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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Change outcomes to eventbus
This commit is contained in:
parent
6b69fbe9c5
commit
cea55143ce
@ -251,6 +251,8 @@ pub struct Emitter<'a, E> {
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impl<'a, E> Emitter<'a, E> {
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pub fn emit(&mut self, event: E) { self.events.push_back(event); }
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pub fn emit_many(&mut self, events: impl IntoIterator<Item = E>) { self.events.extend(events); }
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pub fn append(&mut self, other: &mut VecDeque<E>) { self.events.append(other) }
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// TODO: allow just emitting the whole vec of events at once? without copying
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@ -216,7 +216,7 @@ impl State {
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ecs.insert(TerrainChanges::default());
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ecs.insert(EventBus::<LocalEvent>::default());
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ecs.insert(game_mode);
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ecs.insert(Vec::<common::outcome::Outcome>::new());
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ecs.insert(EventBus::<Outcome>::default());
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ecs.insert(common::CachedSpatialGrid::default());
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ecs.insert(EntitiesDiedLastTick::default());
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@ -529,6 +529,10 @@ impl State {
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// Process local events
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span!(guard, "process local events");
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let outcomes = self.ecs.read_resource::<EventBus<Outcome>>();
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let mut outcomes_emitter = outcomes.emitter();
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let events = self.ecs.read_resource::<EventBus<LocalEvent>>().recv_all();
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for event in events {
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let mut velocities = self.ecs.write_storage::<comp::Vel>();
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@ -553,7 +557,7 @@ impl State {
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}
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},
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LocalEvent::CreateOutcome(outcome) => {
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self.ecs.write_resource::<Vec<Outcome>>().push(outcome);
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outcomes_emitter.emit(outcome);
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},
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}
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}
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@ -18,7 +18,7 @@ use rand::{thread_rng, Rng};
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use rayon::iter::ParallelIterator;
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use specs::{
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saveload::MarkerAllocator, shred::ResourceId, Entities, Join, ParJoin, Read, ReadExpect,
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ReadStorage, SystemData, World, Write, WriteStorage,
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ReadStorage, SystemData, World, WriteStorage,
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};
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use std::time::Duration;
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use vek::*;
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@ -56,7 +56,7 @@ impl<'a> System<'a> for Sys {
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ReadData<'a>,
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WriteStorage<'a, BeamSegment>,
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WriteStorage<'a, Beam>,
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Write<'a, Vec<Outcome>>,
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Read<'a, EventBus<Outcome>>,
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);
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const NAME: &'static str = "beam";
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@ -65,9 +65,10 @@ impl<'a> System<'a> for Sys {
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fn run(
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job: &mut Job<Self>,
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(read_data, mut beam_segments, mut beams, mut outcomes): Self::SystemData,
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(read_data, mut beam_segments, mut beams, outcomes): Self::SystemData,
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) {
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let mut server_emitter = read_data.server_bus.emitter();
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let mut outcomes_emitter = outcomes.emitter();
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let time = read_data.time.0;
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let dt = read_data.dt.0;
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@ -75,7 +76,7 @@ impl<'a> System<'a> for Sys {
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job.cpu_stats.measure(ParMode::Rayon);
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// Beams
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let (server_events, add_hit_entities, mut new_outcomes) = (
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let (server_events, add_hit_entities, new_outcomes) = (
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&read_data.entities,
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&read_data.positions,
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&read_data.orientations,
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@ -272,7 +273,8 @@ impl<'a> System<'a> for Sys {
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},
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);
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job.cpu_stats.measure(ParMode::Single);
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outcomes.append(&mut new_outcomes);
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outcomes_emitter.emit_many(new_outcomes);
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for event in server_events {
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server_emitter.emit(event);
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@ -1,6 +1,6 @@
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use specs::{
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shred::ResourceId, Entities, Join, LazyUpdate, Read, ReadExpect, ReadStorage, SystemData,
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World, Write, WriteStorage,
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World, WriteStorage,
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};
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use common::{
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@ -67,7 +67,7 @@ impl<'a> System<'a> for Sys {
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WriteStorage<'a, Energy>,
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WriteStorage<'a, Controller>,
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WriteStorage<'a, Poise>,
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Write<'a, Vec<Outcome>>,
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Read<'a, EventBus<Outcome>>,
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);
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const NAME: &'static str = "character_behavior";
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@ -86,11 +86,12 @@ impl<'a> System<'a> for Sys {
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mut energies,
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mut controllers,
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mut poises,
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mut outcomes,
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outcomes,
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): Self::SystemData,
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) {
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let mut server_emitter = read_data.server_bus.emitter();
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let mut local_emitter = read_data.local_bus.emitter();
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let mut outcomes_emitter = outcomes.emitter();
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let mut local_events = Vec::new();
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let mut server_events = Vec::new();
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@ -155,7 +156,7 @@ impl<'a> System<'a> for Sys {
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// Reset poise if there is some stunned state to apply
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poise.reset(*read_data.time, stunned_duration);
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*char_state = stunned_state;
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outcomes.push(Outcome::PoiseChange {
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outcomes_emitter.emit(Outcome::PoiseChange {
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pos,
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state: poise_state,
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});
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@ -14,7 +14,7 @@ use common::{
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};
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use common_ecs::{Job, Origin, Phase, System};
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use specs::{
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shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData, World, Write, WriteStorage,
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shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData, World, WriteStorage,
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};
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use vek::*;
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@ -49,15 +49,17 @@ impl<'a> System<'a> for Sys {
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type SystemData = (
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ReadData<'a>,
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WriteStorage<'a, Melee>,
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Write<'a, Vec<Outcome>>,
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Read<'a, EventBus<Outcome>>,
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);
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const NAME: &'static str = "melee";
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const ORIGIN: Origin = Origin::Common;
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const PHASE: Phase = Phase::Create;
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fn run(_job: &mut Job<Self>, (read_data, mut melee_attacks, mut outcomes): Self::SystemData) {
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fn run(_job: &mut Job<Self>, (read_data, mut melee_attacks, outcomes): Self::SystemData) {
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let mut server_emitter = read_data.server_bus.emitter();
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let mut outcomes_emitter = outcomes.emitter();
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// Attacks
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for (attacker, uid, pos, ori, melee_attack, body) in (
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&read_data.entities,
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@ -196,7 +198,7 @@ impl<'a> System<'a> for Sys {
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AttackSource::Melee,
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*read_data.time,
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|e| server_emitter.emit(e),
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|o| outcomes.push(o),
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|o| outcomes_emitter.emit(o),
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);
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if is_applied {
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@ -132,7 +132,7 @@ pub struct PhysicsWrite<'a> {
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pos_vel_ori_defers: WriteStorage<'a, PosVelOriDefer>,
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orientations: WriteStorage<'a, Ori>,
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previous_phys_cache: WriteStorage<'a, PreviousPhysCache>,
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outcomes: Write<'a, Vec<Outcome>>,
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outcomes: Read<'a, EventBus<Outcome>>,
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}
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#[derive(SystemData)]
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@ -725,7 +725,7 @@ impl<'a> PhysicsData<'a> {
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);
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span!(guard, "Apply terrain collision");
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job.cpu_stats.measure(ParMode::Rayon);
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let (land_on_grounds, mut outcomes) = (
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let (land_on_grounds, outcomes) = (
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&read.entities,
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read.scales.maybe(),
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read.stickies.maybe(),
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@ -1228,7 +1228,7 @@ impl<'a> PhysicsData<'a> {
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drop(guard);
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job.cpu_stats.measure(ParMode::Single);
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write.outcomes.append(&mut outcomes);
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write.outcomes.emitter().emit_many(outcomes);
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prof_span!(guard, "write deferred pos and vel");
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for (_, pos, vel, ori, pos_vel_ori_defer, _) in (
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@ -16,7 +16,7 @@ use common_ecs::{Job, Origin, Phase, System};
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use rand::{thread_rng, Rng};
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use specs::{
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saveload::MarkerAllocator, shred::ResourceId, Entities, Entity as EcsEntity, Join, Read,
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ReadStorage, SystemData, World, Write, WriteStorage,
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ReadStorage, SystemData, World, WriteStorage,
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};
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use std::time::Duration;
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use vek::*;
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@ -52,7 +52,7 @@ impl<'a> System<'a> for Sys {
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ReadData<'a>,
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WriteStorage<'a, Ori>,
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WriteStorage<'a, Projectile>,
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Write<'a, Vec<Outcome>>,
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Read<'a, EventBus<Outcome>>,
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);
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const NAME: &'static str = "projectile";
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@ -61,9 +61,11 @@ impl<'a> System<'a> for Sys {
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fn run(
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_job: &mut Job<Self>,
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(read_data, mut orientations, mut projectiles, mut outcomes): Self::SystemData,
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(read_data, mut orientations, mut projectiles, outcomes): Self::SystemData,
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) {
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let mut server_emitter = read_data.server_bus.emitter();
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let mut outcomes_emitter = outcomes.emitter();
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// Attacks
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'projectile_loop: for (entity, pos, physics, vel, mut projectile) in (
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&read_data.entities,
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@ -143,7 +145,7 @@ impl<'a> System<'a> for Sys {
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projectile_target_info,
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&read_data,
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&mut projectile_vanished,
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&mut outcomes,
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&mut outcomes_emitter,
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&mut server_emitter,
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);
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}
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@ -231,7 +233,7 @@ fn dispatch_hit(
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projectile_target_info: ProjectileTargetInfo,
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read_data: &ReadData,
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projectile_vanished: &mut bool,
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outcomes: &mut Vec<Outcome>,
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outcomes_emitter: &mut Emitter<Outcome>,
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server_emitter: &mut Emitter<ServerEvent>,
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) {
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match projectile_info.effect {
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@ -284,7 +286,7 @@ fn dispatch_hit(
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// TODO: Is it possible to have projectile without body??
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if let Some(&body) = read_data.bodies.get(projectile_entity) {
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outcomes.push(Outcome::ProjectileHit {
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outcomes_emitter.emit(Outcome::ProjectileHit {
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pos: target_pos,
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body,
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vel: read_data
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@ -322,7 +324,7 @@ fn dispatch_hit(
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AttackSource::Projectile,
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*read_data.time,
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|e| server_emitter.emit(e),
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|o| outcomes.push(o),
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|o| outcomes_emitter.emit(o),
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);
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},
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projectile::Effect::Explode(e) => {
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@ -16,7 +16,7 @@ use common_ecs::{Job, Origin, Phase, System};
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use rand::{thread_rng, Rng};
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use specs::{
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saveload::MarkerAllocator, shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData,
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World, Write, WriteStorage,
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World, WriteStorage,
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};
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use vek::*;
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@ -53,7 +53,7 @@ impl<'a> System<'a> for Sys {
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ReadData<'a>,
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WriteStorage<'a, Shockwave>,
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WriteStorage<'a, ShockwaveHitEntities>,
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Write<'a, Vec<Outcome>>,
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Read<'a, EventBus<Outcome>>,
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);
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const NAME: &'static str = "shockwave";
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@ -62,9 +62,10 @@ impl<'a> System<'a> for Sys {
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fn run(
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_job: &mut Job<Self>,
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(read_data, mut shockwaves, mut shockwave_hit_lists, mut outcomes): Self::SystemData,
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(read_data, mut shockwaves, mut shockwave_hit_lists, outcomes): Self::SystemData,
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) {
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let mut server_emitter = read_data.server_bus.emitter();
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let mut outcomes_emitter = outcomes.emitter();
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let time = read_data.time.0;
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let dt = read_data.dt.0;
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@ -234,7 +235,7 @@ impl<'a> System<'a> for Sys {
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AttackSource::Shockwave,
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*read_data.time,
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|e| server_emitter.emit(e),
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|o| outcomes.push(o),
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|o| outcomes_emitter.emit(o),
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);
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shockwave_hit_list.hit_entities.push(*uid_b);
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@ -11,6 +11,7 @@ use common::{
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Object, Ori, PidController, Poise, Pos, Projectile, Scale, SkillSet, Stats, Vel,
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WaypointArea,
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},
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event::EventBus,
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lottery::LootSpec,
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outcome::Outcome,
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rtsim::RtSimEntity,
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@ -198,8 +199,8 @@ pub fn handle_shoot(
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// Add an outcome
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state
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.ecs()
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.write_resource::<Vec<Outcome>>()
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.push(Outcome::ProjectileShot { pos, body, vel });
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.read_resource::<EventBus<Outcome>>()
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.emit_now(Outcome::ProjectileShot { pos, body, vel });
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let mut builder = state.create_projectile(Pos(pos), Vel(vel), body, projectile);
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if let Some(light) = light {
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@ -225,7 +226,8 @@ pub fn handle_shockwave(
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pub fn handle_beam(server: &mut Server, properties: beam::Properties, pos: Pos, ori: Ori) {
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let state = server.state_mut();
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let ecs = state.ecs();
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ecs.write_resource::<Vec<Outcome>>().push(Outcome::Beam {
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ecs.read_resource::<EventBus<Outcome>>()
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.emit_now(Outcome::Beam {
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pos: pos.0,
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specifier: properties.specifier,
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});
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@ -169,8 +169,8 @@ pub fn handle_destroy(server: &mut Server, entity: EcsEntity, last_change: Healt
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if let Some(pos) = state.ecs().read_storage::<Pos>().get(entity) {
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state
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.ecs()
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.write_resource::<Vec<Outcome>>()
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.push(Outcome::Death { pos: pos.0 });
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.read_resource::<EventBus<Outcome>>()
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.emit_now(Outcome::Death { pos: pos.0 });
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}
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}
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@ -295,7 +295,7 @@ pub fn handle_destroy(server: &mut Server, entity: EcsEntity, last_change: Healt
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let alignments = state.ecs().read_storage::<Alignment>();
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let uids = state.ecs().read_storage::<Uid>();
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let mut outcomes = state.ecs().write_resource::<Vec<Outcome>>();
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let mut outcomes = state.ecs().write_resource::<EventBus<Outcome>>();
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let inventories = state.ecs().read_storage::<comp::Inventory>();
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let destroyed_group = groups.get(entity);
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@ -606,8 +606,9 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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// Add an outcome
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// Uses radius as outcome power for now
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let outcome_power = explosion.radius;
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let mut outcomes = ecs.write_resource::<Vec<Outcome>>();
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outcomes.push(Outcome::Explosion {
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let outcomes = ecs.read_resource::<EventBus<Outcome>>();
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let mut outcomes_emitter = outcomes.emitter();
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outcomes_emitter.emit(Outcome::Explosion {
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pos,
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power: outcome_power,
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radius: explosion.radius,
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@ -890,7 +891,7 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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combat::AttackSource::Explosion,
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*time,
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|e| emitter.emit(e),
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|o| outcomes.push(o),
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|o| outcomes_emitter.emit(o),
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);
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}
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}
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@ -1095,9 +1096,12 @@ fn handle_exp_gain(
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skill_set: &mut SkillSet,
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uid: &Uid,
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pos: &Pos,
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outcomes: &mut Vec<Outcome>,
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outcomes: &mut EventBus<Outcome>,
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) {
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use comp::inventory::{item::ItemKind, slot::EquipSlot};
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let mut outcomes_emitter = outcomes.emitter();
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// Create hash set of xp pools to consider splitting xp amongst
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let mut xp_pools = HashSet::<SkillGroupKind>::new();
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// Insert general pool since it is always accessible
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@ -1128,7 +1132,7 @@ fn handle_exp_gain(
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if let Some(level_outcome) =
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skill_set.add_experience(*pool, (exp_reward / num_pools).ceil() as u32)
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{
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outcomes.push(Outcome::SkillPointGain {
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outcomes_emitter.emit(Outcome::SkillPointGain {
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uid: *uid,
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skill_tree: *pool,
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total_points: level_outcome,
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@ -1136,7 +1140,7 @@ fn handle_exp_gain(
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});
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}
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}
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outcomes.push(Outcome::ExpChange {
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outcomes_emitter.emit(Outcome::ExpChange {
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uid: *uid,
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exp: exp_reward as u32,
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xp_pools,
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@ -1147,10 +1151,10 @@ pub fn handle_combo_change(server: &Server, entity: EcsEntity, change: i32) {
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let ecs = &server.state.ecs();
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if let Some(mut combo) = ecs.write_storage::<comp::Combo>().get_mut(entity) {
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let time = ecs.read_resource::<Time>();
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let mut outcomes = ecs.write_resource::<Vec<Outcome>>();
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let outcome_bus = ecs.read_resource::<EventBus<Outcome>>();
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combo.change_by(change, time.0);
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if let Some(uid) = ecs.read_storage::<Uid>().get(entity) {
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outcomes.push(Outcome::ComboChange {
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outcome_bus.emit_now(Outcome::ComboChange {
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uid: *uid,
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combo: combo.counter(),
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});
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@ -1199,7 +1203,7 @@ pub fn handle_teleport_to(server: &Server, entity: EcsEntity, target: Uid, max_r
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pub fn handle_entity_attacked_hook(server: &Server, entity: EcsEntity) {
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let ecs = &server.state.ecs();
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let server_eventbus = ecs.read_resource::<EventBus<ServerEvent>>();
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let mut outcomes = ecs.write_resource::<Vec<Outcome>>();
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let time = ecs.read_resource::<Time>();
|
||||
|
||||
if let (Some(mut char_state), Some(mut poise), Some(pos)) = (
|
||||
@ -1220,7 +1224,8 @@ pub fn handle_entity_attacked_hook(server: &Server, entity: EcsEntity) {
|
||||
// Reset poise if there is some stunned state to apply
|
||||
poise.reset(*time, stunned_duration);
|
||||
*char_state = stunned_state;
|
||||
outcomes.push(Outcome::PoiseChange {
|
||||
ecs.read_resource::<EventBus<Outcome>>()
|
||||
.emit_now(Outcome::PoiseChange {
|
||||
pos: pos.0,
|
||||
state: poise_state,
|
||||
});
|
||||
|
@ -12,6 +12,7 @@ use common::{
|
||||
Inventory, Pos, SkillGroupKind,
|
||||
},
|
||||
consts::{MAX_MOUNT_RANGE, SOUND_TRAVEL_DIST_PER_VOLUME},
|
||||
event::EventBus,
|
||||
link::Is,
|
||||
mounting::{Mount, Mounting, Rider},
|
||||
outcome::Outcome,
|
||||
@ -182,20 +183,20 @@ pub fn handle_mine_block(
|
||||
.get(item.item_definition_id()),
|
||||
) {
|
||||
let skill_group = SkillGroupKind::Weapon(tool);
|
||||
let mut outcomes = state.ecs().write_resource::<Vec<Outcome>>();
|
||||
let outcome_bus = state.ecs().read_resource::<EventBus<Outcome>>();
|
||||
let positions = state.ecs().read_component::<comp::Pos>();
|
||||
if let (Some(level_outcome), Some(pos)) = (
|
||||
skillset.add_experience(skill_group, *exp_reward),
|
||||
positions.get(entity),
|
||||
) {
|
||||
outcomes.push(Outcome::SkillPointGain {
|
||||
outcome_bus.emit_now(Outcome::SkillPointGain {
|
||||
uid,
|
||||
skill_tree: skill_group,
|
||||
total_points: level_outcome,
|
||||
pos: pos.0,
|
||||
});
|
||||
}
|
||||
outcomes.push(Outcome::ExpChange {
|
||||
outcome_bus.emit_now(Outcome::ExpChange {
|
||||
uid,
|
||||
exp: *exp_reward,
|
||||
xp_pools: HashSet::from_iter(vec![skill_group]),
|
||||
@ -242,8 +243,8 @@ pub fn handle_mine_block(
|
||||
state.set_block(pos, block.into_vacant());
|
||||
state
|
||||
.ecs()
|
||||
.write_resource::<Vec<Outcome>>()
|
||||
.push(Outcome::BreakBlock {
|
||||
.read_resource::<EventBus<Outcome>>()
|
||||
.emit_now(Outcome::BreakBlock {
|
||||
pos,
|
||||
color: block.get_color(),
|
||||
});
|
||||
@ -285,7 +286,7 @@ pub fn handle_sound(server: &mut Server, sound: &Sound) {
|
||||
}),
|
||||
_ => None,
|
||||
} {
|
||||
ecs.write_resource::<Vec<Outcome>>().push(outcome);
|
||||
ecs.read_resource::<EventBus<Outcome>>().emit_now(outcome);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1108,8 +1108,7 @@ impl Server {
|
||||
self.state
|
||||
.ecs()
|
||||
.read_resource::<EventBus<ServerEvent>>()
|
||||
.emitter()
|
||||
.emit(event);
|
||||
.emit_now(event);
|
||||
}
|
||||
|
||||
self.disconnect_all_clients_requested = false;
|
||||
|
@ -58,7 +58,7 @@ use rand::{thread_rng, Rng};
|
||||
use rayon::iter::ParallelIterator;
|
||||
use specs::{
|
||||
saveload::{Marker, MarkerAllocator},
|
||||
Entity as EcsEntity, Join, ParJoin, Write, WriteExpect, WriteStorage,
|
||||
Entity as EcsEntity, Join, ParJoin, Read, WriteExpect, WriteStorage,
|
||||
};
|
||||
use vek::*;
|
||||
|
||||
@ -68,7 +68,7 @@ pub struct Sys;
|
||||
impl<'a> System<'a> for Sys {
|
||||
type SystemData = (
|
||||
ReadData<'a>,
|
||||
Write<'a, EventBus<ServerEvent>>,
|
||||
Read<'a, EventBus<ServerEvent>>,
|
||||
WriteStorage<'a, Agent>,
|
||||
WriteStorage<'a, Controller>,
|
||||
WriteExpect<'a, RtSim>,
|
||||
|
@ -7,6 +7,7 @@ use crate::{
|
||||
use common::{
|
||||
calendar::Calendar,
|
||||
comp::{Collider, ForceUpdate, InventoryUpdate, Last, Ori, Pos, Vel},
|
||||
event::EventBus,
|
||||
outcome::Outcome,
|
||||
region::{Event as RegionEvent, RegionMap},
|
||||
resources::{PlayerPhysicsSettings, TimeOfDay},
|
||||
@ -47,7 +48,7 @@ impl<'a> System<'a> for Sys {
|
||||
WriteStorage<'a, ForceUpdate>,
|
||||
WriteStorage<'a, InventoryUpdate>,
|
||||
Write<'a, DeletedEntities>,
|
||||
Write<'a, Vec<Outcome>>,
|
||||
Read<'a, EventBus<Outcome>>,
|
||||
);
|
||||
|
||||
const NAME: &'static str = "entity_sync";
|
||||
@ -77,7 +78,7 @@ impl<'a> System<'a> for Sys {
|
||||
mut force_updates,
|
||||
mut inventory_updates,
|
||||
mut deleted_entities,
|
||||
mut outcomes,
|
||||
outcomes,
|
||||
): Self::SystemData,
|
||||
) {
|
||||
let tick = tick.0;
|
||||
@ -366,6 +367,9 @@ impl<'a> System<'a> for Sys {
|
||||
}
|
||||
}
|
||||
|
||||
// Consume/clear the current outcomes and convert them to a vec
|
||||
let outcomes = outcomes.recv_all().collect::<Vec<_>>();
|
||||
|
||||
// Sync outcomes
|
||||
for (presence, pos, client) in (presences.maybe(), positions.maybe(), &clients).join() {
|
||||
let is_near = |o_pos: Vec3<f32>| {
|
||||
@ -381,11 +385,11 @@ impl<'a> System<'a> for Sys {
|
||||
.filter(|o| o.get_pos().and_then(&is_near).unwrap_or(true))
|
||||
.cloned()
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
if !outcomes.is_empty() {
|
||||
client.send_fallible(ServerGeneral::Outcomes(outcomes));
|
||||
}
|
||||
}
|
||||
outcomes.clear();
|
||||
|
||||
// Remove all force flags.
|
||||
force_updates.clear();
|
||||
|
Loading…
Reference in New Issue
Block a user