#[cfg(feature = "plugins")] use crate::plugin::memory_manager::EcsWorld; #[cfg(feature = "plugins")] use crate::plugin::PluginMgr; #[cfg(feature = "plugins")] use common::uid::UidAllocator; use common::{ comp, depot::{Depot, Id}, event::{EventBus, LocalEvent, ServerEvent}, outcome::Outcome, region::RegionMap, resources::{DeltaTime, GameMode, PlayerEntity, PlayerPhysicsSettings, Time, TimeOfDay}, slowjob::SlowJobPool, terrain::{Block, TerrainChunk, TerrainGrid}, time::DayPeriod, trade::Trades, vol::{ReadVol, WriteVol}, }; use common_base::span; use common_ecs::{run_now, PhysicsMetrics, SysMetrics}; use common_net::sync::{interpolation as sync_interp, WorldSyncExt}; use core::{convert::identity, time::Duration}; use hashbrown::{hash_map, HashMap, HashSet}; use rayon::{ThreadPool, ThreadPoolBuilder}; use specs::{ prelude::Resource, shred::{Fetch, FetchMut}, storage::{MaskedStorage as EcsMaskedStorage, Storage as EcsStorage}, Component, DispatcherBuilder, Entity as EcsEntity, WorldExt, }; use std::sync::Arc; use vek::*; /// How much faster should an in-game day be compared to a real day? // TODO: Don't hard-code this. const DAY_CYCLE_FACTOR: f64 = 24.0 * 2.0; /// At what point should we stop speeding up physics to compensate for lag? If /// we speed physics up too fast, we'd skip important physics events like /// collisions. This constant determines the upper limit. If delta time exceeds /// this value, the game's physics will begin to produce time lag. Ideally, we'd /// avoid such a situation. const MAX_DELTA_TIME: f32 = 1.0; /// NOTE: Please don't add `Deserialize` without checking to make sure we /// can guarantee the invariant that every entry in `area_names` points to a /// valid id in `areas`. #[derive(Default)] pub struct BuildAreas { areas: Depot>, area_names: HashMap>>, } pub enum BuildAreaError { /// This build area name is reserved by the system. Reserved, /// The build area name was not found. NotFound, } /// Build area names that can only be inserted, not removed. const RESERVED_BUILD_AREA_NAMES: &[&str] = &["world"]; impl BuildAreas { pub fn areas(&self) -> &Depot> { &self.areas } pub fn area_names(&self) -> &HashMap>> { &self.area_names } /// If the area_name is already in the map, returns Err(area_name). pub fn insert(&mut self, area_name: String, area: Aabb) -> Result>, String> { let area_name_entry = match self.area_names.entry(area_name) { hash_map::Entry::Occupied(o) => return Err(o.replace_key()), hash_map::Entry::Vacant(v) => v, }; let bb_id = self.areas.insert(area.made_valid()); area_name_entry.insert(bb_id); Ok(bb_id) } pub fn remove(&mut self, area_name: &str) -> Result, BuildAreaError> { if RESERVED_BUILD_AREA_NAMES.contains(&area_name) { return Err(BuildAreaError::Reserved); } let bb_id = self .area_names .remove(area_name) .ok_or(BuildAreaError::NotFound)?; let area = self.areas.remove(bb_id).expect( "Entries in `areas` are added before entries in `area_names` in `insert`, and that is \ the only exposed way to add elements to `area_names`.", ); Ok(area) } } #[derive(Default)] pub struct BlockChange { blocks: HashMap, Block>, } impl BlockChange { pub fn set(&mut self, pos: Vec3, block: Block) { self.blocks.insert(pos, block); } pub fn try_set(&mut self, pos: Vec3, block: Block) -> Option<()> { if !self.blocks.contains_key(&pos) { self.blocks.insert(pos, block); Some(()) } else { None } } pub fn clear(&mut self) { self.blocks.clear(); } } #[derive(Default)] pub struct TerrainChanges { pub new_chunks: HashSet>, pub modified_chunks: HashSet>, pub removed_chunks: HashSet>, pub modified_blocks: HashMap, Block>, } impl TerrainChanges { pub fn clear(&mut self) { self.new_chunks.clear(); self.modified_chunks.clear(); self.removed_chunks.clear(); } } #[derive(Copy, Clone)] pub enum ExecMode { Server, Client, Singleplayer, } /// 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 states like weather, time of day, etc. pub struct State { ecs: specs::World, // Avoid lifetime annotation by storing a thread pool instead of the whole dispatcher thread_pool: Arc, } impl State { /// Create a new `State` in client mode. pub fn client() -> Self { Self::new(GameMode::Client) } /// Create a new `State` in server mode. pub fn server() -> Self { Self::new(GameMode::Server) } pub fn new(game_mode: GameMode) -> Self { let thread_name_infix = match game_mode { GameMode::Server => "s", GameMode::Client => "c", GameMode::Singleplayer => "sp", }; let thread_pool = Arc::new( ThreadPoolBuilder::new() .thread_name(move |i| format!("rayon-{}-{}", thread_name_infix, i)) .build() .unwrap(), ); Self { ecs: Self::setup_ecs_world(game_mode, &thread_pool), thread_pool, } } /// Creates ecs world and registers all the common components and resources // TODO: Split up registering into server and client (e.g. move // EventBus to the server) fn setup_ecs_world(game_mode: GameMode, thread_pool: &Arc) -> specs::World { let mut ecs = specs::World::new(); // Uids for sync ecs.register_sync_marker(); // Register server -> all clients synced components. ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); // Register components send from clients -> server ecs.register::(); // Register components send directly from server -> all but one client ecs.register::(); // Register components synced from client -> server -> all other clients ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); // Register common unsynced components ecs.register::(); ecs.register::(); // Register client-local components // TODO: only register on the client ecs.register::(); ecs.register::>(); ecs.register::>(); ecs.register::>(); // Register server-local components // TODO: only register on the server ecs.register::>(); ecs.register::>(); ecs.register::>(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); // Register synced resources used by the ECS. ecs.insert(TimeOfDay(0.0)); // Register unsynced resources used by the ECS. ecs.insert(Time(0.0)); ecs.insert(DeltaTime(0.0)); ecs.insert(PlayerEntity(None)); ecs.insert(TerrainGrid::new().unwrap()); ecs.insert(BlockChange::default()); ecs.insert(BuildAreas::default()); ecs.insert(TerrainChanges::default()); ecs.insert(EventBus::::default()); ecs.insert(game_mode); ecs.insert(Vec::::new()); let slow_limit = thread_pool.current_num_threads().max(2) as u64; let slow_limit = slow_limit / 2 + slow_limit / 4; tracing::trace!(?slow_limit, "Slow Thread limit"); ecs.insert(SlowJobPool::new(slow_limit, Arc::clone(&thread_pool))); // TODO: only register on the server ecs.insert(EventBus::::default()); ecs.insert(comp::group::GroupManager::default()); ecs.insert(RegionMap::new()); ecs.insert(SysMetrics::default()); ecs.insert(PhysicsMetrics::default()); ecs.insert(Trades::default()); ecs.insert(PlayerPhysicsSettings::default()); // Load plugins from asset directory #[cfg(feature = "plugins")] ecs.insert(match PluginMgr::from_assets() { Ok(plugin_mgr) => { let ecs_world = EcsWorld { entities: &ecs.entities(), health: ecs.read_component().into(), uid: ecs.read_component().into(), uid_allocator: &ecs.read_resource::().into(), player: ecs.read_component().into(), }; if let Err(e) = plugin_mgr .execute_event(&ecs_world, &plugin_api::event::PluginLoadEvent { game_mode, }) { tracing::debug!(?e, "Failed to run plugin init"); tracing::info!("Plugins disabled, enable debug logging for more information."); PluginMgr::default() } else { plugin_mgr } }, Err(e) => { tracing::debug!(?e, "Failed to read plugins from assets"); tracing::info!("Plugins disabled, enable debug logging for more information."); PluginMgr::default() }, }); ecs } /// Register a component with the state's ECS. pub fn with_component(mut self) -> Self where ::Storage: Default, { self.ecs.register::(); self } /// Write a component attributed to a particular entity, ignoring errors. /// /// This should be used *only* when we can guarantee that the rest of the /// code does not rely on the insert having succeeded (meaning the /// entity is no longer alive!). /// /// Returns None if the entity was dead or there was no previous entry for /// this component; otherwise, returns Some(old_component). pub fn write_component_ignore_entity_dead( &mut self, entity: EcsEntity, comp: C, ) -> Option { self.ecs .write_storage() .insert(entity, comp) .ok() .and_then(identity) } /// Delete a component attributed to a particular entity. pub fn delete_component(&mut self, entity: EcsEntity) -> Option { self.ecs.write_storage().remove(entity) } /// Read a component attributed to a particular entity. pub fn read_component_cloned(&self, entity: EcsEntity) -> Option { self.ecs.read_storage().get(entity).cloned() } /// Read a component attributed to a particular entity. pub fn read_component_copied(&self, entity: EcsEntity) -> Option { self.ecs.read_storage().get(entity).copied() } /// Given mutable access to the resource R, assuming the resource /// component exists (this is already the behavior of functions like `fetch` /// and `write_component_ignore_entity_dead`). Since all of our resources /// are generated up front, any failure here is definitely a code bug. pub fn mut_resource(&mut self) -> &mut R { self.ecs.get_mut::().expect( "Tried to fetch an invalid resource even though all our resources should be known at \ compile time.", ) } /// Get a read-only reference to the storage of a particular component type. pub fn read_storage(&self) -> EcsStorage>> { self.ecs.read_storage::() } /// Get a reference to the internal ECS world. pub fn ecs(&self) -> &specs::World { &self.ecs } /// Get a mutable reference to the internal ECS world. pub fn ecs_mut(&mut self) -> &mut specs::World { &mut self.ecs } /// Get a reference to the `TerrainChanges` structure of the state. This /// contains information about terrain state that has changed since the /// last game tick. pub fn terrain_changes(&self) -> Fetch { self.ecs.read_resource() } /// Get the current in-game time of day. /// /// Note that this should not be used for physics, animations or other such /// localised timings. pub fn get_time_of_day(&self) -> f64 { self.ecs.read_resource::().0 } /// Get the current in-game day period (period of the day/night cycle) /// Get the current in-game day period (period of the day/night cycle) pub fn get_day_period(&self) -> DayPeriod { self.get_time_of_day().into() } /// Get the current in-game time. /// /// Note that this does not correspond to the time of day. pub fn get_time(&self) -> f64 { self.ecs.read_resource::