Merge branch 'master' into 'master'

Initial structure

See merge request veloren/fresh!1
This commit is contained in:
Joshua Barretto 2019-01-02 17:50:24 +00:00
commit e34b134fe6
11 changed files with 184 additions and 0 deletions

11
Cargo.toml Normal file
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[workspace]
members = [
"common",
"client",
"server",
]
[profile.dev]
[profile.release]
debug = true

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client/.gitignore vendored Normal file
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/target
**/*.rs.bk
Cargo.lock

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client/Cargo.toml Normal file
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[package]
name = "veloren-client"
version = "0.1.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
edition = "2018"
[dependencies]
common = { path = "../common" }
specs = "0.14"

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client/src/lib.rs Normal file
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// Standard
use std::time::Duration;
// Internal
use common::LocalState;
pub enum ClientErr {
ServerShutdown,
Other(String),
}
pub struct Input {
// TODO: Use this type to manage client input
}
pub struct Client {
state: LocalState,
// TODO: Add "meta" state here
}
impl Client {
pub fn new() -> Self {
Self {
state: LocalState::new(),
}
}
/// Execute a single client tick, handle input and update the game state by the given duration
pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), ClientErr> {
// This tick function is the centre of the Veloren universe. Most client-side things are
// managed from here, and as such it's important that it stays organised. Please consult
// the core developers before making significant changes to this code. Here is the
// approximate order of things. Please update it as this code changes.
//
// 1) Collect input from the frontend, apply input effects to the state of the game
// 2) Go through any events (timer-driven or otherwise) that need handling and apply them
// to the state of the game
// 3) Perform a single LocalState tick (i.e: update the world and entities in the world)
// 4) Go through the terrain update queue and apply all changes to the terrain
// 5) Finish the tick, passing control of the main thread back to the frontend
// Tick the client's LocalState (step 3)
self.state.tick(dt);
// Finish the tick, pass control back to the frontend (step 6)
Ok(())
}
}

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/target
**/*.rs.bk
Cargo.lock

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common/Cargo.toml Normal file
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[package]
name = "common"
version = "0.1.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
edition = "2018"
[dependencies]
specs = "0.14"

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common/src/comp/mod.rs Normal file
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// External
use specs::{World as EcsWorld, Builder};
pub fn register_local_components(ecs_world: &mut EcsWorld) {
// TODO: Register local components here
}

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common/src/lib.rs Normal file
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pub mod comp;
// Standard
use std::time::Duration;
// External
use specs::{World as EcsWorld, Builder};
// A type used to represent game state stored on both the client and the server. This includes
// things like entity components, terrain data, and global state like weather, time of day, etc.
pub struct LocalState {
ecs_world: EcsWorld
}
impl LocalState {
pub fn new() -> Self {
let mut ecs_world = EcsWorld::new();
comp::register_local_components(&mut ecs_world);
Self {
ecs_world,
}
}
// Execute a single tick, simulating the game state by the given duration
pub fn tick(&mut self, dt: Duration) {
println!("Ticked!");
}
}

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server/.gitignore vendored Normal file
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/target
**/*.rs.bk
Cargo.lock

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server/Cargo.toml Normal file
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[package]
name = "server"
version = "0.1.0"
authors = ["Joshua Barretto <joshua.s.barretto@gmail.com>"]
edition = "2018"
[dependencies]
common = { path = "../common" }
specs = "0.14"

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server/src/lib.rs Normal file
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// Standard
use std::time::Duration;
// Internal
use common::LocalState;
pub enum ClientErr {
ServerShutdown,
Other(String),
}
pub struct Input {
// TODO: Use this type to manage server input
}
pub struct Server {
state: LocalState,
// TODO: Add "meta" state here
}
impl Server {
pub fn new() -> Self {
Self {
state: LocalState::new(),
}
}
/// Execute a single server tick, handle input and update the game state by the given duration
pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), ClientErr> {
// This tick function is the centre of the Veloren universe. Most server-side things are
// managed from here, and as such it's important that it stays organised. Please consult
// the core developers before making significant changes to this code. Here is the
// approximate order of things. Please update it as this code changes.
//
// 1) Collect input from the frontend, apply input effects to the state of the game
// 2) Go through any events (timer-driven or otherwise) that need handling and apply them
// to the state of the game
// 3) Go through all incoming client network communications, apply them to the game state
// 4) Perform a single LocalState tick (i.e: update the world and entities in the world)
// 5) Go through the terrain update queue and apply all changes to the terrain
// 6) Send relevant state updates to all clients
// 7) Finish the tick, passing control of the main thread back to the frontend
// Tick the client's LocalState (step 3)
self.state.tick(dt);
// Finish the tick, pass control back to the frontend (step 6)
Ok(())
}
}