Some random changes and a fmt

This commit is contained in:
Imbris 2023-05-21 16:32:51 -04:00
parent f11baed9fa
commit c60f994c7f
23 changed files with 99 additions and 94 deletions

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@ -47,7 +47,7 @@ use common::{
TerrainGrid,
},
trade::{PendingTrade, SitePrices, TradeAction, TradeId, TradeResult},
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
vol::RectVolSize,
weather::{Weather, WeatherGrid},
};

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@ -7,7 +7,7 @@ mod sync_ext;
mod track;
// Reexports
pub use common::uid::{Uid, IdMaps};
pub use common::uid::{IdMaps, Uid};
pub use net_sync::{NetSync, SyncFrom};
pub use packet::{
handle_insert, handle_interp_insert, handle_interp_modify, handle_interp_remove, handle_modify,

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@ -19,7 +19,7 @@ use crate::{
outcome::Outcome,
resources::Secs,
states::utils::StageSection,
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
util::Dir,
};

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@ -147,7 +147,8 @@ mod not_wasm {
}
/// Only used on the client (server solely uses `Self::allocate` to
/// allocate and add Uid mappings).
/// allocate and add Uid mappings and `Self::remap` to move the `Uid` to
/// a different entity).
pub fn add_entity(&mut self, uid: Uid, entity: Entity) {
Self::insert(&mut self.uid_mapping, uid, entity);
}
@ -171,6 +172,18 @@ mod not_wasm {
uid
}
/// Links an existing `Uid` to a new entity.
///
/// Only used on the server.
///
/// Used for `handle_exit_ingame` which moves the same `Uid` to a new
/// entity.
pub fn remap_entity(&mut self, uid: Uid, new_entity: Entity) {
if self.uid_mapping.insert(uid, new_entity).is_none() {
error!("Uid {uid:?} remaped but there was no existing entry for it!");
}
}
#[cold]
#[inline(never)]
fn already_present<ID>() {

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@ -8,7 +8,7 @@ use wasmer::{Function, Memory, Value};
use common::{
comp::{Health, Player},
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
};
use super::errors::{MemoryAllocationError, PluginModuleError};

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@ -238,8 +238,7 @@ fn retrieve_action(
EcsAccessError::EcsPointerNotAvailable,
))?
};
let player =
world
let player = world
.id_maps
.uid_entity(e)
.ok_or(RetrieveError::EcsAccessError(
@ -267,8 +266,7 @@ fn retrieve_action(
EcsAccessError::EcsPointerNotAvailable,
))?
};
let player =
world
let player = world
.id_maps
.uid_entity(e)
.ok_or(RetrieveError::EcsAccessError(

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@ -8,7 +8,7 @@ use common::{
},
event::{Emitter, EventBus, ServerEvent},
resources::Time,
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
};
use common_ecs::{Job, Origin, Phase, System};
use specs::{

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@ -9,7 +9,7 @@ use common::{
outcome::Outcome,
resources::{DeltaTime, Time},
terrain::TerrainGrid,
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
vol::ReadVol,
GroupTarget,
};

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@ -15,7 +15,7 @@ use common::{
event::{Emitter, EventBus, ServerEvent},
resources::{DeltaTime, Secs, Time},
terrain::SpriteKind,
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
Damage, DamageSource,
};
use common_base::prof_span;
@ -275,8 +275,7 @@ impl<'a> System<'a> for Sys {
}
})
.for_each(|(buff_id, buff, uid, aura_key)| {
let replace =
if let Some(aura_entity) = read_data.id_maps.uid_entity(*uid) {
let replace = if let Some(aura_entity) = read_data.id_maps.uid_entity(*uid) {
if let Some(aura) = read_data
.auras
.get(aura_entity)

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@ -10,7 +10,7 @@ use common::{
outcome::Outcome,
resources::Time,
terrain::TerrainGrid,
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
util::{find_dist::Cylinder, Dir},
vol::ReadVol,
GroupTarget,

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@ -8,7 +8,7 @@ use common::{
event::{Emitter, EventBus, ServerEvent},
outcome::Outcome,
resources::{DeltaTime, Time},
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
util::Dir,
GroupTarget,
};

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@ -8,7 +8,7 @@ use common::{
event::{EventBus, ServerEvent},
outcome::Outcome,
resources::{DeltaTime, Time},
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
util::Dir,
GroupTarget,
};

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@ -21,7 +21,7 @@ use common::{
rtsim::{Actor, RtSimEntity},
states::utils::{ForcedMovement, StageSection},
terrain::TerrainGrid,
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
};
use specs::{
shred::ResourceId, Entities, Entity as EcsEntity, Join, Read, ReadExpect, ReadStorage,

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@ -47,7 +47,7 @@ use common::{
resources::{BattleMode, PlayerPhysicsSettings, Secs, Time, TimeOfDay, TimeScale},
rtsim::{Actor, Role},
terrain::{Block, BlockKind, CoordinateConversions, SpriteKind, TerrainChunkSize},
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
vol::ReadVol,
weather, Damage, DamageKind, DamageSource, Explosion, LoadoutBuilder, RadiusEffect,
};

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@ -32,7 +32,7 @@ use common::{
states::utils::StageSection,
terrain::{Block, BlockKind, TerrainGrid},
trade::{TradeResult, Trades},
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
util::Dir,
vol::ReadVol,
Damage, DamageKind, DamageSource, Explosion, GroupTarget, RadiusEffect,
@ -1040,13 +1040,8 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
.and_then(|cs| cs.attack_immunities())
.map_or(false, |i| i.explosions);
// PvP check
let may_harm = combat::may_harm(
alignments,
players,
id_maps,
owner_entity,
entity_b,
);
let may_harm =
combat::may_harm(alignments, players, id_maps, owner_entity, entity_b);
let attack_options = combat::AttackOptions {
target_dodging,
may_harm,

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@ -305,7 +305,7 @@ pub fn handle_group(server: &mut Server, entity: Entity, manip: GroupManip) {
));
}
// Tell the old leader that the transfer was succesful
if let Some(client) = clients.get(target) {
if let Some(client) = clients.get(entity) {
client.send_fallible(ServerGeneral::server_msg(
ChatType::Meta,
"You are no longer the group leader.",

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@ -8,7 +8,7 @@ use common::{
comp,
comp::{group, pet::is_tameable, Presence, PresenceKind},
resources::Time,
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
};
use common_base::span;
use common_net::msg::{PlayerListUpdate, ServerGeneral};
@ -61,6 +61,10 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
//
// Easier than checking and removing all other known components.
//
// Also, allows clients to not update their Uid based references to this
// client (e.g. for this specific client's knowledge of its own Uid and for
// groups since exiting in-game does not affect group membership)
//
// Note: If other `ServerEvent`s are referring to this entity they will be
// disrupted.
@ -89,30 +93,24 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
// Tell client its request was successful
client.send_fallible(ServerGeneral::ExitInGameSuccess);
let entity_builder = state.ecs_mut().create_entity().with(client).with(player);
let new_entity = state
.ecs_mut()
.create_entity()
.with(client)
.with(player)
// Preserve group component if present
let entity_builder = match maybe_group {
Some(group) => entity_builder.with(group),
None => entity_builder,
};
.maybe_with(maybe_group)
// Preserve admin component if present
let entity_builder = match maybe_admin {
Some(admin) => entity_builder.with(admin),
None => entity_builder,
};
.maybe_with(maybe_admin)
.with(uid)
.build();
// Ensure IdMaps maps this uid to the new entity
let uid = entity_builder
.world
.write_resource::<IdMaps>()
.allocate(entity_builder.entity, Some(uid.into()));
let new_entity = entity_builder.with(uid).build();
ecs.write_resource::<IdMaps>().remap_entity(uid, new_entity);
// Note, since the Uid has been removed from the old entity, that prevents
// `delete_entity_recorded` from making any changes to the group (TODO double check this
// logic)
// Note, since the Uid has been removed from the old entity and the
// Group component will be removed below, that prevents
// `delete_entity_recorded` from making any changes to the group.
if let Some(group) = maybe_group {
let mut group_manager = state.ecs().write_resource::<group::GroupManager>();
if group_manager
@ -131,10 +129,10 @@ pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persisten
);
}
}
}
// Erase group component to avoid group restructure when deleting the entity
state.ecs().write_storage::<group::Group>().remove(entity);
}
// Delete old entity
if let Err(e) = state.delete_entity_recorded(entity) {
error!(

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@ -1212,7 +1212,11 @@ impl StateExt for State {
if res.is_ok() {
if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) {
// TODO: exit_ingame for player doesn't hit this path since Uid is removed, not
// sure if that is correct.
// sure if that is correct. However, we don't want recording the UID in deleted
// entities to end up overwriting the rejoined client with that UID...
//
// What is the difference between leaving a region and the deleted entities
// list?
if let Some(region_key) = self
.ecs()
.read_resource::<common::region::RegionMap>()

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@ -191,6 +191,8 @@ impl<'a> System<'a> for Sys {
.map(|key| !regions.contains(key))
.unwrap_or(true)
{
// TODO: I suspect it would be more efficient (in terms of
// bandwidth) to batch messages like this.
client.send_fallible(ServerGeneral::DeleteEntity(uid));
}
}

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@ -11,7 +11,7 @@ use common::{
recipe::{default_component_recipe_book, default_recipe_book, default_repair_recipe_book},
resources::TimeOfDay,
shared_server_config::ServerConstants,
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
};
use common_base::prof_span;
use common_ecs::{Job, Origin, Phase, System};

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@ -38,9 +38,7 @@ impl<'a> System<'a> for Sys {
_ => None,
})
.filter_map(|(pet_entity, pet_pos, owner_uid)| {
id_maps
.uid_entity(owner_uid)
.and_then(|owner_entity| {
id_maps.uid_entity(owner_uid).and_then(|owner_entity| {
match (positions.get(owner_entity), physics.get(owner_entity)) {
(Some(position), Some(physics)) => {
Some((pet_entity, position, physics, pet_pos))

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@ -18,7 +18,7 @@ use common::{
combat,
comp::{group::Role, inventory::item::MaterialStatManifest, invite::InviteKind, Stats},
resources::Time,
uid::{Uid, IdMaps},
uid::{IdMaps, Uid},
};
use common_net::sync::WorldSyncExt;
use conrod_core::{

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@ -287,9 +287,7 @@ impl ParticleMgr {
if target.is_some() {
let ecs = scene_data.state.ecs();
if target
.and_then(|target| {
ecs.read_resource::<IdMaps>().uid_entity(target)
})
.and_then(|target| ecs.read_resource::<IdMaps>().uid_entity(target))
.and_then(|entity| {
ecs.read_storage::<Body>()
.get(entity)