mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Setup client binary that connects to the server with a group of clients positioned and moving in a few different patterns for profiling the server under network load.
This commit is contained in:
parent
35086c1626
commit
027f2f5719
@ -15,6 +15,7 @@ test-voxygen = "run --bin veloren-voxygen --no-default-features --features simd,
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tracy-voxygen = "-Zunstable-options run --bin veloren-voxygen --no-default-features --features tracy,simd,egui-ui --profile no_overflow"
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server = "run --bin veloren-server-cli"
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dbg-voxygen = "run --bin veloren-voxygen -Zunstable-options --profile debuginfo"
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swarm = "run --bin swarm --features client/bin_bot --"
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[env]
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1
Cargo.lock
generated
1
Cargo.lock
generated
@ -6124,6 +6124,7 @@ dependencies = [
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"rustyline",
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"serde",
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"specs",
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"structopt",
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"termcolor",
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"tokio",
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"tracing",
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@ -7,7 +7,7 @@ edition = "2018"
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[features]
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simd = ["vek/platform_intrinsics"]
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plugins = ["common-state/plugins"]
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bin_bot = ["common-ecs", "serde", "ron", "clap", "rustyline", "common-frontend", "async-channel"]
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bin_bot = ["common-ecs", "serde", "ron", "clap", "structopt", "rustyline", "common-frontend", "async-channel"]
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tracy = ["common-base/tracy"]
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default = ["simd"]
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@ -39,6 +39,7 @@ common-ecs = { package = "veloren-common-ecs", path = "../common/ecs", optional
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serde = { version = "1.0", features = [ "rc", "derive" ], optional = true }
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ron = { version = "0.7", default-features = false, optional = true }
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clap = { version = "2.33", optional = true }
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structopt = { version = "0.3.13", optional = true }
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rustyline = { version = "9.0.0", optional = true }
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## logging
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termcolor = { version = "1.1", optional = true }
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@ -54,3 +55,7 @@ required-features = ["bin_bot"]
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name = "bot"
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#authors = ["Avi Weinstock <aweinstock314@gmail.com>"]
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required-features = ["bin_bot"]
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[[bin]]
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name = "swarm"
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required-features = ["bin_bot"]
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@ -56,7 +56,7 @@ fn main() {
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println!("Server info: {:?}", client.server_info());
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println!("Players online: {:?}", client.get_players());
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println!("Players online: {:?}", client.players().collect::<Vec<_>>());
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runtime
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.block_on(client.register(username, password, |provider| {
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294
client/src/bin/swarm/main.rs
Normal file
294
client/src/bin/swarm/main.rs
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@ -0,0 +1,294 @@
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use common::comp;
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use hashbrown::HashSet;
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use std::{
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sync::{
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atomic::{AtomicU32, Ordering},
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Arc,
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},
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thread,
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time::{Duration, SystemTime},
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};
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use structopt::StructOpt;
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use tokio::runtime::Runtime;
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use vek::*;
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use veloren_client::{addr::ConnectionArgs, Client};
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#[derive(Clone, Copy, StructOpt)]
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struct Opt {
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/// Number of clients to spin up
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size: u32,
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/// View distance of each client
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vd: u32,
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/// Distribution of the clients, if not clustered they are dispersed
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#[structopt(short, long)]
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clustered: bool,
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/// Whether the clients should move
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#[structopt(short, long)]
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movement: bool,
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}
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fn main() {
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let opt = Opt::from_args();
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// Start logging
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common_frontend::init_stdout(None);
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// Run clients and stuff
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//
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// NOTE: "swarm0" is assumed to be an admin already
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//
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// Since this requires a no-auth server use this command to add swarm0 as an
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// admin:
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//
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// --no-auth admin add swarm0 Admin
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//
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let admin_username = "swarm0".to_owned();
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let usernames = (1..opt.size)
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.map(|i| format!("swarm{}", i))
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.collect::<Vec<_>>();
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let to_adminify = usernames.clone();
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let finished_init = Arc::new(AtomicU32::new(0));
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let runtime = Arc::new(Runtime::new().unwrap());
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// TODO: calculate and log the required chunks per second to maintain the
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// selected scenario with full vd loaded
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run_client_new_thread(
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admin_username,
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0,
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to_adminify,
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&runtime,
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opt,
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&finished_init,
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);
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usernames.into_iter().enumerate().for_each(|(index, name)| {
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run_client_new_thread(
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name,
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index as u32,
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Vec::new(),
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&runtime,
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opt,
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&finished_init,
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);
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});
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loop {
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thread::sleep(Duration::from_secs_f32(1.0));
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}
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}
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fn run_client_new_thread(
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username: String,
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index: u32,
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to_adminify: Vec<String>,
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runtime: &Arc<Runtime>,
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opt: Opt,
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finished_init: &Arc<AtomicU32>,
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) {
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let runtime = Arc::clone(runtime);
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let finished_init = Arc::clone(finished_init);
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thread::spawn(move || {
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if let Err(err) = run_client(username, index, to_adminify, runtime, opt, finished_init) {
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tracing::error!("swarm member {} exited with an error: {:?}", index, err);
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}
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});
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}
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fn run_client(
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username: String,
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index: u32,
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to_adminify: Vec<String>,
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runtime: Arc<Runtime>,
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opt: Opt,
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finished_init: Arc<AtomicU32>,
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) -> Result<(), veloren_client::Error> {
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// Connect to localhost
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let addr = ConnectionArgs::Tcp {
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prefer_ipv6: false,
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hostname: "localhost".into(),
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};
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let runtime_clone = Arc::clone(&runtime);
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let mut client = runtime
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.block_on(Client::new(addr, runtime_clone, &mut None))
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.expect("Failed to connect to the server");
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client.set_view_distance(opt.vd);
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// Login
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// NOTE: use a no-auth server
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runtime
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.block_on(client.register(username.clone(), String::new(), |_| false))
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.expect("Failed to log in");
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let mut clock = common::clock::Clock::new(Duration::from_secs_f32(1.0 / 30.0));
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let mut tick = |client: &mut Client| -> Result<(), veloren_client::Error> {
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clock.tick();
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// TODO make sure this includes terrain loading requests
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client.tick_network(clock.dt())?;
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Ok(())
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};
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// Wait for character list to load
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client.load_character_list();
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while client.character_list().loading {
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tick(&mut client)?;
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}
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// Create character if none exist
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if client.character_list().characters.is_empty() {
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client.create_character(
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username.clone(),
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Some("common.items.weapons.sword.starter".into()),
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None,
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body(),
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);
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client.load_character_list();
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while client.character_list().loading || client.character_list().characters.is_empty() {
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tick(&mut client)?;
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}
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}
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// Select the first character
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client.request_character(
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client
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.character_list()
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.characters
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.first()
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.expect("Just created new character if non were listed!!!")
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.character
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.id
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.expect("Why is this an option?"),
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);
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// If this is the admin client then adminify the other swarm members
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if !to_adminify.is_empty() {
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// Wait for other clients to connect
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loop {
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tick(&mut client)?;
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// NOTE: it's expected that each swarm member will have a unique alias
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let players = client.players().collect::<HashSet<&str>>();
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if to_adminify
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.iter()
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.all(|name| players.contains(&name.as_str()))
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{
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break;
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}
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}
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// Assert that we are a moderator (assumes we are an admin if so)
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assert!(
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client.is_moderator(),
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"The user needs to ensure \"{}\" is registered as an admin on the server",
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username
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);
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// Send commands to adminify others
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to_adminify.iter().for_each(|name| {
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client.send_command("adminify".into(), vec![name.into(), "admin".into()])
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});
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}
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// Wait for moderator
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while !client.is_moderator() {
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tick(&mut client)?;
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}
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finished_init.fetch_add(1, Ordering::Relaxed);
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// Wait for initialization of all other swarm clients to finish
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while !finished_init.load(Ordering::Relaxed) == opt.size {
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tick(&mut client)?;
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}
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// Main loop
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let chunk_size = 32.0; // TODO: replace with the actual constant
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let world_center = client
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.world_data()
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.chunk_size()
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.map(|e| e as f32 * chunk_size)
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/ 2.0;
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loop {
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tick(&mut client)?;
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let entity = client.entity();
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// Move or stay still depending on specified options
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// TODO: make sure server cheat protections aren't triggering
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let pos = common::comp::Pos(position(index, opt) + world_center);
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let vel = common::comp::Vel(Default::default());
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client
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.state_mut()
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.write_component_ignore_entity_dead(entity, pos);
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client
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.state_mut()
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.write_component_ignore_entity_dead(entity, vel);
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}
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}
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// Use client index, opts, and current system time to determine position
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fn position(index: u32, opt: Opt) -> Vec3<f32> {
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// TODO: replace 32 with constant for chunk size
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let chunk_size = 32.0;
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let width = (opt.size as f32).sqrt().round() as u32;
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let spacing = if opt.clustered {
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5.0
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} else {
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opt.vd as f32 * 3.0 * chunk_size
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};
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// Offset to center the grid of clients
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let offset = Vec2::new(
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width as f32 * spacing / 2.0,
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(opt.size / width) as f32 / 2.0,
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);
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// Position clients in a grid
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let base_pos = Vec2::new(
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(index % width) as f32 * spacing,
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(index / width) as f32 * spacing,
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) - offset;
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let movement_offset: Vec2<_> = if opt.movement {
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// blocks per second
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const SPEED: f32 = 32.0; // a decent amount faster than walking but not super fast
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// move in a square route
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// in blocks
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let route_side_length = chunk_size * opt.vd as f32 * 3.0;
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let route_length = route_side_length * 4.0;
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// in secs
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let route_time = route_length / SPEED;
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let route_progress = (SystemTime::UNIX_EPOCH.elapsed().unwrap().as_secs_f64()
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% route_time as f64) as f32
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/ route_time;
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// clockwise square
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(match route_progress * 4.0 {
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// going up left side
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t if t < 1.0 => Vec2::new(0.0, 0.0 + t),
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// going across top side
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t if t < 2.0 => Vec2::new(0.0 + (t - 1.0), 1.0),
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// going down right side
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t if t < 3.0 => Vec2::new(1.0, 1.0 - (t - 2.0)),
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// going across bottom
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t => Vec2::new(1.0 - (t - 3.0), 0.0),
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}) * route_side_length
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} else {
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Vec2::zero()
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};
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Vec3::from(base_pos + movement_offset)
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}
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fn body() -> comp::Body {
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comp::body::humanoid::Body {
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species: comp::body::humanoid::Species::Human,
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body_type: comp::body::humanoid::BodyType::Male,
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hair_style: 0,
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beard: 0,
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eyes: 0,
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accessory: 0,
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hair_color: 0,
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skin: 0,
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eye_color: 0,
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}
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.into()
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}
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@ -1534,6 +1534,54 @@ impl Client {
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.recv_all();
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// 5) Terrain
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self.tick_terrain()?;
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// Send a ping to the server once every second
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if self.state.get_time() - self.last_server_ping > 1. {
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self.send_msg_err(PingMsg::Ping)?;
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self.last_server_ping = self.state.get_time();
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}
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// 6) Update the server about the player's physics attributes.
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if self.presence.is_some() {
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if let (Some(pos), Some(vel), Some(ori)) = (
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self.state.read_storage().get(self.entity()).cloned(),
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self.state.read_storage().get(self.entity()).cloned(),
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self.state.read_storage().get(self.entity()).cloned(),
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) {
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self.in_game_stream
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.send(ClientGeneral::PlayerPhysics { pos, vel, ori })?;
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}
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}
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/*
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// Output debug metrics
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if log_enabled!(Level::Info) && self.tick % 600 == 0 {
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let metrics = self
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.state
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.terrain()
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.iter()
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.fold(ChonkMetrics::default(), |a, (_, c)| a + c.get_metrics());
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info!("{:?}", metrics);
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}
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*/
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// 7) Finish the tick, pass control back to the frontend.
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self.tick += 1;
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Ok(frontend_events)
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}
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/// Clean up the client after a tick.
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pub fn cleanup(&mut self) {
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// Cleanup the local state
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self.state.cleanup();
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}
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/// Handles terrain addition and removal.
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///
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/// Removes old terrain chunks outside the view distance.
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/// Sends requests for missing chunks within the view distance.
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fn tick_terrain(&mut self) -> Result<(), Error> {
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let pos = self
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.state
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.read_storage::<comp::Pos>()
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@ -1628,45 +1676,7 @@ impl Client {
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.retain(|_, created| now.duration_since(*created) < Duration::from_secs(3));
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}
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// Send a ping to the server once every second
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if self.state.get_time() - self.last_server_ping > 1. {
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self.send_msg_err(PingMsg::Ping)?;
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self.last_server_ping = self.state.get_time();
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}
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// 6) Update the server about the player's physics attributes.
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if self.presence.is_some() {
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if let (Some(pos), Some(vel), Some(ori)) = (
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self.state.read_storage().get(self.entity()).cloned(),
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self.state.read_storage().get(self.entity()).cloned(),
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self.state.read_storage().get(self.entity()).cloned(),
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) {
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self.in_game_stream
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.send(ClientGeneral::PlayerPhysics { pos, vel, ori })?;
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}
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}
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/*
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// Output debug metrics
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if log_enabled!(Level::Info) && self.tick % 600 == 0 {
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let metrics = self
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.state
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.terrain()
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.iter()
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.fold(ChonkMetrics::default(), |a, (_, c)| a + c.get_metrics());
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info!("{:?}", metrics);
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}
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*/
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// 7) Finish the tick, pass control back to the frontend.
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self.tick += 1;
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Ok(frontend_events)
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}
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/// Clean up the client after a tick.
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pub fn cleanup(&mut self) {
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// Cleanup the local state
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self.state.cleanup();
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Ok(())
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}
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fn handle_server_msg(
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@ -2211,15 +2221,12 @@ impl Client {
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/// Get a mutable reference to the client's game state.
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pub fn state_mut(&mut self) -> &mut State { &mut self.state }
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/// Get a vector of all the players on the server
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pub fn get_players(&mut self) -> Vec<comp::Player> {
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// TODO: Don't clone players.
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self.state
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.ecs()
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.read_storage::<comp::Player>()
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.join()
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.cloned()
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.collect()
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/// Returns an iterator over the aliases of all the online players on the server
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pub fn players(&self) -> impl Iterator<Item = &str> {
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self
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.player_list()
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.values()
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.filter_map(|player_info| player_info.is_online.then(|| &*player_info.player_alias))
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}
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/// Return true if this client is a moderator on the server
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@ -2469,6 +2476,57 @@ impl Client {
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comp::ChatType::Meta => message.to_string(),
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}
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}
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|
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/// Execute a single client tick:
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/// - handles messages from the server
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/// - sends physics update
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/// - requests chunks
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///
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/// The game state is purposefully not simulated to reduce the overhead of running the client.
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/// This method is for use in testing a server with many clients connected.
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pub fn tick_network(
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&mut self,
|
||||
_dt: Duration,
|
||||
) -> Result<(), Error> {
|
||||
span!(_guard, "tick_network", "Client::tick_network");
|
||||
|
||||
// Handle new messages from the server.
|
||||
self.handle_new_messages()?;
|
||||
|
||||
// 5) Terrain
|
||||
self.tick_terrain()?;
|
||||
let empty = Arc::new(TerrainChunk::new(0, Block::empty(), Block::empty(), common::terrain::TerrainChunkMeta::void()));
|
||||
let mut terrain = self.state.terrain_mut();
|
||||
// Replace chunks with empty chunks to save memory
|
||||
let to_clear = terrain.iter().filter_map(|(key, chunk)| (chunk.sub_chunks_len() != 0).then(|| key)).collect::<Vec<_>>();
|
||||
to_clear.into_iter().for_each(|key| { terrain.insert(key, Arc::clone(&empty)); });
|
||||
drop(terrain);
|
||||
|
||||
// Send a ping to the server once every second
|
||||
// TODO: advance state time?
|
||||
if self.state.get_time() - self.last_server_ping > 1. {
|
||||
self.send_msg_err(PingMsg::Ping)?;
|
||||
self.last_server_ping = self.state.get_time();
|
||||
}
|
||||
|
||||
// 6) Update the server about the player's physics attributes.
|
||||
if self.presence.is_some() {
|
||||
if let (Some(pos), Some(vel), Some(ori)) = (
|
||||
self.state.read_storage().get(self.entity()).cloned(),
|
||||
self.state.read_storage().get(self.entity()).cloned(),
|
||||
self.state.read_storage().get(self.entity()).cloned(),
|
||||
) {
|
||||
self.in_game_stream
|
||||
.send(ClientGeneral::PlayerPhysics { pos, vel, ori })?;
|
||||
}
|
||||
}
|
||||
|
||||
// 7) Finish the tick, pass control back to the frontend.
|
||||
self.tick += 1;
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
impl Drop for Client {
|
||||
|
@ -85,6 +85,11 @@ fn main() -> io::Result<()> {
|
||||
let mut server_settings = server::Settings::load(&server_data_dir);
|
||||
let mut editable_settings = server::EditableSettings::load(&server_data_dir);
|
||||
|
||||
// Apply no_auth modifier to the settings
|
||||
if no_auth {
|
||||
server_settings.auth_server_address = None;
|
||||
}
|
||||
|
||||
// Relative to data_dir
|
||||
const PERSISTENCE_DB_DIR: &str = "saves";
|
||||
|
||||
@ -149,10 +154,6 @@ fn main() -> io::Result<()> {
|
||||
|
||||
info!("Starting server...");
|
||||
|
||||
if no_auth {
|
||||
server_settings.auth_server_address = None;
|
||||
}
|
||||
|
||||
let server_port = &server_settings.gameserver_address.port();
|
||||
let metrics_port = &server_settings.metrics_address.port();
|
||||
// Create server
|
||||
|
Loading…
Reference in New Issue
Block a user