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Add in-memory persistence for battlemode changes
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parent
fbe745fe1e
commit
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@ -1,5 +1,7 @@
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use crate::character::CharacterId;
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#[cfg(not(target_arch = "wasm32"))]
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use crate::comp::Pos;
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use hashbrown::HashMap;
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use serde::{Deserialize, Serialize};
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#[cfg(not(target_arch = "wasm32"))]
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use specs::Entity;
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@ -75,6 +77,22 @@ pub struct PlayerPhysicsSettings {
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pub settings: hashbrown::HashMap<uuid::Uuid, PlayerPhysicsSetting>,
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}
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/// Store of BattleMode cooldowns for players while they go offline
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#[derive(Clone, Default, Debug)]
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pub struct BattleModeBuffer {
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map: HashMap<CharacterId, (BattleMode, Time)>,
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}
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impl BattleModeBuffer {
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pub fn push(&mut self, char_id: CharacterId, save: (BattleMode, Time)) {
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self.map.insert(char_id, save);
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}
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pub fn pop(&mut self, char_id: &CharacterId) -> Option<(BattleMode, Time)> {
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self.map.remove(char_id)
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}
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}
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/// Describe how players interact with other players.
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///
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/// May be removed when we will discover better way
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@ -6,6 +6,7 @@ use crate::{
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use common::{
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comp,
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comp::{group, pet::is_tameable},
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resources::BattleModeBuffer,
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uid::{Uid, UidAllocator},
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};
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use common_base::span;
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@ -201,12 +202,14 @@ fn persist_entity(state: &mut State, entity: EcsEntity) -> EcsEntity {
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Some(skill_set),
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Some(inventory),
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Some(player_uid),
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Some(player_info),
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mut character_updater,
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) = (
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state.read_storage::<Presence>().get(entity),
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state.read_storage::<comp::SkillSet>().get(entity),
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state.read_storage::<comp::Inventory>().get(entity),
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state.read_storage::<Uid>().get(entity),
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state.read_storage::<comp::Player>().get(entity),
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state.ecs().fetch_mut::<CharacterUpdater>(),
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) {
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match presence.kind {
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@ -216,6 +219,13 @@ fn persist_entity(state: &mut State, entity: EcsEntity) -> EcsEntity {
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.read_storage::<common::comp::Waypoint>()
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.get(entity)
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.cloned();
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// Store last battle mode change
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let mut battlemode_buffer = state.ecs().fetch_mut::<BattleModeBuffer>();
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if let Some(change) = player_info.last_battlemode_change {
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let mode = player_info.battle_mode;
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let save = (mode, change);
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battlemode_buffer.push(char_id, save);
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}
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// Get player's pets
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let alignments = state.ecs().read_storage::<comp::Alignment>();
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@ -69,7 +69,7 @@ use common::{
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comp::{item::MaterialStatManifest, CharacterAbility},
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event::{EventBus, ServerEvent},
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recipe::default_recipe_book,
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resources::TimeOfDay,
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resources::{BattleModeBuffer, TimeOfDay},
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rtsim::RtSimEntity,
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slowjob::SlowJobPool,
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terrain::{TerrainChunk, TerrainChunkSize},
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@ -196,8 +196,10 @@ impl Server {
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let ecs_system_metrics = EcsSystemMetrics::new(®istry).unwrap();
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let tick_metrics = TickMetrics::new(®istry).unwrap();
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let physics_metrics = PhysicsMetrics::new(®istry).unwrap();
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let battlemode_buffer = BattleModeBuffer::default();
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let mut state = State::server();
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state.ecs_mut().insert(battlemode_buffer);
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state.ecs_mut().insert(settings.clone());
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state.ecs_mut().insert(editable_settings);
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state.ecs_mut().insert(DataDir {
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@ -16,7 +16,7 @@ use common::{
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Group, Inventory, Poise,
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},
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effect::Effect,
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resources::TimeOfDay,
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resources::{BattleModeBuffer, TimeOfDay},
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slowjob::SlowJobPool,
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uid::{Uid, UidAllocator},
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};
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@ -496,8 +496,8 @@ impl StateExt for State {
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}),
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));
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// NOTE: By fetching the player_uid, we validated that the entity exists, and we
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// call nothing that can delete it in any of the subsequent
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// NOTE: By fetching the player_uid, we validated that the entity exists,
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// and we call nothing that can delete it in any of the subsequent
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// commands, so we can assume that all of these calls succeed,
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// justifying ignoring the result of insertion.
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self.write_component_ignore_entity_dead(entity, comp::Collider::Box {
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@ -567,6 +567,23 @@ impl StateExt for State {
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} else {
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warn!("Player has no pos, cannot load {} pets", pets.len());
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}
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let presences = self.ecs().read_storage::<Presence>();
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let presence = presences.get(entity);
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if let Some(Presence {
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kind: PresenceKind::Character(char_id),
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..
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}) = presence
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{
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let mut battlemode_buffer = self.ecs().fetch_mut::<BattleModeBuffer>();
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if let Some((mode, change)) = battlemode_buffer.pop(char_id) {
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let mut players = self.ecs().write_storage::<comp::Player>();
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if let Some(mut player_info) = players.get_mut(entity) {
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player_info.battle_mode = mode;
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player_info.last_battlemode_change = Some(change);
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}
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}
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}
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}
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}
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@ -174,9 +174,10 @@ impl<'a> System<'a> for Sys {
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return Ok(());
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}
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// FIXME:
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// Take last battle_mode and last battle_mode change
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// from in-memory persistence
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// NOTE: this is just default value.
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//
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// It will be overwritten in ServerExt::update_character_data
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// from stored last battlemode change if such exists.
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let battle_mode = match read_data.settings.battle_mode {
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ServerBattleMode::Global(mode) => mode,
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ServerBattleMode::PerPlayer { default: mode } => mode,
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