Merge branch 'sharp/parallel-ingame' into 'master'

Parallelize ingame messages.

See merge request veloren/veloren!3627
This commit is contained in:
Joshua Yanovski 2022-09-21 19:44:40 +00:00
commit 57ea753bff
23 changed files with 438 additions and 268 deletions

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@ -4,6 +4,7 @@ char_selection-deleting_character = Deleting Character...
char_selection-change_server = Change Server
char_selection-enter_world = Enter World
char_selection-spectate = Spectate World
char_selection-joining_character = Joining world...
char_selection-logout = Logout
char_selection-create_new_character = Create New Character
char_selection-creating_character = Creating Character...

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@ -32,7 +32,7 @@ use common::{
GroupManip, InputKind, InventoryAction, InventoryEvent, InventoryUpdateEvent,
MapMarkerChange, UtteranceKind,
},
event::{EventBus, LocalEvent},
event::{EventBus, LocalEvent, UpdateCharacterMetadata},
grid::Grid,
link::Is,
lod,
@ -107,6 +107,7 @@ pub enum Event {
Outcome(Outcome),
CharacterCreated(CharacterId),
CharacterEdited(CharacterId),
CharacterJoined(UpdateCharacterMetadata),
CharacterError(String),
MapMarker(comp::MapMarkerUpdate),
StartSpectate(Vec3<f32>),
@ -844,10 +845,8 @@ impl Client {
| ClientGeneral::PlayerPhysics { .. }
| ClientGeneral::UnlockSkill(_)
| ClientGeneral::RequestSiteInfo(_)
| ClientGeneral::UnlockSkillGroup(_)
| ClientGeneral::RequestPlayerPhysics { .. }
| ClientGeneral::RequestLossyTerrainCompression { .. }
| ClientGeneral::AcknowledgePersistenceLoadError
| ClientGeneral::UpdateMapMarker(_)
| ClientGeneral::SpectatePosition(_) => {
#[cfg(feature = "tracy")]
@ -1664,10 +1663,6 @@ impl Client {
}))
}
pub fn acknolwedge_persistence_load_error(&mut self) {
self.send_msg(ClientGeneral::AcknowledgePersistenceLoadError)
}
/// Execute a single client tick, handle input and update the game state by
/// the given duration.
pub fn tick(
@ -2402,7 +2397,11 @@ impl Client {
warn!("CharacterActionError: {:?}.", error);
events.push(Event::CharacterError(error));
},
ServerGeneral::CharacterDataLoadError(error) => {
ServerGeneral::CharacterDataLoadResult(Ok(metadata)) => {
trace!("Handling join result by server");
events.push(Event::CharacterJoined(metadata));
},
ServerGeneral::CharacterDataLoadResult(Err(error)) => {
trace!("Handling join error by server");
self.presence = None;
self.clean_state();

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@ -1,11 +1,5 @@
use super::{world_msg::SiteId, PingMsg};
use common::{
character::CharacterId,
comp,
comp::{Skill, SkillGroupKind},
terrain::block::Block,
ViewDistances,
};
use common::{character::CharacterId, comp, comp::Skill, terrain::block::Block, ViewDistances};
use serde::{Deserialize, Serialize};
use vek::*;
@ -78,7 +72,6 @@ pub enum ClientGeneral {
force_counter: u64,
},
UnlockSkill(Skill),
UnlockSkillGroup(SkillGroupKind),
RequestSiteInfo(SiteId),
UpdateMapMarker(comp::MapMarkerChange),
@ -100,7 +93,6 @@ pub enum ClientGeneral {
RequestLossyTerrainCompression {
lossy_terrain_compression: bool,
},
AcknowledgePersistenceLoadError,
}
impl ClientMsg {
@ -138,10 +130,8 @@ impl ClientMsg {
| ClientGeneral::LodZoneRequest { .. }
| ClientGeneral::UnlockSkill(_)
| ClientGeneral::RequestSiteInfo(_)
| ClientGeneral::UnlockSkillGroup(_)
| ClientGeneral::RequestPlayerPhysics { .. }
| ClientGeneral::RequestLossyTerrainCompression { .. }
| ClientGeneral::AcknowledgePersistenceLoadError
| ClientGeneral::UpdateMapMarker(_)
| ClientGeneral::SpectatePosition(_) => {
c_type == ClientType::Game && presence.is_some()

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@ -7,6 +7,7 @@ use common::{
calendar::Calendar,
character::{self, CharacterItem},
comp::{self, invite::InviteKind, item::MaterialStatManifest},
event::UpdateCharacterMetadata,
lod,
outcome::Outcome,
recipe::{ComponentRecipeBook, RecipeBook},
@ -129,8 +130,8 @@ impl SerializedTerrainChunk {
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ServerGeneral {
//Character Screen related
/// An error occurred while loading character data
CharacterDataLoadError(String),
/// Result of loading character data
CharacterDataLoadResult(Result<UpdateCharacterMetadata, String>),
/// A list of characters belonging to the a authenticated player was sent
CharacterListUpdate(Vec<CharacterItem>),
/// An error occurred while creating or deleting a character
@ -295,7 +296,7 @@ impl ServerMsg {
registered
&& match g {
//Character Screen related
ServerGeneral::CharacterDataLoadError(_)
ServerGeneral::CharacterDataLoadResult(_)
| ServerGeneral::CharacterListUpdate(_)
| ServerGeneral::CharacterActionError(_)
| ServerGeneral::CharacterEdited(_)

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@ -5,6 +5,7 @@ use crate::{
skills::{GeneralSkill, Skill},
},
};
use core::borrow::{Borrow, BorrowMut};
use hashbrown::HashMap;
use lazy_static::lazy_static;
use serde::{Deserialize, Serialize};
@ -238,10 +239,6 @@ pub struct SkillSet {
skills: HashMap<Skill, u16>,
pub modify_health: bool,
pub modify_energy: bool,
// TODO: why is this part of the component?
/// Used to indicate to the frontend that there was an error in loading the
/// skillset from the database
pub persistence_load_error: Option<SkillsPersistenceError>,
}
impl Component for SkillSet {
@ -259,7 +256,6 @@ impl Default for SkillSet {
skills: SkillSet::initial_skills(),
modify_health: false,
modify_energy: false,
persistence_load_error: None,
};
// Insert default skill groups
@ -281,17 +277,20 @@ impl SkillSet {
skills
}
/// NOTE: This does *not* return an error on failure, since we can partially
/// recover from some failures. Instead, it returns the error in the
/// second return value; make sure to handle it if present!
pub fn load_from_database(
skill_groups: HashMap<SkillGroupKind, SkillGroup>,
mut all_skills: HashMap<SkillGroupKind, Result<Vec<Skill>, SkillsPersistenceError>>,
) -> Self {
) -> (Self, Option<SkillsPersistenceError>) {
let mut skillset = SkillSet {
skill_groups,
skills: SkillSet::initial_skills(),
modify_health: true,
modify_energy: true,
persistence_load_error: None,
};
let mut persistence_load_error = None;
// Loops while checking the all_skills hashmap. For as long as it can find an
// entry where the skill group kind is unlocked, insert the skills corresponding
@ -317,29 +316,33 @@ impl SkillSet {
{
skillset = backup_skillset;
// If unlocking failed, set persistence_load_error
skillset.persistence_load_error =
persistence_load_error =
Some(SkillsPersistenceError::SkillsUnlockFailed)
}
},
Err(persistence_error) => {
skillset.persistence_load_error = Some(persistence_error)
},
Err(persistence_error) => persistence_load_error = Some(persistence_error),
}
}
}
skillset
(skillset, persistence_load_error)
}
/// Check if a particular skill group is accessible for an entity, *if* it
/// exists.
fn skill_group_accessible_if_exists(&self, skill_group_kind: SkillGroupKind) -> bool {
self.has_skill(Skill::UnlockGroup(skill_group_kind))
}
/// Checks if a particular skill group is accessible for an entity
pub fn skill_group_accessible(&self, skill_group_kind: SkillGroupKind) -> bool {
self.skill_groups.contains_key(&skill_group_kind)
&& self.has_skill(Skill::UnlockGroup(skill_group_kind))
&& self.skill_group_accessible_if_exists(skill_group_kind)
}
/// Unlocks a skill group for a player. It starts with 0 exp and 0 skill
/// points.
pub fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) {
fn unlock_skill_group(&mut self, skill_group_kind: SkillGroupKind) {
if !self.skill_groups.contains_key(&skill_group_kind) {
self.skill_groups
.insert(skill_group_kind, SkillGroup::new(skill_group_kind));
@ -462,33 +465,56 @@ impl SkillSet {
/// Unlocks a skill for a player, assuming they have the relevant skill
/// group unlocked and available SP in that skill group.
pub fn unlock_skill(&mut self, skill: Skill) -> Result<(), SkillUnlockError> {
///
/// NOTE: Please don't use pathological or clever implementations of to_mut
/// here.
pub fn unlock_skill_cow<'a, B, C: 'a>(
this_: &'a mut B,
skill: Skill,
to_mut: impl FnOnce(&'a mut B) -> &'a mut C,
) -> Result<(), SkillUnlockError>
where
B: Borrow<SkillSet>,
C: BorrowMut<SkillSet>,
{
if let Some(skill_group_kind) = skill.skill_group_kind() {
let next_level = self.next_skill_level(skill);
let prerequisites_met = self.prerequisites_met(skill);
let this = (&*this_).borrow();
let next_level = this.next_skill_level(skill);
let prerequisites_met = this.prerequisites_met(skill);
// Check that skill is not yet at max level
if !matches!(self.skills.get(&skill), Some(level) if *level == skill.max_level()) {
if let Some(mut skill_group) = self.skill_group_mut(skill_group_kind) {
if !matches!(this.skills.get(&skill), Some(level) if *level == skill.max_level()) {
if let Some(skill_group) = this.skill_groups.get(&skill_group_kind) &&
this.skill_group_accessible_if_exists(skill_group_kind)
{
if prerequisites_met {
if let Some(new_available_sp) = skill_group
.available_sp
.checked_sub(skill.skill_cost(next_level))
{
// Perform all mutation inside this branch, to avoid triggering a copy
// on write or flagged storage in cases where this matters.
let this_ = to_mut(this_);
let mut this = this_.borrow_mut();
// NOTE: Verified to exist previously when we accessed
// this.skill_groups (assuming a non-pathological implementation of
// ToOwned).
let skill_group = this.skill_groups.get_mut(&skill_group_kind)
.expect("Verified to exist when we previously accessed this.skill_groups");
skill_group.available_sp = new_available_sp;
skill_group.ordered_skills.push(skill);
match skill {
Skill::UnlockGroup(group) => {
self.unlock_skill_group(group);
this.unlock_skill_group(group);
},
Skill::General(GeneralSkill::HealthIncrease) => {
self.modify_health = true;
this.modify_health = true;
},
Skill::General(GeneralSkill::EnergyIncrease) => {
self.modify_energy = true;
this.modify_energy = true;
},
_ => {},
}
self.skills.insert(skill, next_level);
this.skills.insert(skill, next_level);
Ok(())
} else {
trace!("Tried to unlock skill for skill group with insufficient SP");
@ -515,6 +541,12 @@ impl SkillSet {
}
}
/// Convenience function for the case where you have mutable access to the
/// skill.
pub fn unlock_skill(&mut self, skill: Skill) -> Result<(), SkillUnlockError> {
Self::unlock_skill_cow(self, skill, |x| x)
}
/// Checks if the player has available SP to spend
pub fn has_available_sp(&self) -> bool {
self.skill_groups.iter().any(|(kind, sg)| {

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@ -15,6 +15,7 @@ use crate::{
util::Dir,
Explosion,
};
use serde::{Deserialize, Serialize};
use specs::Entity as EcsEntity;
use std::{collections::VecDeque, ops::DerefMut, sync::Mutex};
use vek::*;
@ -35,6 +36,11 @@ pub enum LocalEvent {
CreateOutcome(Outcome),
}
#[derive(Clone, Debug, Default, Deserialize, Serialize)]
pub struct UpdateCharacterMetadata {
pub skill_set_persistence_load_error: Option<comp::skillset::SkillsPersistenceError>,
}
#[allow(clippy::large_enum_variant)] // TODO: Pending review in #587
#[derive(strum::EnumDiscriminants)]
#[strum_discriminants(repr(usize))]
@ -122,6 +128,7 @@ pub enum ServerEvent {
comp::ActiveAbilities,
Option<comp::MapMarker>,
),
metadata: UpdateCharacterMetadata,
},
ExitIngame {
entity: EcsEntity,

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@ -8,6 +8,7 @@
bool_to_option,
fundamental,
label_break_value,
let_chains,
option_zip,
trait_alias,
type_alias_impl_trait,

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@ -41,7 +41,7 @@ pub enum GameMode {
#[derive(Copy, Clone, Default, Debug)]
pub struct PlayerEntity(pub Option<Entity>);
#[derive(Copy, Clone, Debug, Default)]
#[derive(Copy, Clone, Debug, Default, Eq, PartialEq)]
pub struct PlayerPhysicsSetting {
/// true if the client wants server-authoratative physics (e.g. to use
/// airships properly)

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@ -93,7 +93,7 @@ impl Client {
ServerMsg::General(g) => {
match g {
//Character Screen related
ServerGeneral::CharacterDataLoadError(_)
ServerGeneral::CharacterDataLoadResult(_)
| ServerGeneral::CharacterListUpdate(_)
| ServerGeneral::CharacterActionError(_)
| ServerGeneral::CharacterCreated(_)
@ -164,7 +164,7 @@ impl Client {
ServerMsg::General(g) => {
match g {
//Character Screen related
ServerGeneral::CharacterDataLoadError(_)
ServerGeneral::CharacterDataLoadResult(_)
| ServerGeneral::CharacterListUpdate(_)
| ServerGeneral::CharacterActionError(_)
| ServerGeneral::CharacterCreated(_)

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@ -11,7 +11,7 @@ use common::{
Object, Ori, PidController, Poise, Pos, Projectile, Scale, SkillSet, Stats, Vel,
WaypointArea,
},
event::EventBus,
event::{EventBus, UpdateCharacterMetadata},
lottery::LootSpec,
outcome::Outcome,
rtsim::RtSimEntity,
@ -60,6 +60,7 @@ pub fn handle_loaded_character_data(
server: &mut Server,
entity: EcsEntity,
loaded_components: PersistedComponents,
metadata: UpdateCharacterMetadata,
) {
if let Some(marker) = loaded_components.map_marker {
server.notify_client(
@ -73,6 +74,8 @@ pub fn handle_loaded_character_data(
.state
.update_character_data(entity, loaded_components);
sys::subscription::initialize_region_subscription(server.state.ecs(), entity);
// We notify the client with the metadata result from the operation.
server.notify_client(entity, ServerGeneral::CharacterDataLoadResult(Ok(metadata)));
}
pub fn handle_create_npc(

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@ -150,7 +150,11 @@ impl Server {
ServerEvent::InitSpectator(entity, requested_view_distances) => {
handle_initialize_spectator(self, entity, requested_view_distances)
},
ServerEvent::UpdateCharacterData { entity, components } => {
ServerEvent::UpdateCharacterData {
entity,
components,
metadata,
} => {
let (
body,
stats,
@ -171,7 +175,7 @@ impl Server {
active_abilities,
map_marker,
};
handle_loaded_character_data(self, entity, components);
handle_loaded_character_data(self, entity, components, metadata);
},
ServerEvent::ExitIngame { entity } => {
handle_exit_ingame(self, entity);

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@ -888,7 +888,7 @@ impl Server {
},
CharacterLoaderResponseKind::CharacterData(result) => {
let message = match *result {
Ok(character_data) => {
Ok((character_data, skill_set_persistence_load_error)) => {
let PersistedComponents {
body,
stats,
@ -912,6 +912,7 @@ impl Server {
ServerEvent::UpdateCharacterData {
entity: query_result.entity,
components: character_data,
metadata: skill_set_persistence_load_error,
}
},
Err(error) => {
@ -920,7 +921,7 @@ impl Server {
// to display
self.notify_client(
query_result.entity,
ServerGeneral::CharacterDataLoadError(error.to_string()),
ServerGeneral::CharacterDataLoadResult(Err(error.to_string())),
);
// Clean up the entity data on the server

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@ -25,7 +25,10 @@ use crate::{
EditableComponents, PersistedComponents,
},
};
use common::character::{CharacterId, CharacterItem, MAX_CHARACTERS_PER_PLAYER};
use common::{
character::{CharacterId, CharacterItem, MAX_CHARACTERS_PER_PLAYER},
event::UpdateCharacterMetadata,
};
use core::ops::Range;
use rusqlite::{types::Value, Connection, ToSql, Transaction, NO_PARAMS};
use std::{num::NonZeroU64, rc::Rc};
@ -254,21 +257,28 @@ pub fn load_character_data(
})
})?;
Ok(PersistedComponents {
body: convert_body_from_database(&body_data.variant, &body_data.body_data)?,
stats: convert_stats_from_database(character_data.alias),
skill_set: convert_skill_set_from_database(&skill_group_data),
inventory: convert_inventory_from_database_items(
character_containers.inventory_container_id,
&inventory_items,
character_containers.loadout_container_id,
&loadout_items,
)?,
waypoint: char_waypoint,
pets,
active_abilities: convert_active_abilities_from_database(&ability_set_data),
map_marker: char_map_marker,
})
let (skill_set, skill_set_persistence_load_error) =
convert_skill_set_from_database(&skill_group_data);
Ok((
PersistedComponents {
body: convert_body_from_database(&body_data.variant, &body_data.body_data)?,
stats: convert_stats_from_database(character_data.alias),
skill_set,
inventory: convert_inventory_from_database_items(
character_containers.inventory_container_id,
&inventory_items,
character_containers.loadout_container_id,
&loadout_items,
)?,
waypoint: char_waypoint,
pets,
active_abilities: convert_active_abilities_from_database(&ability_set_data),
map_marker: char_map_marker,
},
UpdateCharacterMetadata {
skill_set_persistence_load_error,
},
))
}
/// Loads a list of characters belonging to the player. This data is a small

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@ -606,7 +606,12 @@ pub fn convert_stats_from_database(alias: String) -> Stats {
new_stats
}
pub fn convert_skill_set_from_database(skill_groups: &[SkillGroup]) -> SkillSet {
/// NOTE: This does *not* return an error on failure, since we can partially
/// recover from some failures. Instead, it returns the error in the second
/// return value; make sure to handle it if present!
pub fn convert_skill_set_from_database(
skill_groups: &[SkillGroup],
) -> (SkillSet, Option<skillset::SkillsPersistenceError>) {
let (skillless_skill_groups, deserialized_skills) =
convert_skill_groups_from_database(skill_groups);
SkillSet::load_from_database(skillless_skill_groups, deserialized_skills)

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@ -3,7 +3,10 @@ use crate::persistence::{
error::PersistenceError,
establish_connection, ConnectionMode, DatabaseSettings, PersistedComponents,
};
use common::character::{CharacterId, CharacterItem};
use common::{
character::{CharacterId, CharacterItem},
event::UpdateCharacterMetadata,
};
use crossbeam_channel::{self, TryIter};
use rusqlite::Connection;
use std::sync::{Arc, RwLock};
@ -13,7 +16,8 @@ pub(crate) type CharacterListResult = Result<Vec<CharacterItem>, PersistenceErro
pub(crate) type CharacterCreationResult =
Result<(CharacterId, Vec<CharacterItem>), PersistenceError>;
pub(crate) type CharacterEditResult = Result<(CharacterId, Vec<CharacterItem>), PersistenceError>;
pub(crate) type CharacterDataResult = Result<PersistedComponents, PersistenceError>;
pub(crate) type CharacterDataResult =
Result<(PersistedComponents, UpdateCharacterMetadata), PersistenceError>;
type CharacterLoaderRequest = (specs::Entity, CharacterLoaderRequestKind);
/// Available database operations when modifying a player's character list

View File

@ -83,10 +83,10 @@ impl Sys {
.any(|x| x == character_id)
{
debug!("player recently logged out pending persistence, aborting");
client.send(ServerGeneral::CharacterDataLoadError(
client.send(ServerGeneral::CharacterDataLoadResult(Err(
"You have recently logged out, please wait a few seconds and try again"
.to_string(),
))?;
)))?;
} else if character_updater.disconnect_all_clients_requested() {
// If we're in the middle of disconnecting all clients due to a persistence
// transaction failure, prevent new logins
@ -95,11 +95,11 @@ impl Sys {
"Rejecting player login while pending disconnection of all players is \
in progress"
);
client.send(ServerGeneral::CharacterDataLoadError(
client.send(ServerGeneral::CharacterDataLoadResult(Err(
"The server is currently recovering from an error, please wait a few \
seconds and try again"
.to_string(),
))?;
)))?;
} else {
// Send a request to load the character's component data from the
// DB. Once loaded, persisted components such as stats and inventory
@ -122,9 +122,9 @@ impl Sys {
}
} else {
debug!("Client is not yet registered");
client.send(ServerGeneral::CharacterDataLoadError(String::from(
client.send(ServerGeneral::CharacterDataLoadResult(Err(String::from(
"Failed to fetch player entity",
)))?
))))?
}
},
ClientGeneral::RequestCharacterList => {

View File

@ -9,22 +9,38 @@ use common::{
event::{EventBus, ServerEvent},
link::Is,
mounting::Rider,
resources::PlayerPhysicsSettings,
resources::{PlayerPhysicsSetting, PlayerPhysicsSettings},
slowjob::SlowJobPool,
terrain::TerrainGrid,
vol::ReadVol,
};
use common_ecs::{Job, Origin, Phase, System};
use common_net::msg::{ClientGeneral, PresenceKind, ServerGeneral};
use common_state::{BlockChange, BuildAreas};
use core::mem;
use rayon::prelude::*;
use specs::{Entities, Join, Read, ReadExpect, ReadStorage, Write, WriteStorage};
use std::time::Instant;
use std::{borrow::Cow, time::Instant};
use tracing::{debug, trace, warn};
use vek::*;
#[cfg(feature = "persistent_world")]
pub type TerrainPersistenceData<'a> = Option<Write<'a, TerrainPersistence>>;
#[cfg(not(feature = "persistent_world"))]
pub type TerrainPersistenceData<'a> = ();
pub type TerrainPersistenceData<'a> = core::marker::PhantomData<&'a mut ()>;
// NOTE: These writes are considered "rare", meaning (currently) that they are
// admin-gated features that players shouldn't normally access, and which we're
// not that concerned about the performance of when two players try to use them
// at once.
//
// In such cases, we're okay putting them behind a mutex and penalizing the
// system if they're actually used concurrently by lots of users. Please do not
// put less rare writes here, unless you want to serialize the system!
struct RareWrites<'a, 'b> {
block_changes: &'b mut BlockChange,
_terrain_persistence: &'b mut TerrainPersistenceData<'a>,
}
impl Sys {
#[allow(clippy::too_many_arguments)]
@ -37,18 +53,16 @@ impl Sys {
can_build: &ReadStorage<'_, CanBuild>,
is_rider: &ReadStorage<'_, Is<Rider>>,
force_updates: &ReadStorage<'_, ForceUpdate>,
skill_sets: &mut WriteStorage<'_, SkillSet>,
skill_set: &mut Option<Cow<'_, SkillSet>>,
healths: &ReadStorage<'_, Health>,
block_changes: &mut Write<'_, BlockChange>,
positions: &mut WriteStorage<'_, Pos>,
velocities: &mut WriteStorage<'_, Vel>,
orientations: &mut WriteStorage<'_, Ori>,
controllers: &mut WriteStorage<'_, Controller>,
rare_writes: &parking_lot::Mutex<RareWrites<'_, '_>>,
position: Option<&mut Pos>,
velocity: Option<&mut Vel>,
orientation: Option<&mut Ori>,
controller: Option<&mut Controller>,
settings: &Read<'_, Settings>,
build_areas: &Read<'_, BuildAreas>,
player_physics_settings: &mut Write<'_, PlayerPhysicsSettings>,
_terrain_persistence: &mut TerrainPersistenceData<'_>,
maybe_player: &Option<&Player>,
player_physics_setting: Option<&mut PlayerPhysicsSetting>,
maybe_admin: &Option<&Admin>,
time_for_vd_changes: Instant,
msg: ClientGeneral,
@ -81,7 +95,7 @@ impl Sys {
},
ClientGeneral::ControllerInputs(inputs) => {
if presence.kind.controlling_char() {
if let Some(controller) = controllers.get_mut(entity) {
if let Some(controller) = controller {
controller.inputs.update_with_new(*inputs);
}
}
@ -95,26 +109,19 @@ impl Sys {
return Ok(());
}
}
if let Some(controller) = controllers.get_mut(entity) {
if let Some(controller) = controller {
controller.push_event(event);
}
}
},
ClientGeneral::ControlAction(event) => {
if presence.kind.controlling_char() {
if let Some(controller) = controllers.get_mut(entity) {
if let Some(controller) = controller {
controller.push_action(event);
}
}
},
ClientGeneral::PlayerPhysics { pos, vel, ori, force_counter } => {
let player_physics_setting = maybe_player.map(|p| {
player_physics_settings
.settings
.entry(p.uuid())
.or_default()
});
if presence.kind.controlling_char()
&& force_updates.get(entity).map_or(true, |force_update| force_update.counter() == force_counter)
&& healths.get(entity).map_or(true, |h| !h.is_dead)
@ -138,7 +145,7 @@ impl Sys {
let rejection = None
// Check position
.or_else(|| {
if let Some(prev_pos) = positions.get(entity) {
if let Some(prev_pos) = &position {
if prev_pos.0.distance_squared(pos.0) > (500.0f32).powf(2.0) {
Some(Rejection::TooFar { old: prev_pos.0, new: pos.0 })
} else {
@ -187,9 +194,9 @@ impl Sys {
),
None => {
// Don't insert unless the component already exists
let _ = positions.get_mut(entity).map(|p| *p = pos);
let _ = velocities.get_mut(entity).map(|v| *v = vel);
let _ = orientations.get_mut(entity).map(|o| *o = ori);
position.map(|p| *p = pos);
velocity.map(|v| *v = vel);
orientation.map(|o| *o = ori);
},
}
}
@ -207,10 +214,12 @@ impl Sys {
.and_then(|_| terrain.get(pos).ok())
{
let new_block = old_block.into_vacant();
let _was_set = block_changes.try_set(pos, new_block).is_some();
// Take the rare writes lock as briefly as possible.
let mut guard = rare_writes.lock();
let _was_set = guard.block_changes.try_set(pos, new_block).is_some();
#[cfg(feature = "persistent_world")]
if _was_set {
if let Some(terrain_persistence) = _terrain_persistence.as_mut()
if let Some(terrain_persistence) = guard._terrain_persistence.as_mut()
{
terrain_persistence.set_block(pos, new_block);
}
@ -232,10 +241,12 @@ impl Sys {
.filter(|aabb| aabb.contains_point(pos))
.is_some()
{
let _was_set = block_changes.try_set(pos, new_block).is_some();
// Take the rare writes lock as briefly as possible.
let mut guard = rare_writes.lock();
let _was_set = guard.block_changes.try_set(pos, new_block).is_some();
#[cfg(feature = "persistent_world")]
if _was_set {
if let Some(terrain_persistence) = _terrain_persistence.as_mut()
if let Some(terrain_persistence) = guard._terrain_persistence.as_mut()
{
terrain_persistence.set_block(pos, new_block);
}
@ -246,14 +257,10 @@ impl Sys {
}
},
ClientGeneral::UnlockSkill(skill) => {
skill_sets
.get_mut(entity)
.map(|mut skill_set| skill_set.unlock_skill(skill));
},
ClientGeneral::UnlockSkillGroup(skill_group_kind) => {
skill_sets
.get_mut(entity)
.map(|mut skill_set| skill_set.unlock_skill_group(skill_group_kind));
// FIXME: How do we want to handle the error? Probably not by swallowing it.
let _ = skill_set.as_mut().map(|skill_set| {
SkillSet::unlock_skill_cow(skill_set, skill, |skill_set| skill_set.to_mut())
}).transpose();
},
ClientGeneral::RequestSiteInfo(id) => {
server_emitter.emit(ServerEvent::RequestSiteInfo { entity, id });
@ -261,12 +268,6 @@ impl Sys {
ClientGeneral::RequestPlayerPhysics {
server_authoritative,
} => {
let player_physics_setting = maybe_player.map(|p| {
player_physics_settings
.settings
.entry(p.uuid())
.or_default()
});
if let Some(setting) = player_physics_setting {
setting.client_optin = server_authoritative;
}
@ -276,17 +277,12 @@ impl Sys {
} => {
presence.lossy_terrain_compression = lossy_terrain_compression;
},
ClientGeneral::AcknowledgePersistenceLoadError => {
skill_sets
.get_mut(entity)
.map(|mut skill_set| skill_set.persistence_load_error = None);
},
ClientGeneral::UpdateMapMarker(update) => {
server_emitter.emit(ServerEvent::UpdateMapMarker { entity, update });
},
ClientGeneral::SpectatePosition(pos) => {
if let Some(admin) = maybe_admin && admin.0 >= AdminRole::Moderator && presence.kind == PresenceKind::Spectator {
if let Some(position) = positions.get_mut(entity) {
if let Some(position) = position {
position.0 = pos;
}
}
@ -322,6 +318,7 @@ impl<'a> System<'a> for Sys {
Entities<'a>,
Read<'a, EventBus<ServerEvent>>,
ReadExpect<'a, TerrainGrid>,
ReadExpect<'a, SlowJobPool>,
ReadStorage<'a, CanBuild>,
ReadStorage<'a, ForceUpdate>,
ReadStorage<'a, Is<Rider>>,
@ -352,6 +349,7 @@ impl<'a> System<'a> for Sys {
entities,
server_event_bus,
terrain,
slow_jobs,
can_build,
force_updates,
is_rider,
@ -366,62 +364,152 @@ impl<'a> System<'a> for Sys {
mut controllers,
settings,
build_areas,
mut player_physics_settings,
mut player_physics_settings_,
mut terrain_persistence,
players,
admins,
): Self::SystemData,
) {
let mut server_emitter = server_event_bus.emitter();
let time_for_vd_changes = Instant::now();
for (entity, client, mut maybe_presence, player, maybe_admin) in (
// NOTE: stdlib mutex is more than good enough on Linux and (probably) Windows,
// but not Mac.
let rare_writes = parking_lot::Mutex::new(RareWrites {
block_changes: &mut block_changes,
_terrain_persistence: &mut terrain_persistence,
});
let player_physics_settings = &*player_physics_settings_;
let mut deferred_updates = (
&entities,
&mut clients,
(&mut presences).maybe(),
players.maybe(),
admins.maybe(),
(&skill_sets).maybe(),
(&mut positions).maybe(),
(&mut velocities).maybe(),
(&mut orientations).maybe(),
(&mut controllers).maybe(),
)
.join()
{
// If an `ExitInGame` message is received this is set to `None` allowing further
// ingame messages to be ignored.
let mut clearable_maybe_presence = maybe_presence.as_deref_mut();
let _ = super::try_recv_all(client, 2, |client, msg| {
Self::handle_client_in_game_msg(
&mut server_emitter,
// NOTE: Required because Specs has very poor work splitting for sparse joins.
.par_bridge()
.map_init(
|| server_event_bus.emitter(),
|server_emitter, (
entity,
client,
&mut clearable_maybe_presence,
&terrain,
&can_build,
&is_rider,
&force_updates,
&mut skill_sets,
&healths,
&mut block_changes,
&mut positions,
&mut velocities,
&mut orientations,
&mut controllers,
&settings,
&build_areas,
&mut player_physics_settings,
&mut terrain_persistence,
&player,
&maybe_admin,
time_for_vd_changes,
msg,
)
});
mut maybe_presence,
maybe_player,
maybe_admin,
skill_set,
ref mut pos,
ref mut vel,
ref mut ori,
ref mut controller,
)| {
let old_player_physics_setting = maybe_player.map(|p| {
player_physics_settings
.settings
.get(&p.uuid())
.copied()
.unwrap_or_default()
});
let mut new_player_physics_setting = old_player_physics_setting;
// If an `ExitInGame` message is received this is set to `None` allowing further
// ingame messages to be ignored.
let mut clearable_maybe_presence = maybe_presence.as_deref_mut();
let mut skill_set = skill_set.map(Cow::Borrowed);
let _ = super::try_recv_all(client, 2, |client, msg| {
Self::handle_client_in_game_msg(
server_emitter,
entity,
client,
&mut clearable_maybe_presence,
&terrain,
&can_build,
&is_rider,
&force_updates,
&mut skill_set,
&healths,
&rare_writes,
pos.as_deref_mut(),
vel.as_deref_mut(),
ori.as_deref_mut(),
controller.as_deref_mut(),
&settings,
&build_areas,
new_player_physics_setting.as_mut(),
&maybe_admin,
time_for_vd_changes,
msg,
)
});
// Ensure deferred view distance changes are applied (if the
// requsite time has elapsed).
if let Some(presence) = maybe_presence {
presence.terrain_view_distance.update(time_for_vd_changes);
presence.entity_view_distance.update(time_for_vd_changes);
}
}
// Ensure deferred view distance changes are applied (if the
// requsite time has elapsed).
if let Some(presence) = maybe_presence {
presence.terrain_view_distance.update(time_for_vd_changes);
presence.entity_view_distance.update(time_for_vd_changes);
}
// Return the possibly modified skill set, and possibly modified server physics
// settings.
let skill_set_update = skill_set.and_then(|skill_set| match skill_set {
Cow::Borrowed(_) => None,
Cow::Owned(skill_set) => Some((entity, skill_set)),
});
// NOTE: Since we pass Option<&mut _> rather than &mut Option<_> to
// handle_client_in_game_msg, and the new player was initialized to the same
// value as the old setting , we know that either both the new and old setting
// are Some, or they are both None.
let physics_update = maybe_player.map(|p| p.uuid())
.zip(new_player_physics_setting
.filter(|_| old_player_physics_setting != new_player_physics_setting));
(skill_set_update, physics_update)
},
)
// NOTE: Would be nice to combine this with the map_init somehow, but I'm not sure if
// that's possible.
.filter(|(x, y)| x.is_some() || y.is_some())
// NOTE: I feel like we shouldn't actually need to allocate here, but hopefully this
// doesn't turn out to be important as there shouldn't be that many connected clients.
// The reason we can't just use unzip is that the two sides might be different lengths.
.collect::<Vec<_>>();
let player_physics_settings = &mut *player_physics_settings_;
// Deferred updates to skillsets and player physics.
//
// NOTE: It is an invariant that there is at most one client entry per player
// uuid; since we joined on clients, it follows that there's just one update
// per uuid, so the physics update is sound and doesn't depend on evaluation
// order, even though we're not updating directly by entity or uid (note that
// for a given entity, we process messages serially).
deferred_updates
.iter_mut()
.for_each(|(skill_set_update, physics_update)| {
if let Some((entity, new_skill_set)) = skill_set_update {
// We know this exists, because we already iterated over it with the skillset
// lock taken, so we can ignore the error.
//
// Note that we replace rather than just updating. This is in order to avoid
// dropping here; we'll drop later on a background thread, in case skillsets are
// slow to drop.
skill_sets
.get_mut(*entity)
.map(|mut old_skill_set| mem::swap(&mut *old_skill_set, new_skill_set));
}
if let &mut Some((uuid, player_physics_setting)) = physics_update {
// We don't necessarily know this exists, but that's fine, because dropping
// player physics is a no op.
player_physics_settings
.settings
.insert(uuid, player_physics_setting);
}
});
// Finally, drop the deferred updates in another thread.
slow_jobs.spawn("CHUNK_DROP", move || {
drop(deferred_updates);
});
}
}

View File

@ -90,7 +90,7 @@ use common::{
item::{tool::ToolKind, ItemDesc, MaterialStatManifest, Quality},
loot_owner::LootOwnerKind,
pet::is_mountable,
skillset::{skills::Skill, SkillGroupKind},
skillset::{skills::Skill, SkillGroupKind, SkillsPersistenceError},
BuffData, BuffKind, Health, Item, MapMarkerChange,
},
consts::MAX_PICKUP_RANGE,
@ -507,6 +507,7 @@ pub struct HudInfo {
pub mutable_viewpoint: bool,
pub target_entity: Option<specs::Entity>,
pub selected_entity: Option<(specs::Entity, Instant)>,
pub persistence_load_error: Option<SkillsPersistenceError>,
}
#[derive(Clone)]
@ -1290,41 +1291,37 @@ impl Hud {
// Check if there was a persistence load error of the skillset, and if so
// display a dialog prompt
if self.show.prompt_dialog.is_none() {
if let Some(skill_set) = skill_sets.get(me) {
if let Some(persistence_error) = skill_set.persistence_load_error {
use comp::skillset::SkillsPersistenceError;
let persistence_error = match persistence_error {
SkillsPersistenceError::HashMismatch => {
"There was a difference detected in one of your skill groups since \
you last played."
},
SkillsPersistenceError::DeserializationFailure => {
"There was a error in loading some of your skills from the \
database."
},
SkillsPersistenceError::SpentExpMismatch => {
"The amount of free experience you had in one of your skill groups \
differed from when you last played."
},
SkillsPersistenceError::SkillsUnlockFailed => {
"Your skills were not able to be obtained in the same order you \
acquired them. Prerequisites or costs may have changed."
},
};
if let Some(persistence_error) = info.persistence_load_error {
let persistence_error = match persistence_error {
SkillsPersistenceError::HashMismatch => {
"There was a difference detected in one of your skill groups since you \
last played."
},
SkillsPersistenceError::DeserializationFailure => {
"There was a error in loading some of your skills from the database."
},
SkillsPersistenceError::SpentExpMismatch => {
"The amount of free experience you had in one of your skill groups \
differed from when you last played."
},
SkillsPersistenceError::SkillsUnlockFailed => {
"Your skills were not able to be obtained in the same order you \
acquired them. Prerequisites or costs may have changed."
},
};
let common_message = "Some of your skill points have been reset. You will \
need to reassign them.";
let common_message = "Some of your skill points have been reset. You will \
need to reassign them.";
warn!("{}\n{}", persistence_error, common_message);
let prompt_dialog = PromptDialogSettings::new(
format!("{}\n", common_message),
Event::AcknowledgePersistenceLoadError,
None,
)
.with_no_negative_option();
// self.set_prompt_dialog(prompt_dialog);
self.show.prompt_dialog = Some(prompt_dialog);
}
warn!("{}\n{}", persistence_error, common_message);
let prompt_dialog = PromptDialogSettings::new(
format!("{}\n", common_message),
Event::AcknowledgePersistenceLoadError,
None,
)
.with_no_negative_option();
// self.set_prompt_dialog(prompt_dialog);
self.show.prompt_dialog = Some(prompt_dialog);
}
}

View File

@ -80,10 +80,6 @@ pub struct GlobalState {
// TODO: redo this so that the watcher doesn't have to exist for reloading to occur
pub i18n: LocalizationHandle,
pub clipboard: iced_winit::Clipboard,
// NOTE: This can be removed from GlobalState if client state behavior is refactored to not
// enter the game before confirmation of successful character load
/// An error returned by Client that needs to be displayed by the UI
pub client_error: Option<String>,
// Used to clear the shadow textures when entering a PlayState that doesn't utilise shadows
pub clear_shadows_next_frame: bool,
/// A channel that sends Discord activity updates to a background task

View File

@ -223,7 +223,6 @@ fn main() {
singleplayer: None,
i18n,
clipboard,
client_error: None,
clear_shadows_next_frame: false,
#[cfg(feature = "discord")]
discord,

View File

@ -9,10 +9,10 @@ use crate::{
Direction, GlobalState, PlayState, PlayStateResult,
};
use client::{self, Client};
use common::{comp, resources::DeltaTime};
use common::{comp, event::UpdateCharacterMetadata, resources::DeltaTime};
use common_base::span;
use specs::WorldExt;
use std::{cell::RefCell, mem, rc::Rc};
use std::{cell::RefCell, rc::Rc};
use tracing::error;
use ui::CharSelectionUi;
@ -81,11 +81,11 @@ impl PlayState for CharSelectionState {
fn tick(&mut self, global_state: &mut GlobalState, events: Vec<WinEvent>) -> PlayStateResult {
span!(_guard, "tick", "<CharSelectionState as PlayState>::tick");
let (client_presence, client_registered) = {
let client_registered = {
let client = self.client.borrow();
(client.presence(), client.registered())
client.registered()
};
if client_presence.is_none() && client_registered {
if client_registered {
// Handle window events
for event in events {
if self.char_selection_ui.handle_event(event.clone()) {
@ -135,18 +135,12 @@ impl PlayState for CharSelectionState {
self.client.borrow_mut().delete_character(character_id);
},
ui::Event::Play(character_id) => {
{
let mut c = self.client.borrow_mut();
let graphics = &global_state.settings.graphics;
c.request_character(character_id, common::ViewDistances {
terrain: graphics.terrain_view_distance,
entity: graphics.entity_view_distance,
});
}
return PlayStateResult::Switch(Box::new(SessionState::new(
global_state,
Rc::clone(&self.client),
)));
let mut c = self.client.borrow_mut();
let graphics = &global_state.settings.graphics;
c.request_character(character_id, common::ViewDistances {
terrain: graphics.terrain_view_distance,
entity: graphics.entity_view_distance,
});
},
ui::Event::Spectate => {
{
@ -159,6 +153,7 @@ impl PlayState for CharSelectionState {
}
return PlayStateResult::Switch(Box::new(SessionState::new(
global_state,
UpdateCharacterMetadata::default(),
Rc::clone(&self.client),
)));
},
@ -210,11 +205,12 @@ impl PlayState for CharSelectionState {
// Tick the client (currently only to keep the connection alive).
let localized_strings = &global_state.i18n.read();
match self.client.borrow_mut().tick(
let res = self.client.borrow_mut().tick(
comp::ControllerInputs::default(),
global_state.clock.dt(),
|_| {},
) {
);
match res {
Ok(events) => {
for event in events {
match event {
@ -231,8 +227,21 @@ impl PlayState for CharSelectionState {
self.char_selection_ui.select_character(character_id);
},
client::Event::CharacterError(error) => {
global_state.client_error = Some(error);
self.char_selection_ui.display_error(error);
},
client::Event::CharacterJoined(metadata) => {
// NOTE: It's possible we'll lose disconnect messages this way,
// among other things, but oh well.
//
// TODO: Process all messages before returning (from any branch) in
// order to catch disconnect messages.
return PlayStateResult::Switch(Box::new(SessionState::new(
global_state,
metadata,
Rc::clone(&self.client),
)));
},
// TODO: See if we should handle StartSpectate here instead.
_ => {},
}
}
@ -248,16 +257,12 @@ impl PlayState for CharSelectionState {
},
}
if let Some(error) = mem::take(&mut global_state.client_error) {
self.char_selection_ui.display_error(error);
}
// TODO: make sure rendering is not relying on cleaned up stuff
self.client.borrow_mut().cleanup();
PlayStateResult::Continue
} else {
error!("Client not in pending or registered state. Popping char selection play state");
error!("Client not in pending, or registered state. Popping char selection play state");
// TODO set global_state.info_message
PlayStateResult::Pop
}

View File

@ -261,6 +261,7 @@ enum InfoContent {
CreatingCharacter,
EditingCharacter,
DeletingCharacter,
JoiningCharacter,
CharacterError(String),
}
@ -783,6 +784,11 @@ impl Controls {
.size(fonts.cyri.scale(24))
.into()
},
InfoContent::JoiningCharacter => {
Text::new(i18n.get_msg("char_selection-joining_character"))
.size(fonts.cyri.scale(24))
.into()
},
InfoContent::CharacterError(error) => Column::with_children(vec![
Text::new(error).size(fonts.cyri.scale(24)).into(),
Row::with_children(vec![neat_button(
@ -1426,14 +1432,57 @@ impl Controls {
Message::Logout => {
events.push(Event::Logout);
},
Message::ConfirmDeletion => {
if let Mode::Select { info_content, .. } = &mut self.mode {
if let Some(InfoContent::Deletion(idx)) = info_content {
if let Some(id) = characters.get(*idx).and_then(|i| i.character.id) {
events.push(Event::DeleteCharacter(id));
// Deselect if the selected character was deleted
if Some(id) == self.selected {
self.selected = None;
events.push(Event::SelectCharacter(None));
}
}
*info_content = Some(InfoContent::DeletingCharacter);
}
}
},
Message::CancelDeletion => {
if let Mode::Select { info_content, .. } = &mut self.mode {
if let Some(InfoContent::Deletion(_)) = info_content {
*info_content = None;
}
}
},
Message::ClearCharacterListError => {
events.push(Event::ClearCharacterListError);
},
Message::DoNothing => {},
_ if matches!(self.mode, Mode::Select {
info_content: Some(_),
..
}) =>
{
// Don't allow use of the UI on the select screen to deal with
// things other than the event currently being
// procesed; all the select screen events after this
// modify the info content or selection, except for Spectate
// which currently causes us to exit the
// character select state.
},
Message::EnterWorld => {
if let (Mode::Select { .. }, Some(selected)) = (&self.mode, self.selected) {
if let (Mode::Select { info_content, .. }, Some(selected)) =
(&mut self.mode, self.selected)
{
events.push(Event::Play(selected));
*info_content = Some(InfoContent::JoiningCharacter);
}
},
Message::Spectate => {
if matches!(self.mode, Mode::Select { .. }) {
events.push(Event::Spectate);
// FIXME: Enter JoiningCharacter when we have a proper error
// event for spectating.
}
},
Message::Select(id) => {
@ -1559,32 +1608,6 @@ impl Controls {
);
}
},
Message::ConfirmDeletion => {
if let Mode::Select { info_content, .. } = &mut self.mode {
if let Some(InfoContent::Deletion(idx)) = info_content {
if let Some(id) = characters.get(*idx).and_then(|i| i.character.id) {
events.push(Event::DeleteCharacter(id));
// Deselect if the selected character was deleted
if Some(id) == self.selected {
self.selected = None;
events.push(Event::SelectCharacter(None));
}
}
*info_content = Some(InfoContent::DeletingCharacter);
}
}
},
Message::CancelDeletion => {
if let Mode::Select { info_content, .. } = &mut self.mode {
if let Some(InfoContent::Deletion(_)) = info_content {
*info_content = None;
}
}
},
Message::ClearCharacterListError => {
events.push(Event::ClearCharacterListError);
},
Message::HairStyle(value) => {
if let Mode::CreateOrEdit { body, .. } = &mut self.mode {
body.hair_style = value;
@ -1627,7 +1650,6 @@ impl Controls {
body.validate();
}
},
Message::DoNothing => {},
}
}

View File

@ -21,6 +21,7 @@ use common::{
ChatMsg, ChatType, InputKind, InventoryUpdateEvent, Pos, Stats, UtteranceKind, Vel,
},
consts::MAX_MOUNT_RANGE,
event::UpdateCharacterMetadata,
link::Is,
mounting::Mount,
outcome::Outcome,
@ -71,6 +72,7 @@ enum TickAction {
pub struct SessionState {
scene: Scene,
client: Rc<RefCell<Client>>,
metadata: UpdateCharacterMetadata,
hud: Hud,
key_state: KeyState,
inputs: comp::ControllerInputs,
@ -94,7 +96,11 @@ pub struct SessionState {
/// Represents an active game session (i.e., the one being played).
impl SessionState {
/// Create a new `SessionState`.
pub fn new(global_state: &mut GlobalState, client: Rc<RefCell<Client>>) -> Self {
pub fn new(
global_state: &mut GlobalState,
metadata: UpdateCharacterMetadata,
client: Rc<RefCell<Client>>,
) -> Self {
// Create a scene for this session. The scene handles visible elements of the
// game world.
let mut scene = Scene::new(
@ -150,6 +156,7 @@ impl SessionState {
#[cfg(not(target_os = "macos"))]
mumble_link,
hitboxes: HashMap::new(),
metadata,
}
}
@ -358,9 +365,8 @@ impl SessionState {
client::Event::Outcome(outcome) => outcomes.push(outcome),
client::Event::CharacterCreated(_) => {},
client::Event::CharacterEdited(_) => {},
client::Event::CharacterError(error) => {
global_state.client_error = Some(error);
},
client::Event::CharacterError(_) => {},
client::Event::CharacterJoined(_) => {},
client::Event::MapMarker(event) => {
self.hud.show.update_map_markers(event);
},
@ -1261,6 +1267,7 @@ impl PlayState for SessionState {
mutable_viewpoint,
target_entity: self.target_entity,
selected_entity: self.selected_entity,
persistence_load_error: self.metadata.skill_set_persistence_load_error,
},
self.interactable,
);
@ -1680,9 +1687,7 @@ impl PlayState for SessionState {
settings_change.process(global_state, self);
},
HudEvent::AcknowledgePersistenceLoadError => {
self.client
.borrow_mut()
.acknolwedge_persistence_load_error();
self.metadata.skill_set_persistence_load_error = None;
},
HudEvent::MapMarkerEvent(event) => {
self.client.borrow_mut().map_marker_event(event);