Merge branch 'capucho/add-pause-single-player-when-in-pause-menu' into 'master'

Pause when in singleplayer and pause menu

Closes #36

See merge request veloren/veloren!833
This commit is contained in:
Acrimon 2020-03-05 19:18:20 +00:00
commit 30f84c0115
8 changed files with 127 additions and 55 deletions

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@ -23,6 +23,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Added sfx for collecting, dropping and using inventory items
- New attack animation
- weapon control system
- Game pauses when in singleplayer and pause menu
### Changed

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@ -40,11 +40,11 @@ use vek::*;
// The duration of network inactivity until the player is kicked
// @TODO: in the future, this should be configurable on the server
// and be provided to the client
const SERVER_TIMEOUT: Duration = Duration::from_secs(20);
const SERVER_TIMEOUT: f64 = 20.0;
// After this duration has elapsed, the user will begin getting kick warnings in
// their chat window
const SERVER_TIMEOUT_GRACE_PERIOD: Duration = Duration::from_secs(14);
const SERVER_TIMEOUT_GRACE_PERIOD: f64 = 14.0;
pub enum Event {
Chat {
@ -64,8 +64,8 @@ pub struct Client {
postbox: PostBox<ClientMsg, ServerMsg>,
last_server_ping: Instant,
last_server_pong: Instant,
last_server_ping: f64,
last_server_pong: f64,
last_ping_delta: f64,
tick: u64,
@ -152,8 +152,8 @@ impl Client {
postbox,
last_server_ping: Instant::now(),
last_server_pong: Instant::now(),
last_server_ping: 0.0,
last_server_pong: 0.0,
last_ping_delta: 0.0,
tick: 0,
@ -481,9 +481,9 @@ impl Client {
}
// Send a ping to the server once every second
if Instant::now().duration_since(self.last_server_ping) > Duration::from_secs(1) {
if self.state.get_time() - self.last_server_ping > 1. {
self.postbox.send_message(ClientMsg::Ping);
self.last_server_ping = Instant::now();
self.last_server_ping = self.state.get_time();
}
// 6) Update the server about the player's physics attributes.
@ -528,16 +528,14 @@ impl Client {
// Check that we have an valid connection.
// Use the last ping time as a 1s rate limiter, we only notify the user once per
// second
if Instant::now().duration_since(self.last_server_ping) > Duration::from_secs(1) {
let duration_since_last_pong = Instant::now().duration_since(self.last_server_pong);
if self.state.get_time() - self.last_server_ping > 1. {
let duration_since_last_pong = self.state.get_time() - self.last_server_pong;
// Dispatch a notification to the HUD warning they will be kicked in {n} seconds
if duration_since_last_pong.as_secs() >= SERVER_TIMEOUT_GRACE_PERIOD.as_secs() {
if let Some(seconds_until_kick) =
SERVER_TIMEOUT.checked_sub(duration_since_last_pong)
{
if duration_since_last_pong >= SERVER_TIMEOUT_GRACE_PERIOD {
if self.state.get_time() - duration_since_last_pong > 0. {
frontend_events.push(Event::DisconnectionNotification(
seconds_until_kick.as_secs(),
(self.state.get_time() - duration_since_last_pong).round() as u64,
));
}
}
@ -591,11 +589,10 @@ impl Client {
ServerMsg::Ping => self.postbox.send_message(ClientMsg::Pong),
ServerMsg::Pong => {
self.last_server_pong = Instant::now();
self.last_server_pong = self.state.get_time();
self.last_ping_delta = Instant::now()
.duration_since(self.last_server_ping)
.as_secs_f64();
self.last_ping_delta =
(self.state.get_time() - self.last_server_ping).round();
},
ServerMsg::ChatMsg { message, chat_type } => {
frontend_events.push(Event::Chat { message, chat_type })
@ -712,7 +709,7 @@ impl Client {
} else if let Some(err) = self.postbox.error() {
return Err(err.into());
// We regularily ping in the tick method
} else if Instant::now().duration_since(self.last_server_pong) > SERVER_TIMEOUT {
} else if self.state.get_time() - self.last_server_pong > SERVER_TIMEOUT {
return Err(Error::ServerTimeout);
}
Ok(frontend_events)

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@ -578,6 +578,8 @@ impl Server {
.get(entity)
.is_some()
}
pub fn number_of_players(&self) -> i64 { self.metrics.player_online.get() }
}
impl Drop for Server {

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@ -357,7 +357,7 @@ impl Show {
fn toggle_ui(&mut self) { self.ui = !self.ui; }
fn toggle_windows(&mut self) {
fn toggle_windows(&mut self, global_state: &mut GlobalState) {
if self.bag
|| self.esc_menu
|| self.map
@ -379,9 +379,19 @@ impl Show {
self.character_window = false;
self.open_windows = Windows::None;
self.want_grab = true;
// Unpause the game if we are on singleplayer
if let Some(singleplayer) = global_state.singleplayer.as_ref() {
singleplayer.pause(false);
};
} else {
self.esc_menu = true;
self.want_grab = false;
// Pause the game if we are on singleplayer
if let Some(singleplayer) = global_state.singleplayer.as_ref() {
singleplayer.pause(true);
};
}
}
@ -1725,7 +1735,14 @@ impl Hud {
settings_window::Event::ToggleHelp => self.show.help = !self.show.help,
settings_window::Event::ToggleDebug => self.show.debug = !self.show.debug,
settings_window::Event::ChangeTab(tab) => self.show.open_setting_tab(tab),
settings_window::Event::Close => self.show.settings(false),
settings_window::Event::Close => {
// Unpause the game if we are on singleplayer so that we can logout
if let Some(singleplayer) = global_state.singleplayer.as_ref() {
singleplayer.pause(false);
};
self.show.settings(false)
},
settings_window::Event::AdjustMousePan(sensitivity) => {
events.push(Event::AdjustMousePan(sensitivity));
},
@ -1917,12 +1934,29 @@ impl Hud {
self.show.esc_menu = false;
self.show.want_grab = false;
self.force_ungrab = true;
// Unpause the game if we are on singleplayer
if let Some(singleplayer) = global_state.singleplayer.as_ref() {
singleplayer.pause(false);
};
},
Some(esc_menu::Event::Logout) => {
// Unpause the game if we are on singleplayer so that we can logout
if let Some(singleplayer) = global_state.singleplayer.as_ref() {
singleplayer.pause(false);
};
events.push(Event::Logout);
},
Some(esc_menu::Event::Quit) => events.push(Event::Quit),
Some(esc_menu::Event::CharacterSelection) => events.push(Event::CharacterSelection),
Some(esc_menu::Event::CharacterSelection) => {
// Unpause the game if we are on singleplayer so that we can logout
if let Some(singleplayer) = global_state.singleplayer.as_ref() {
singleplayer.pause(false);
};
events.push(Event::CharacterSelection)
},
None => {},
}
}
@ -1992,7 +2026,7 @@ impl Hud {
self.ui.focus_widget(None);
} else {
// Close windows on esc
self.show.toggle_windows();
self.show.toggle_windows(global_state);
}
true
},

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@ -32,6 +32,7 @@ use crate::{
menu::main::MainMenuState,
meta::Meta,
settings::Settings,
singleplayer::Singleplayer,
window::Window,
};
use common::assets::{load, load_expect};
@ -45,6 +46,7 @@ pub struct GlobalState {
window: Window,
audio: AudioFrontend,
info_message: Option<String>,
singleplayer: Option<Singleplayer>,
}
impl GlobalState {
@ -135,6 +137,7 @@ fn main() {
settings,
meta,
info_message: None,
singleplayer: None,
};
// Try to load the localization and log missing entries

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@ -18,7 +18,6 @@ use ui::{Event as MainMenuEvent, MainMenuUi};
pub struct MainMenuState {
main_menu_ui: MainMenuUi,
singleplayer: Option<Singleplayer>,
}
impl MainMenuState {
@ -26,7 +25,6 @@ impl MainMenuState {
pub fn new(global_state: &mut GlobalState) -> Self {
Self {
main_menu_ui: MainMenuUi::new(global_state),
singleplayer: None,
}
}
}
@ -47,7 +45,7 @@ impl PlayState for MainMenuState {
}
// Reset singleplayer server if it was running already
self.singleplayer = None;
global_state.singleplayer = None;
loop {
// Handle window events.
@ -119,7 +117,7 @@ impl PlayState for MainMenuState {
// client_init contains Some(ClientInit), which spawns a thread which
// contains a TcpStream::connect() call This call is
// blocking TODO fix when the network rework happens
self.singleplayer = None;
global_state.singleplayer = None;
client_init = None;
self.main_menu_ui.cancel_connection();
},
@ -127,7 +125,7 @@ impl PlayState for MainMenuState {
MainMenuEvent::StartSingleplayer => {
let (singleplayer, server_settings) = Singleplayer::new(None); // TODO: Make client and server use the same thread pool
self.singleplayer = Some(singleplayer);
global_state.singleplayer = Some(singleplayer);
attempt_login(
global_state,

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@ -379,13 +379,18 @@ impl PlayState for SessionState {
self.inputs.look_dir = cam_dir;
// Perform an in-game tick.
if let Err(err) = self.tick(clock.get_avg_delta()) {
global_state.info_message =
Some(localized_strings.get("common.connection_lost").to_owned());
error!("[session] Failed to tick the scene: {:?}", err);
// Runs if either in a multiplayer server or the singleplayer server is unpaused
if global_state.singleplayer.is_none()
|| !global_state.singleplayer.as_ref().unwrap().is_paused()
{
// Perform an in-game tick.
if let Err(err) = self.tick(clock.get_avg_delta()) {
global_state.info_message =
Some(localized_strings.get("common.connection_lost").to_owned());
error!("[session] Failed to tick the scene: {:?}", err);
return PlayStateResult::Pop;
return PlayStateResult::Pop;
}
}
// Maintain global state.
@ -609,13 +614,18 @@ impl PlayState for SessionState {
}
}
// Maintain the scene.
self.scene.maintain(
global_state.window.renderer_mut(),
&mut global_state.audio,
&self.client.borrow(),
global_state.settings.graphics.gamma,
);
// Runs if either in a multiplayer server or the singleplayer server is unpaused
if global_state.singleplayer.is_none()
|| !global_state.singleplayer.as_ref().unwrap().is_paused()
{
// Maintain the scene.
self.scene.maintain(
global_state.window.renderer_mut(),
&mut global_state.audio,
&self.client.borrow(),
global_state.settings.graphics.gamma,
);
}
// Render the session.
self.render(global_state.window.renderer_mut());

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@ -4,6 +4,10 @@ use crossbeam::channel::{unbounded, Receiver, Sender, TryRecvError};
use log::info;
use server::{Event, Input, Server, ServerSettings};
use std::{
sync::{
atomic::{AtomicBool, Ordering},
Arc,
},
thread::{self, JoinHandle},
time::Duration,
};
@ -19,6 +23,8 @@ enum Msg {
pub struct Singleplayer {
_server_thread: JoinHandle<()>,
sender: Sender<Msg>,
// Wether the server is stopped or not
paused: Arc<AtomicBool>,
}
impl Singleplayer {
@ -31,6 +37,9 @@ impl Singleplayer {
let thread_pool = client.map(|c| c.thread_pool().clone());
let settings2 = settings.clone();
let paused = Arc::new(AtomicBool::new(false));
let paused1 = paused.clone();
let thread = thread::spawn(move || {
let server = Server::new(settings2).expect("Failed to create server instance!");
@ -39,17 +48,25 @@ impl Singleplayer {
None => server,
};
run_server(server, receiver);
run_server(server, receiver, paused1);
});
(
Singleplayer {
_server_thread: thread,
sender,
paused,
},
settings,
)
}
/// Returns wether or not the server is paused
pub fn is_paused(&self) -> bool { self.paused.load(Ordering::SeqCst) }
/// Pauses if true is passed and unpauses if false (Does nothing if in that
/// state already)
pub fn pause(&self, state: bool) { self.paused.store(state, Ordering::SeqCst); }
}
impl Drop for Singleplayer {
@ -59,13 +76,34 @@ impl Drop for Singleplayer {
}
}
fn run_server(mut server: Server, rec: Receiver<Msg>) {
fn run_server(mut server: Server, rec: Receiver<Msg>, paused: Arc<AtomicBool>) {
info!("Starting server-cli...");
// Set up an fps clock
let mut clock = Clock::start();
loop {
// Check any event such as stopping and pausing
match rec.try_recv() {
Ok(msg) => match msg {
Msg::Stop => break,
},
Err(err) => match err {
TryRecvError::Empty => (),
TryRecvError::Disconnected => break,
},
}
// Wait for the next tick.
clock.tick(Duration::from_millis(1000 / TPS));
// Skip updating the server if it's paused
if paused.load(Ordering::SeqCst) && server.number_of_players() < 2 {
continue;
} else if server.number_of_players() > 1 {
paused.store(false, Ordering::SeqCst);
}
let events = server
.tick(Input::default(), clock.get_last_delta())
.expect("Failed to tick server!");
@ -80,16 +118,5 @@ fn run_server(mut server: Server, rec: Receiver<Msg>) {
// Clean up the server after a tick.
server.cleanup();
match rec.try_recv() {
Ok(_msg) => break,
Err(err) => match err {
TryRecvError::Empty => (),
TryRecvError::Disconnected => break,
},
}
// Wait for the next tick.
clock.tick(Duration::from_millis(1000 / TPS));
}
}