veloren/server/src/sys/message.rs

487 lines
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Rust
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use super::SysTimer;
use crate::{
auth_provider::AuthProvider, client::Client, persistence::character::CharacterLoader,
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ServerSettings, CLIENT_TIMEOUT,
};
use common::{
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comp::{
Admin, AdminList, CanBuild, ChatMode, ChatMsg, ChatType, ControlEvent, Controller,
ForceUpdate, Ori, Player, Pos, Stats, Vel,
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},
event::{EventBus, ServerEvent},
msg::{
validate_chat_msg, CharacterInfo, ChatMsgValidationError, ClientMsg, ClientState,
PlayerInfo, PlayerListUpdate, RequestStateError, ServerMsg, MAX_BYTES_CHAT_MSG,
},
state::{BlockChange, Time},
sync::Uid,
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terrain::{Block, TerrainChunkSize, TerrainGrid},
vol::{RectVolSize, Vox},
};
use hashbrown::HashMap;
use specs::{
Entities, Join, Read, ReadExpect, ReadStorage, System, Write, WriteExpect, WriteStorage,
};
/// This system will handle new messages from clients
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)] // TODO: Pending review in #587
type SystemData = (
Entities<'a>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, Time>,
ReadExpect<'a, CharacterLoader>,
ReadExpect<'a, TerrainGrid>,
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Write<'a, SysTimer<Self>>,
ReadStorage<'a, Uid>,
ReadStorage<'a, CanBuild>,
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ReadStorage<'a, ForceUpdate>,
ReadStorage<'a, Stats>,
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ReadStorage<'a, ChatMode>,
WriteExpect<'a, AuthProvider>,
Write<'a, BlockChange>,
ReadExpect<'a, AdminList>,
WriteStorage<'a, Admin>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
WriteStorage<'a, Player>,
WriteStorage<'a, Client>,
WriteStorage<'a, Controller>,
Read<'a, ServerSettings>,
);
#[allow(clippy::match_ref_pats)] // TODO: Pending review in #587
#[allow(clippy::single_char_pattern)] // TODO: Pending review in #587
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn run(
&mut self,
(
entities,
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server_event_bus,
time,
character_loader,
terrain,
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mut timer,
uids,
can_build,
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force_updates,
stats,
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chat_modes,
mut accounts,
mut block_changes,
admin_list,
mut admins,
mut positions,
mut velocities,
mut orientations,
mut players,
mut clients,
mut controllers,
settings,
): Self::SystemData,
) {
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timer.start();
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let mut server_emitter = server_event_bus.emitter();
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let mut new_chat_msgs: Vec<(Option<specs::Entity>, ChatMsg)> = Vec::new();
// Player list to send new players.
let player_list = (&uids, &players, stats.maybe(), admins.maybe())
.join()
.map(|(uid, player, stats, admin)| {
(*uid, PlayerInfo {
is_online: true,
is_admin: admin.is_some(),
player_alias: player.alias.clone(),
character: stats.map(|stats| CharacterInfo {
name: stats.name.clone(),
level: stats.level.level(),
}),
})
})
.collect::<HashMap<_, _>>();
// List of new players to update player lists of all clients.
let mut new_players = Vec::new();
for (entity, client) in (&entities, &mut clients).join() {
let new_msgs = client.postbox.new_messages();
// Update client ping.
if new_msgs.len() > 0 {
client.last_ping = time.0
} else if time.0 - client.last_ping > CLIENT_TIMEOUT // Timeout
|| client.postbox.error().is_some()
// Postbox error
{
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server_emitter.emit(ServerEvent::ClientDisconnect(entity));
} else if time.0 - client.last_ping > CLIENT_TIMEOUT * 0.5 {
// Try pinging the client if the timeout is nearing.
client.postbox.send_message(ServerMsg::Ping);
}
// Process incoming messages.
for msg in new_msgs {
match msg {
// Go back to registered state (char selection screen)
ClientMsg::ExitIngame => 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 => {
server_emitter.emit(ServerEvent::ExitIngame { entity });
},
ClientState::Pending => {},
},
// Request spectator state
ClientMsg::Spectate => match client.client_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)
},
ClientState::Pending => {},
},
// Request registered state (login)
ClientMsg::Register {
view_distance,
token_or_username,
} => {
let (username, uuid) = match accounts.query(token_or_username.clone()) {
Err(err) => {
client.error_state(RequestStateError::RegisterDenied(err));
break;
},
Ok((username, uuid)) => (username, uuid),
};
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let vd = view_distance
.map(|vd| vd.min(settings.max_view_distance.unwrap_or(vd)));
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let player = Player::new(username.clone(), None, vd, uuid);
let is_admin = admin_list.contains(&username);
if !player.is_valid() {
// Invalid player
client.error_state(RequestStateError::Impossible);
break;
}
match client.client_state {
ClientState::Connected => {
// Add Player component to this client
let _ = players.insert(entity, player);
// Give the Admin component to the player if their name exists in
// admin list
if is_admin {
let _ = admins.insert(entity, Admin);
}
// Tell the client its request was successful.
client.allow_state(ClientState::Registered);
// Send initial player list
client.notify(ServerMsg::PlayerListUpdate(PlayerListUpdate::Init(
player_list.clone(),
)));
// Add to list to notify all clients of the new player
new_players.push(entity);
},
// Use RequestState instead (No need to send `player` again).
_ => client.error_state(RequestStateError::Impossible),
}
//client.allow_state(ClientState::Registered);
// Limit view distance if it's too high
// This comes after state registration so that the client actually hears it
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if settings
.max_view_distance
.zip(view_distance)
.map(|(vd, max)| vd > max)
.unwrap_or(false)
{
client.notify(ServerMsg::SetViewDistance(
settings.max_view_distance.unwrap_or(0),
));
};
},
ClientMsg::SetViewDistance(view_distance) => match client.client_state {
ClientState::Character { .. } => {
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if settings
.max_view_distance
.map(|max| view_distance <= max)
.unwrap_or(true)
{
players.get_mut(entity).map(|player| {
player.view_distance = Some(
settings
.max_view_distance
.map(|max| view_distance.min(max))
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.unwrap_or(view_distance),
)
});
} else {
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client.notify(ServerMsg::SetViewDistance(
settings.max_view_distance.unwrap_or(0),
));
}
},
_ => {},
},
ClientMsg::Character(character_id) => match client.client_state {
// Become Registered first.
ClientState::Connected => client.error_state(RequestStateError::Impossible),
ClientState::Registered | ClientState::Spectator => {
// Only send login message if it wasn't already
// sent previously
if let (Some(player), false) =
(players.get(entity), client.login_msg_sent)
{
// Send a request to load the character's component data from the
// DB. Once loaded, persisted components such as stats and inventory
// will be inserted for the entity
character_loader.load_character_data(
entity,
player.uuid().to_string(),
character_id,
);
// Start inserting non-persisted/default components for the entity
// while we load the DB data
server_emitter.emit(ServerEvent::InitCharacterData {
entity,
character_id,
});
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// Give the player a welcome message
if settings.server_description.len() > 0 {
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client.notify(
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ChatType::CommandInfo
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.server_msg(settings.server_description.clone()),
);
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}
// Only send login message if it wasn't already
// sent previously
if !client.login_msg_sent {
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new_chat_msgs.push((None, ChatMsg {
chat_type: ChatType::Online,
message: format!("[{}] is now online.", &player.alias),
}));
client.login_msg_sent = true;
}
} else {
client.notify(ServerMsg::CharacterDataLoadError(String::from(
"Failed to fetch player entity",
)))
}
},
ClientState::Character => client.error_state(RequestStateError::Already),
ClientState::Pending => {},
},
ClientMsg::ControllerInputs(inputs) => match client.client_state {
ClientState::Connected
| ClientState::Registered
| ClientState::Spectator => {
client.error_state(RequestStateError::Impossible)
},
ClientState::Character => {
if let Some(controller) = controllers.get_mut(entity) {
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controller.inputs.update_with_new(inputs);
}
},
ClientState::Pending => {},
},
ClientMsg::ControlEvent(event) => match client.client_state {
ClientState::Connected
| ClientState::Registered
| ClientState::Spectator => {
client.error_state(RequestStateError::Impossible)
},
ClientState::Character => {
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// Skip respawn if client entity is alive
if let &ControlEvent::Respawn = &event {
if stats.get(entity).map_or(true, |s| !s.is_dead) {
continue;
}
}
if let Some(controller) = controllers.get_mut(entity) {
controller.events.push(event);
}
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},
ClientState::Pending => {},
},
ClientMsg::ControlAction(event) => match client.client_state {
ClientState::Connected
| ClientState::Registered
| ClientState::Spectator => {
client.error_state(RequestStateError::Impossible)
},
ClientState::Character => {
if let Some(controller) = controllers.get_mut(entity) {
controller.actions.push(event);
}
},
ClientState::Pending => {},
},
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ClientMsg::ChatMsg(message) => match client.client_state {
ClientState::Connected => client.error_state(RequestStateError::Impossible),
ClientState::Registered
| ClientState::Spectator
| ClientState::Character => match validate_chat_msg(&message) {
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Ok(()) => {
if let Some(from) = uids.get(entity) {
let mode = chat_modes.get(entity).cloned().unwrap_or_default();
let msg = mode.new_message(*from, message);
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new_chat_msgs.push((Some(entity), msg));
} else {
tracing::error!("Could not send message. Missing player uid");
}
},
Err(ChatMsgValidationError::TooLong) => {
let max = MAX_BYTES_CHAT_MSG;
let len = message.len();
tracing::warn!(
?len,
?max,
"Recieved a chat message that's too long"
)
},
},
ClientState::Pending => {},
},
ClientMsg::PlayerPhysics { pos, vel, ori } => match client.client_state {
ClientState::Character => {
if force_updates.get(entity).is_none()
&& stats.get(entity).map_or(true, |s| !s.is_dead)
{
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let _ = positions.insert(entity, pos);
let _ = velocities.insert(entity, vel);
let _ = orientations.insert(entity, ori);
}
},
// Only characters can send positions.
_ => client.error_state(RequestStateError::Impossible),
},
ClientMsg::BreakBlock(pos) => {
if can_build.get(entity).is_some() {
block_changes.set(pos, Block::empty());
}
},
ClientMsg::PlaceBlock(pos, block) => {
if can_build.get(entity).is_some() {
block_changes.try_set(pos, block);
}
},
ClientMsg::TerrainChunkRequest { key } => match client.client_state {
ClientState::Connected | ClientState::Registered => {
client.error_state(RequestStateError::Impossible);
},
ClientState::Spectator | ClientState::Character => {
let in_vd = if let (Some(view_distance), Some(pos)) = (
players.get(entity).and_then(|p| p.view_distance),
positions.get(entity),
) {
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pos.0.xy().map(|e| e as f64).distance(
key.map(|e| e as f64 + 0.5)
* TerrainChunkSize::RECT_SIZE.map(|e| e as f64),
) < (view_distance as f64 + 1.5)
* TerrainChunkSize::RECT_SIZE.x as f64
} else {
true
};
if in_vd {
match terrain.get_key(key) {
Some(chunk) => {
client.postbox.send_message(ServerMsg::TerrainChunkUpdate {
key,
chunk: Ok(Box::new(chunk.clone())),
})
},
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None => {
server_emitter.emit(ServerEvent::ChunkRequest(entity, key))
},
}
}
},
ClientState::Pending => {},
},
// Always possible.
ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong),
ClientMsg::Pong => {},
ClientMsg::Disconnect => {
client.postbox.send_message(ServerMsg::Disconnect);
},
ClientMsg::Terminate => {
server_emitter.emit(ServerEvent::ClientDisconnect(entity));
},
ClientMsg::RequestCharacterList => {
if let Some(player) = players.get(entity) {
character_loader.load_character_list(entity, player.uuid().to_string())
}
},
ClientMsg::CreateCharacter { alias, tool, body } => {
if let Some(player) = players.get(entity) {
character_loader.create_character(
entity,
player.uuid().to_string(),
alias,
tool,
body,
);
}
},
ClientMsg::DeleteCharacter(character_id) => {
if let Some(player) = players.get(entity) {
character_loader.delete_character(
entity,
player.uuid().to_string(),
character_id,
);
}
},
}
}
}
// Handle new players.
// Tell all clients to add them to the player list.
for entity in new_players {
if let (Some(uid), Some(player)) = (uids.get(entity), players.get(entity)) {
let msg = ServerMsg::PlayerListUpdate(PlayerListUpdate::Add(*uid, PlayerInfo {
player_alias: player.alias.clone(),
is_online: true,
is_admin: admins.get(entity).is_some(),
character: None, // new players will be on character select.
}));
for client in (&mut clients).join().filter(|c| c.is_registered()) {
client.notify(msg.clone())
}
}
}
// Handle new chat messages.
for (entity, msg) in new_chat_msgs {
// Handle chat commands.
if msg.message.starts_with("/") {
if let (Some(entity), true) = (entity, msg.message.len() > 1) {
let argv = String::from(&msg.message[1..]);
server_emitter.emit(ServerEvent::ChatCmd(entity, argv));
}
} else {
// Send chat message
server_emitter.emit(ServerEvent::Chat(msg));
}
}
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timer.end()
}
}