use super::{ sentinel::{DeletedEntities, ReadTrackers, TrackedComps}, SysTimer, }; use crate::{ client::{Client, RegionSubscription}, Tick, }; use common::{ comp::{CharacterState, ForceUpdate, Inventory, InventoryUpdate, Last, Ori, Pos, Vel}, msg::ServerMsg, region::{Event as RegionEvent, RegionMap}, state::TimeOfDay, sync::Uid, }; use specs::{ Entities, Entity as EcsEntity, Join, Read, ReadExpect, ReadStorage, System, Write, WriteStorage, }; /// This system will send physics updates to the client pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( Entities<'a>, Read<'a, Tick>, ReadExpect<'a, TimeOfDay>, ReadExpect<'a, RegionMap>, Write<'a, SysTimer>, ReadStorage<'a, Uid>, ReadStorage<'a, Pos>, ReadStorage<'a, Vel>, ReadStorage<'a, Ori>, ReadStorage<'a, CharacterState>, ReadStorage<'a, Inventory>, ReadStorage<'a, RegionSubscription>, WriteStorage<'a, Last>, WriteStorage<'a, Last>, WriteStorage<'a, Last>, WriteStorage<'a, Last>, WriteStorage<'a, Client>, WriteStorage<'a, ForceUpdate>, WriteStorage<'a, InventoryUpdate>, Write<'a, DeletedEntities>, TrackedComps<'a>, ReadTrackers<'a>, ); fn run( &mut self, ( entities, tick, time_of_day, region_map, mut timer, uids, positions, velocities, orientations, character_states, inventories, subscriptions, mut last_pos, mut last_vel, mut last_ori, mut last_character_state, mut clients, mut force_updates, mut inventory_updates, mut deleted_entities, tracked_comps, trackers, ): Self::SystemData, ) { timer.start(); let tick = tick.0; // To send entity updates // 1. Iterate through regions // 2. Iterate through region subscribers (ie clients) // - Collect a list of entity ids for clients who are subscribed to this // region (hash calc to check each) // 3. Iterate through events from that region // - For each entity entered event, iterate through the client list and // check if they are subscribed to the source (hash calc per subscribed // client per entity event), if not subscribed to the source send a entity // creation message to that client // - For each entity left event, iterate through the client list and check // if they are subscribed to the destination (hash calc per subscribed // client per entity event) // 4. Iterate through entities in that region // 5. Inform clients of the component changes for that entity // - Throttle update rate base on distance to each client // Sync physics // via iterating through regions for (key, region) in region_map.iter() { // Assemble subscriber list for this region by iterating through clients and // checking if they are subscribed to this region let mut subscribers = (&mut clients, &entities, &subscriptions, &positions) .join() .filter_map(|(client, entity, subscription, pos)| { if client.is_ingame() && subscription.regions.contains(&key) { Some((client, &subscription.regions, entity, *pos)) } else { None } }) .collect::>(); for event in region.events() { match event { RegionEvent::Entered(id, maybe_key) => { // Don't process newly created entities here (redundant network messages) if trackers.uid.inserted().contains(*id) { continue; } let entity = entities.entity(*id); if let Some((uid, pos, vel, ori, character_state)) = uids.get(entity).and_then(|uid| { positions.get(entity).map(|pos| { ( uid, pos, velocities.get(entity), orientations.get(entity), character_states.get(entity), ) }) }) { let create_msg = ServerMsg::CreateEntity( tracked_comps.create_entity_package(entity), ); for (client, regions, client_entity, _) in &mut subscribers { if maybe_key .as_ref() .map(|key| !regions.contains(key)) .unwrap_or(true) // Client doesn't need to know about itself && *client_entity != entity { client.notify(create_msg.clone()); send_initial_unsynced_components( client, uid, pos, vel, ori, character_state, ); } } } }, RegionEvent::Left(id, maybe_key) => { // Lookup UID for entity if let Some(&uid) = uids.get(entities.entity(*id)) { for (client, regions, _, _) in &mut subscribers { if maybe_key .as_ref() .map(|key| !regions.contains(key)) .unwrap_or(true) { client.notify(ServerMsg::DeleteEntity(uid.into())); } } } }, } } // Sync tracked components // Get deleted entities in this region from DeletedEntities let sync_msg = ServerMsg::EcsSync( trackers.create_sync_package( &tracked_comps, region.entities(), deleted_entities .take_deleted_in_region(key) .unwrap_or_else(|| Vec::new()), ), ); for (client, _, _, _) in &mut subscribers { client.notify(sync_msg.clone()); } let mut send_msg = |msg: ServerMsg, entity: EcsEntity, pos: Pos, force_update: Option<&ForceUpdate>, throttle: bool| { for (client, _, client_entity, client_pos) in &mut subscribers { let update = if client_entity == &entity { // Don't send client physics updates about itself unless force update is set force_update.is_some() } else if !throttle { // Update rate not thottled by distance true } else { // Throttle update rate based on distance to client let distance_sq = client_pos.0.distance_squared(pos.0); // More entities farther away so checks start there if distance_sq > 300.0f32.powi(2) { (tick + entity.id() as u64) % 32 == 0 } else if distance_sq > 250.0f32.powi(2) { (tick + entity.id() as u64) % 16 == 0 } else if distance_sq > 200.0f32.powi(2) { (tick + entity.id() as u64) % 8 == 0 } else if distance_sq > 150.0f32.powi(2) { (tick + entity.id() as u64) % 4 == 0 } else if distance_sq > 100.0f32.powi(2) { (tick + entity.id() as u64) % 2 == 0 } else { true // Closer than 100 blocks } }; if update { client.notify(msg.clone()); } } }; // Sync physics components for (_, entity, &uid, &pos, maybe_vel, maybe_ori, character_state, force_update) in ( region.entities(), &entities, &uids, &positions, velocities.maybe(), orientations.maybe(), character_states.maybe(), force_updates.maybe(), ) .join() { // TODO: An entity that stoppped moving on a tick that it wasn't sent to the // player will never have it's position updated if last_pos.get(entity).map(|&l| l.0 != pos).unwrap_or(true) { let _ = last_pos.insert(entity, Last(pos)); send_msg( ServerMsg::EntityPos { entity: uid.into(), pos, }, entity, pos, force_update, true, ); } if let Some(&vel) = maybe_vel { if last_vel.get(entity).map(|&l| l.0 != vel).unwrap_or(true) { let _ = last_vel.insert(entity, Last(vel)); send_msg( ServerMsg::EntityVel { entity: uid.into(), vel, }, entity, pos, force_update, true, ); } } if let Some(&ori) = maybe_ori { if last_ori.get(entity).map(|&l| l.0 != ori).unwrap_or(true) { let _ = last_ori.insert(entity, Last(ori)); send_msg( ServerMsg::EntityOri { entity: uid.into(), ori, }, entity, pos, force_update, true, ); } } if let Some(&character_state) = character_state.as_ref() { if last_character_state .get(entity) .map(|l| !character_state.equals(&l.0)) .unwrap_or(true) { let _ = last_character_state.insert(entity, Last(character_state.clone())); send_msg( ServerMsg::EntityCharacterState { entity: uid.into(), character_state: character_state.clone(), }, entity, pos, force_update, false, ); } } } } // Handle entity deletion in regions that don't exist in RegionMap // (theoretically none) for (region_key, deleted) in deleted_entities.take_remaining_deleted() { for client in (&mut clients, &subscriptions) .join() .filter_map(|(client, subscription)| { if client.is_ingame() && subscription.regions.contains(®ion_key) { Some(client) } else { None } }) { for uid in &deleted { client.notify(ServerMsg::DeleteEntity(*uid)); } } } // TODO: Sync clients that don't have a position? // Sync inventories for (client, inventory, update) in (&mut clients, &inventories, &inventory_updates).join() { client.notify(ServerMsg::InventoryUpdate( inventory.clone(), update.event(), )); } // Remove all force flags. force_updates.clear(); inventory_updates.clear(); // Sync resources // TODO: doesn't really belong in this system (rename system or create another // system?) let tof_msg = ServerMsg::TimeOfDay(*time_of_day); for client in (&mut clients).join() { client.notify(tof_msg.clone()); } timer.end(); } } pub fn send_initial_unsynced_components( client: &mut Client, uid: &Uid, pos: &Pos, vel: Option<&Vel>, ori: Option<&Ori>, character_state: Option<&CharacterState>, ) { let entity = (*uid).into(); client.notify(ServerMsg::EntityPos { entity, pos: *pos }); if let Some(&vel) = vel { client.notify(ServerMsg::EntityVel { entity, vel }); } if let Some(&ori) = ori { client.notify(ServerMsg::EntityOri { entity, ori }); } if let Some(character_state) = character_state.cloned() { client.notify(ServerMsg::EntityCharacterState { entity, character_state, }); } }