clients.notify_connected_except(entity, ServerMsg::EntityAnimation {
entity: uid.into(),
animation,
});
}
// Remove all force flags
self.state.ecs_mut().internal_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<'a>(&mut self, entity: EcsEntity, cmd: String) {
let sep = cmd.find(' ');
let (kwd, args) = match sep {
Some(i) => (cmd[..i].to_string(), cmd[(i + 1)..].to_string()),
None => (cmd, "".to_string()),
};
let action_opt = CHAT_COMMANDS.iter().find(|x| x.keyword == kwd);
match action_opt {
Some(action) => match action.keyword {
"jump" => {
let (opt_x, opt_y, opt_z) = scan_fmt!(&args, action.arg_fmt, f32, f32, f32);
match (opt_x, opt_y, opt_z) {
(Some(x), Some(y), Some(z)) => {
if let Some(current_pos) =
self.state.read_component_cloned::<comp::phys::Pos>(entity)
{
self.state.write_component(
entity,
comp::phys::Pos(current_pos.0 + Vec3::new(x, y, z)),
)
} else {
self.clients.notify(
entity,
ServerMsg::Chat(String::from(
"Command 'jump' invalid in current state",
)),
)
}
}
_ => self
.clients
.notify(entity, ServerMsg::Chat(String::from(action.help_string))),
}
}
"goto" => {
let (opt_x, opt_y, opt_z) = scan_fmt!(&args, action.arg_fmt, f32, f32, f32);
match (opt_x, opt_y, opt_z) {
(Some(x), Some(y), Some(z)) => self
.state
.write_component(entity, comp::phys::Pos(Vec3::new(x, y, z))),
_ => self
.clients
.notify(entity, ServerMsg::Chat(String::from(action.help_string))),
}
}
"alias" => {
let opt_alias = scan_fmt!(&args, action.arg_fmt, String);
match opt_alias {
Some(alias) => self
.state
.write_component(entity, comp::player::Player { alias }),
None => self
.clients
.notify(entity, ServerMsg::Chat(String::from(action.help_string))),
}
}
"tp" => {
let opt_alias = scan_fmt!(&args, action.arg_fmt, String);
match opt_alias {
Some(alias) => {
let ecs = self.state.ecs().internal();
let opt_player =
(&ecs.entities(), &ecs.read_storage::<comp::player::Player>())
.join()
.find(|(_, player)| player.alias == alias)
.map(|(entity, _)| entity);
match opt_player {
Some(player) => match self
.state
.read_component_cloned::<comp::phys::Pos>(player)
{
Some(pos) => self.state.write_component(entity, pos),
None => self.clients.notify(
entity,
ServerMsg::Chat(format!(
"Unable to teleport to player '{}'",
alias
)),
),
},
None => {
self.clients.notify(
entity,
ServerMsg::Chat(format!("Player '{}' not found!", alias)),
);
self.clients.notify(
entity,
ServerMsg::Chat(String::from(action.help_string)),
);
}
}
}
None => self
.clients
.notify(entity, ServerMsg::Chat(String::from(action.help_string))),
}
}
"help" => {
for cmd in CHAT_COMMANDS.iter() {
self.clients
.notify(entity, ServerMsg::Chat(String::from(cmd.help_string)));
}
}
_ => {}
},
// unknown command
None => {
self.clients.notify(
entity,
ServerMsg::Chat(format!(
"Unrecognised command: '/{}'\n
type '/help' for a list of available commands",
kwd
)),
);
for cmd in CHAT_COMMANDS.iter() {
self.clients
.notify(entity, ServerMsg::Chat(String::from(cmd.keyword)));
}
}
}
}
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}
impl Drop for Server {
fn drop(&mut self) {
self.clients.notify_connected(ServerMsg::Shutdown);
}
}