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] [alias]
generate = "run --package tools --" generate = "run --package tools --"
test-server = "-Zpackage-features run --bin veloren-server-cli --no-default-features" 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" server = "run --bin veloren-server-cli"

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

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

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