Merge branch 'master' of gitlab.com:veloren/veloren into sharp/small-fixes

This commit is contained in:
Joshua Yanovski 2020-08-13 12:02:31 +02:00
commit 1fd104aa60
4 changed files with 83 additions and 28 deletions

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@ -6,5 +6,6 @@ rustflags = [
[alias]
generate = "run --package tools --"
test-server = "-Zpackage-features run --bin veloren-server-cli --no-default-features"
test-voxygen = "-Zpackage-features run --bin veloren-voxygen --no-default-features --features gl"
server = "run --bin veloren-server-cli"

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@ -93,7 +93,7 @@ impl PhysicsState {
}
impl Component for PhysicsState {
type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
type Storage = IdvStorage<Self>;
}
// ForceUpdate

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@ -9,8 +9,10 @@ use crate::{
terrain::{Block, BlockKind, TerrainGrid},
vol::ReadVol,
};
use rayon::iter::ParallelIterator;
use specs::{
saveload::MarkerAllocator, Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage,
saveload::MarkerAllocator, Entities, Join, ParJoin, Read, ReadExpect, ReadStorage, System,
WriteStorage,
};
use std::ops::Range;
use vek::*;
@ -93,8 +95,24 @@ impl<'a> System<'a> for Sys {
) {
let mut event_emitter = event_bus.emitter();
// Add physics state components
for entity in (
&entities,
!&physics_states,
&colliders,
&positions,
&velocities,
&orientations,
)
.join()
.map(|(e, _, _, _, _, _)| e)
.collect::<Vec<_>>()
{
let _ = physics_states.insert(entity, Default::default());
}
// Apply movement inputs
for (entity, _scale, sticky, collider, mut pos, mut vel, _ori, _) in (
let land_on_grounds = (
&entities,
scales.maybe(),
stickies.maybe(),
@ -102,15 +120,17 @@ impl<'a> System<'a> for Sys {
&mut positions,
&mut velocities,
&mut orientations,
&mut physics_states,
!&mountings,
)
.join()
{
let mut physics_state = physics_states.get(entity).cloned().unwrap_or_default();
.par_join()
.fold(Vec::new, |
mut land_on_grounds,
(entity, _scale, sticky, collider, mut pos, mut vel, _ori, mut physics_state, _),
| {
if sticky.is_some() && physics_state.on_surface().is_some() {
vel.0 = Vec3::zero();
continue;
return land_on_grounds;
}
// TODO: Use this
@ -186,7 +206,7 @@ impl<'a> System<'a> for Sys {
fn collision_iter<'a>(
pos: Vec3<f32>,
terrain: &'a TerrainGrid,
hit: &'a dyn Fn(&Block) -> bool,
hit: &'a impl Fn(&Block) -> bool,
near_iter: impl Iterator<Item = (i32, i32, i32)> + 'a,
radius: f32,
z_range: Range<f32>,
@ -214,12 +234,18 @@ impl<'a> System<'a> for Sys {
})
};
let z_range = z_min..z_max;
// Function for determining whether the player at a specific position collides
// with blocks with the given criteria
let collision_with = |pos: Vec3<f32>,
hit: &dyn Fn(&Block) -> bool,
near_iter| {
collision_iter(pos, &terrain, hit, near_iter, radius, z_min..z_max).count()
fn collision_with<'a>(
pos: Vec3<f32>,
terrain: &'a TerrainGrid,
hit: &impl Fn(&Block) -> bool,
near_iter: impl Iterator<Item = (i32, i32, i32)> + 'a,
radius: f32,
z_range: Range<f32>,
) -> bool {
collision_iter(pos, terrain, hit, near_iter, radius, z_range).count()
> 0
};
@ -241,7 +267,7 @@ impl<'a> System<'a> for Sys {
const MAX_ATTEMPTS: usize = 16;
// While the player is colliding with the terrain...
while collision_with(pos.0, &|block| block.is_solid(), near_iter.clone())
while collision_with(pos.0, &terrain, &|block| block.is_solid(), near_iter.clone(), radius, z_range.clone())
&& attempts < MAX_ATTEMPTS
{
// Calculate the player's AABB
@ -307,8 +333,7 @@ impl<'a> System<'a> for Sys {
on_ground = true;
if !was_on_ground {
event_emitter
.emit(ServerEvent::LandOnGround { entity, vel: vel.0 });
land_on_grounds.push((entity, *vel));
}
} else if resolve_dir.z < 0.0 && vel.0.z >= 0.0 {
on_ceiling = true;
@ -316,7 +341,7 @@ impl<'a> System<'a> for Sys {
// When the resolution direction is non-vertical, we must be colliding
// with a wall If the space above is free...
if !collision_with(Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()), &|block| block.is_solid(), near_iter.clone())
if !collision_with(Vec3::new(pos.0.x, pos.0.y, (pos.0.z + 0.1).ceil()), &terrain, &|block| block.is_solid(), near_iter.clone(), radius, z_range.clone())
// ...and we're being pushed out horizontally...
&& resolve_dir.z == 0.0
// ...and the vertical resolution direction is sufficiently great...
@ -329,8 +354,11 @@ impl<'a> System<'a> for Sys {
// ...and there is a collision with a block beneath our current hitbox...
&& collision_with(
pos.0 + resolve_dir - Vec3::unit_z() * 1.05,
&terrain,
&|block| block.is_solid(),
near_iter.clone(),
radius,
z_range.clone(),
)
{
// ...block-hop!
@ -368,18 +396,24 @@ impl<'a> System<'a> for Sys {
// If the space below us is free, then "snap" to the ground
} else if collision_with(
pos.0 - Vec3::unit_z() * 1.05,
&terrain,
&|block| block.is_solid(),
near_iter.clone(),
radius,
z_range.clone(),
) && vel.0.z < 0.0
&& vel.0.z > -1.5
&& was_on_ground
&& !collision_with(
pos.0 - Vec3::unit_z() * 0.05,
&terrain,
&|block| {
block.is_solid()
&& block.get_height() >= (pos.0.z - 0.05).rem_euclid(1.0)
},
near_iter.clone(),
radius,
z_range.clone(),
)
{
let snap_height = terrain
@ -406,8 +440,11 @@ impl<'a> System<'a> for Sys {
dirs.iter().fold((Vec3::zero(), false), |(a, hit), dir| {
if collision_with(
pos.0 + *dir * 0.01,
&terrain,
&|block| block.is_solid(),
near_iter.clone(),
radius,
z_range.clone(),
) {
(a + dir, true)
} else {
@ -468,8 +505,15 @@ impl<'a> System<'a> for Sys {
},
}
let _ = physics_states.insert(entity, physics_state);
}
land_on_grounds
}).reduce(Vec::new, |mut land_on_grounds_a, mut land_on_grounds_b| {
land_on_grounds_a.append(&mut land_on_grounds_b);
land_on_grounds_a
});
land_on_grounds.into_iter().for_each(|(entity, vel)| {
event_emitter.emit(ServerEvent::LandOnGround { entity, vel: vel.0 });
});
// Apply pushback
for (pos, scale, mass, vel, _, _, _, physics, projectile) in (

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@ -10,7 +10,7 @@ use std::{
thread::{self, JoinHandle},
time::Duration,
};
use tracing::info;
use tracing::{info, warn};
const TPS: u64 = 30;
@ -51,15 +51,25 @@ impl Singleplayer {
let (result_sender, result_receiver) = bounded(1);
let thread = thread::spawn(move || {
let server = match Server::new(settings2) {
Ok(server) => {
result_sender.send(Ok(())).unwrap();
server
},
Err(error) => {
result_sender.send(Err(error)).unwrap();
return;
let mut server = None;
if let Err(e) = result_sender.send(match Server::new(settings2) {
Ok(s) => {
server = Some(s);
Ok(())
},
Err(e) => Err(e),
}) {
warn!(
?e,
"Failed to send singleplayer server initialization result. Most likely the \
channel was closed by cancelling server creation. Stopping Server"
);
return;
};
let server = match server {
Some(s) => s,
None => return,
};
let server = match thread_pool {