Added minimum server-side chunk loading

This commit is contained in:
Joshua Barretto 2021-10-07 14:23:55 +01:00
parent fd181d008a
commit 8dc8aeace5
3 changed files with 27 additions and 4 deletions

View File

@ -96,7 +96,7 @@ use prometheus_hyper::Server as PrometheusServer;
use specs::{join::Join, Builder, Entity as EcsEntity, Entity, SystemData, WorldExt};
use std::{
i32,
ops::{Deref, DerefMut},
ops::{Deref, DerefMut, Range},
sync::Arc,
time::{Duration, Instant},
};
@ -133,6 +133,12 @@ impl Default for SpawnPoint {
fn default() -> Self { Self(Vec3::new(0.0, 0.0, 256.0)) }
}
// This is the minimum chunk range that is kept loaded around each player
// server-side. This is independent of the client's view distance and exists to
// avoid exploits such as small view distance chunk reloading and also to keep
// various mechanics working fluidly (i.e: not unloading nearby entities).
pub const MIN_VD: Range<u32> = 5..6;
// Tick count used for throttling network updates
// Note this doesn't account for dt (so update rate changes with tick rate)
#[derive(Copy, Clone, Default)]

View File

@ -2,6 +2,7 @@ use crate::{client::Client, metrics::NetworkRequestMetrics, presence::Presence};
use common::{
comp::Pos,
event::{EventBus, ServerEvent},
spiral::Spiral2d,
terrain::{TerrainChunkSize, TerrainGrid},
vol::RectVolSize,
};
@ -103,6 +104,24 @@ impl<'a> System<'a> for Sys {
}
Ok(())
});
// Load a minimum radius of chunks around each player.
// This is used to prevent view distance reloading exploits and make sure that
// entity simulation occurs within a minimum radius around the
// player.
if let Some(pos) = positions.get(entity) {
let player_chunk = pos
.0
.xy()
.map2(TerrainChunkSize::RECT_SIZE, |e, sz| e as i32 / sz as i32);
for rpos in Spiral2d::new().take((crate::MIN_VD.start as usize + 1).pow(2)) {
let key = player_chunk + rpos;
if terrain.get_key(key).is_none() {
events.push(ServerEvent::ChunkRequest(entity, key));
}
}
}
events
})
.flatten()

View File

@ -495,15 +495,13 @@ pub fn chunk_in_vd(
terrain: &TerrainGrid,
vd: u32,
) -> bool {
const MINIMUM_UNLOAD_DIST: u32 = 4;
let player_chunk_pos = terrain.pos_key(player_pos.map(|e| e as i32));
let adjusted_dist_sqr = (player_chunk_pos - chunk_pos)
.map(|e: i32| (e.abs() as u32).saturating_sub(2))
.magnitude_squared();
adjusted_dist_sqr <= vd.max(MINIMUM_UNLOAD_DIST).pow(2)
adjusted_dist_sqr <= vd.max(crate::MIN_VD.end).pow(2)
}
fn is_spawn_chunk(chunk_pos: Vec2<i32>, spawn_pos: SpawnPoint, terrain: &TerrainGrid) -> bool {