Add metric for new connection handling time, move StateExt to its own module

This commit is contained in:
Imbris 2020-03-09 22:27:32 -04:00
parent 7132ef4136
commit 14f0b018fd
6 changed files with 246 additions and 217 deletions

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@ -643,7 +643,7 @@ fn handle_object(server: &mut Server, entity: EcsEntity, args: String, _action:
.read_storage::<comp::Ori>()
.get(entity)
.copied();
/*let builder = server
/*let builder = server.state
.create_object(pos, ori, obj_type)
.with(ori);*/
if let (Some(pos), Some(ori)) = (pos, ori) {
@ -705,6 +705,7 @@ fn handle_object(server: &mut Server, entity: EcsEntity, args: String, _action:
},
};
server
.state
.create_object(pos, obj_type)
.with(comp::Ori(
// converts player orientation into a 90° rotation for the object by using the axis

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@ -16,7 +16,7 @@ pub fn handle_create_character(
let state = &mut server.state;
let server_settings = &server.server_settings;
Server::create_player_character(state, entity, name, body, main, server_settings);
state.create_player_character(entity, name, body, main, server_settings);
sys::subscription::initialize_region_subscription(state.ecs(), entity);
}
@ -59,8 +59,7 @@ pub fn handle_shoot(
// TODO: Player height
pos.z += 1.2;
let mut builder =
Server::create_projectile(state, Pos(pos), Vel(dir * 100.0), body, projectile);
let mut builder = state.create_projectile(Pos(pos), Vel(dir * 100.0), body, projectile);
if let Some(light) = light {
builder = builder.with(light)
}
@ -73,6 +72,7 @@ pub fn handle_shoot(
pub fn handle_create_waypoint(server: &mut Server, pos: Vec3<f32>) {
server
.state
.create_object(Pos(pos), comp::object::Body::CampfireLit)
.with(LightEmitter {
offset: Vec3::unit_z() * 0.5,

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@ -223,7 +223,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
+ Vec3::unit_z() * 10.0
+ Vec3::<f32>::zero().map(|_| rand::thread_rng().gen::<f32>() - 0.5) * 4.0;
server
state
.create_object(Default::default(), comp::object::Body::Pouch)
.with(comp::Pos(pos.0 + Vec3::unit_z() * 0.25))
.with(item)

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@ -1,5 +1,5 @@
use super::Event;
use crate::{auth_provider::AuthProvider, client::Client, Server, StateExt};
use crate::{auth_provider::AuthProvider, client::Client, state_ext::StateExt, Server};
use common::{
comp,
comp::Player,

View File

@ -10,6 +10,7 @@ pub mod events;
pub mod input;
pub mod metrics;
pub mod settings;
pub mod state_ext;
pub mod sys;
#[cfg(not(feature = "worldgen"))] mod test_world;
@ -21,25 +22,22 @@ use crate::{
chunk_generator::ChunkGenerator,
client::{Client, RegionSubscription},
cmd::CHAT_COMMANDS,
state_ext::StateExt,
sys::sentinel::{DeletedEntities, TrackedComps},
};
use common::{
assets, comp,
effect::Effect,
comp,
event::{EventBus, ServerEvent},
msg::{ClientMsg, ClientState, ServerInfo, ServerMsg},
net::PostOffice,
state::{State, TimeOfDay},
sync::{Uid, WorldSyncExt},
sync::WorldSyncExt,
terrain::TerrainChunkSize,
vol::{ReadVol, RectVolSize},
};
use log::{debug, error, warn};
use log::{debug, error};
use metrics::ServerMetrics;
use specs::{
join::Join, world::EntityBuilder as EcsEntityBuilder, Builder, Entity as EcsEntity, RunNow,
SystemData, WorldExt,
};
use specs::{join::Join, Builder, Entity as EcsEntity, RunNow, SystemData, WorldExt};
use std::{
i32,
sync::Arc,
@ -224,94 +222,6 @@ impl Server {
/// Get a reference to the server's world.
pub fn world(&self) -> &World { &self.world }
/// Build a static object entity
pub fn create_object(
&mut self,
pos: comp::Pos,
object: comp::object::Body,
) -> EcsEntityBuilder {
self.state
.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Body::Object(object))
.with(comp::Mass(100.0))
.with(comp::Gravity(1.0))
//.with(comp::LightEmitter::default())
}
/// Build a projectile
pub fn create_projectile(
state: &mut State,
pos: comp::Pos,
vel: comp::Vel,
body: comp::Body,
projectile: comp::Projectile,
) -> EcsEntityBuilder {
state
.ecs_mut()
.create_entity_synced()
.with(pos)
.with(vel)
.with(comp::Ori(vel.0.normalized()))
.with(comp::Mass(0.0))
.with(body)
.with(projectile)
.with(comp::Sticky)
}
pub fn create_player_character(
state: &mut State,
entity: EcsEntity,
name: String,
body: comp::Body,
main: Option<String>,
server_settings: &ServerSettings,
) {
// Give no item when an invalid specifier is given
let main = main.and_then(|specifier| assets::load_cloned(&specifier).ok());
let spawn_point = state.ecs().read_resource::<SpawnPoint>().0;
state.write_component(entity, body);
state.write_component(entity, comp::Stats::new(name, body, main));
state.write_component(entity, comp::Energy::new(1000));
state.write_component(entity, comp::Controller::default());
state.write_component(entity, comp::Pos(spawn_point));
state.write_component(entity, comp::Vel(Vec3::zero()));
state.write_component(entity, comp::Ori(Vec3::unit_y()));
state.write_component(entity, comp::Gravity(1.0));
state.write_component(entity, comp::CharacterState::default());
state.write_component(entity, comp::Alignment::Owned(entity));
state.write_component(entity, comp::Inventory::default());
state.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::default()),
);
// Make sure physics are accepted.
state.write_component(entity, comp::ForceUpdate);
// Give the Admin component to the player if their name exists in admin list
if server_settings.admins.contains(
&state
.ecs()
.read_storage::<comp::Player>()
.get(entity)
.expect("Failed to fetch entity.")
.alias,
) {
state.write_component(entity, comp::Admin);
}
// Tell the client its request was successful.
if let Some(client) = state.ecs().write_storage::<Client>().get_mut(entity) {
client.allow_state(ClientState::Character);
}
}
/// Handle events coming through via the event bus
/// Execute a single server tick, handle input and update the game state by
/// the given duration.
pub fn tick(&mut self, _input: Input, dt: Duration) -> Result<Vec<Event>, Error> {
@ -347,9 +257,13 @@ impl Server {
// 2)
let before_new_connections = Instant::now();
// 3) Handle inputs from clients
frontend_events.append(&mut self.handle_new_connections()?);
let before_message_system = Instant::now();
// Run message recieving sys before the systems in common for decreased latency
// (e.g. run before controller system)
sys::message::Sys.run_now(&self.state.ecs());
@ -409,6 +323,7 @@ impl Server {
let end_of_server_tick = Instant::now();
// 7) Update Metrics
// Get system timing info
let entity_sync_nanos = self
.state
.ecs()
@ -429,6 +344,11 @@ impl Server {
let terrain_nanos = self.state.ecs().read_resource::<sys::TerrainTimer>().nanos as i64;
let waypoint_nanos = self.state.ecs().read_resource::<sys::WaypointTimer>().nanos as i64;
let total_sys_ran_in_dispatcher_nanos = terrain_nanos + waypoint_nanos;
// Report timing info
self.metrics
.tick_time
.with_label_values(&["new connections"])
.set((before_message_system - before_new_connections).as_nanos() as i64);
self.metrics
.tick_time
.with_label_values(&["state tick"])
@ -480,6 +400,7 @@ impl Server {
.tick_time
.with_label_values(&["waypoint"])
.set(waypoint_nanos);
// Report other info
self.metrics
.player_online
.set(self.state.ecs().read_storage::<Client>().join().count() as i64);
@ -611,118 +532,3 @@ impl Server {
impl Drop for Server {
fn drop(&mut self) { self.state.notify_registered_clients(ServerMsg::Shutdown); }
}
trait StateExt {
fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool;
fn apply_effect(&mut self, entity: EcsEntity, effect: Effect);
fn notify_registered_clients(&self, msg: ServerMsg);
fn create_npc(
&mut self,
pos: comp::Pos,
stats: comp::Stats,
body: comp::Body,
) -> EcsEntityBuilder;
fn delete_entity_recorded(
&mut self,
entity: EcsEntity,
) -> Result<(), specs::error::WrongGeneration>;
}
impl StateExt for State {
fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool {
let success = self
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.push(item).is_none())
.unwrap_or(false);
if success {
self.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Collected),
);
}
success
}
fn apply_effect(&mut self, entity: EcsEntity, effect: Effect) {
match effect {
Effect::Health(change) => {
self.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.health.change_by(change));
},
Effect::Xp(xp) => {
self.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.exp.change_by(xp));
},
}
}
/// Build a non-player character.
fn create_npc(
&mut self,
pos: comp::Pos,
stats: comp::Stats,
body: comp::Body,
) -> EcsEntityBuilder {
self.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Controller::default())
.with(body)
.with(stats)
.with(comp::Alignment::Npc)
.with(comp::Energy::new(500))
.with(comp::Gravity(1.0))
.with(comp::CharacterState::default())
}
fn notify_registered_clients(&self, msg: ServerMsg) {
for client in (&mut self.ecs().write_storage::<Client>())
.join()
.filter(|c| c.is_registered())
{
client.notify(msg.clone())
}
}
fn delete_entity_recorded(
&mut self,
entity: EcsEntity,
) -> Result<(), specs::error::WrongGeneration> {
let (maybe_uid, maybe_pos) = (
self.ecs().read_storage::<Uid>().get(entity).copied(),
self.ecs().read_storage::<comp::Pos>().get(entity).copied(),
);
let res = self.ecs_mut().delete_entity(entity);
if res.is_ok() {
if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) {
if let Some(region_key) = self
.ecs()
.read_resource::<common::region::RegionMap>()
.find_region(entity, pos.0)
{
self.ecs()
.write_resource::<DeletedEntities>()
.record_deleted_entity(uid, region_key);
} else {
// Don't panic if the entity wasn't found in a region maybe it was just created
// and then deleted before the region manager had a chance to assign it a
// region
warn!(
"Failed to find region containing entity during entity deletion, assuming \
it wasn't sent to any clients and so deletion doesn't need to be \
recorded for sync purposes"
);
}
}
}
res
}
}

222
server/src/state_ext.rs Normal file
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@ -0,0 +1,222 @@
use crate::{client::Client, settings::ServerSettings, sys::sentinel::DeletedEntities, SpawnPoint};
use common::{
assets, comp,
effect::Effect,
msg::{ClientState, ServerMsg},
state::State,
sync::{Uid, WorldSyncExt},
};
use log::warn;
use specs::{Builder, Entity as EcsEntity, EntityBuilder as EcsEntityBuilder, Join, WorldExt};
use vek::*;
pub trait StateExt {
fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool;
fn apply_effect(&mut self, entity: EcsEntity, effect: Effect);
fn create_npc(
&mut self,
pos: comp::Pos,
stats: comp::Stats,
body: comp::Body,
) -> EcsEntityBuilder;
fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder;
fn create_projectile(
&mut self,
pos: comp::Pos,
vel: comp::Vel,
body: comp::Body,
projectile: comp::Projectile,
) -> EcsEntityBuilder;
fn create_player_character(
&mut self,
entity: EcsEntity,
name: String,
body: comp::Body,
main: Option<String>,
server_settings: &ServerSettings,
);
fn notify_registered_clients(&self, msg: ServerMsg);
fn delete_entity_recorded(
&mut self,
entity: EcsEntity,
) -> Result<(), specs::error::WrongGeneration>;
}
impl StateExt for State {
fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool {
let success = self
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.push(item).is_none())
.unwrap_or(false);
if success {
self.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Collected),
);
}
success
}
fn apply_effect(&mut self, entity: EcsEntity, effect: Effect) {
match effect {
Effect::Health(change) => {
self.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.health.change_by(change));
},
Effect::Xp(xp) => {
self.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.exp.change_by(xp));
},
}
}
/// Build a non-player character.
fn create_npc(
&mut self,
pos: comp::Pos,
stats: comp::Stats,
body: comp::Body,
) -> EcsEntityBuilder {
self.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Controller::default())
.with(body)
.with(stats)
.with(comp::Alignment::Npc)
.with(comp::Energy::new(500))
.with(comp::Gravity(1.0))
.with(comp::CharacterState::default())
}
/// Build a static object entity
fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder {
self.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Body::Object(object))
.with(comp::Mass(100.0))
.with(comp::Gravity(1.0))
//.with(comp::LightEmitter::default())
}
/// Build a projectile
fn create_projectile(
&mut self,
pos: comp::Pos,
vel: comp::Vel,
body: comp::Body,
projectile: comp::Projectile,
) -> EcsEntityBuilder {
self.ecs_mut()
.create_entity_synced()
.with(pos)
.with(vel)
.with(comp::Ori(vel.0.normalized()))
.with(comp::Mass(0.0))
.with(body)
.with(projectile)
.with(comp::Sticky)
}
fn create_player_character(
&mut self,
entity: EcsEntity,
name: String,
body: comp::Body,
main: Option<String>,
server_settings: &ServerSettings,
) {
// Give no item when an invalid specifier is given
let main = main.and_then(|specifier| assets::load_cloned(&specifier).ok());
let spawn_point = self.ecs().read_resource::<SpawnPoint>().0;
self.write_component(entity, body);
self.write_component(entity, comp::Stats::new(name, body, main));
self.write_component(entity, comp::Energy::new(1000));
self.write_component(entity, comp::Controller::default());
self.write_component(entity, comp::Pos(spawn_point));
self.write_component(entity, comp::Vel(Vec3::zero()));
self.write_component(entity, comp::Ori(Vec3::unit_y()));
self.write_component(entity, comp::Gravity(1.0));
self.write_component(entity, comp::CharacterState::default());
self.write_component(entity, comp::Alignment::Owned(entity));
self.write_component(entity, comp::Inventory::default());
self.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::default()),
);
// Make sure physics are accepted.
self.write_component(entity, comp::ForceUpdate);
// Give the Admin component to the player if their name exists in admin list
if server_settings.admins.contains(
&self
.ecs()
.read_storage::<comp::Player>()
.get(entity)
.expect("Failed to fetch entity.")
.alias,
) {
self.write_component(entity, comp::Admin);
}
// Tell the client its request was successful.
if let Some(client) = self.ecs().write_storage::<Client>().get_mut(entity) {
client.allow_state(ClientState::Character);
}
}
fn notify_registered_clients(&self, msg: ServerMsg) {
for client in (&mut self.ecs().write_storage::<Client>())
.join()
.filter(|c| c.is_registered())
{
client.notify(msg.clone())
}
}
fn delete_entity_recorded(
&mut self,
entity: EcsEntity,
) -> Result<(), specs::error::WrongGeneration> {
let (maybe_uid, maybe_pos) = (
self.ecs().read_storage::<Uid>().get(entity).copied(),
self.ecs().read_storage::<comp::Pos>().get(entity).copied(),
);
let res = self.ecs_mut().delete_entity(entity);
if res.is_ok() {
if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) {
if let Some(region_key) = self
.ecs()
.read_resource::<common::region::RegionMap>()
.find_region(entity, pos.0)
{
self.ecs()
.write_resource::<DeletedEntities>()
.record_deleted_entity(uid, region_key);
} else {
// Don't panic if the entity wasn't found in a region maybe it was just created
// and then deleted before the region manager had a chance to assign it a
// region
warn!(
"Failed to find region containing entity during entity deletion, assuming \
it wasn't sent to any clients and so deletion doesn't need to be \
recorded for sync purposes"
);
}
}
}
res
}
}