use super::SysTimer; use crate::{ alias_validator::AliasValidator, client::Client, login_provider::LoginProvider, persistence::character::CharacterLoader, ServerSettings, CLIENT_TIMEOUT, }; use common::{ comp::{ Admin, AdminList, CanBuild, ChatMode, ChatType, ControlEvent, Controller, ForceUpdate, Ori, Player, Pos, Stats, UnresolvedChatMsg, Vel, }, event::{EventBus, ServerEvent}, msg::{ validate_chat_msg, CharacterInfo, ChatMsgValidationError, ClientMsg, ClientState, PlayerInfo, PlayerListUpdate, RequestStateError, ServerMsg, MAX_BYTES_CHAT_MSG, }, state::{BlockChange, Time}, sync::Uid, terrain::{Block, TerrainChunkSize, TerrainGrid}, vol::{RectVolSize, Vox}, }; use futures_executor::block_on; use futures_timer::Delay; use futures_util::{select, FutureExt}; use hashbrown::HashMap; use specs::{ Entities, Join, Read, ReadExpect, ReadStorage, System, Write, WriteExpect, WriteStorage, }; impl Sys { ///We needed to move this to a async fn, if we would use a async closures /// the compiler generates to much recursion and fails to compile this #[allow(clippy::too_many_arguments)] async fn handle_client_msg( server_emitter: &mut common::event::Emitter<'_, ServerEvent>, new_chat_msgs: &mut Vec<(Option, UnresolvedChatMsg)>, player_list: &HashMap, new_players: &mut Vec, entity: specs::Entity, client: &mut Client, cnt: &mut u64, character_loader: &ReadExpect<'_, CharacterLoader>, terrain: &ReadExpect<'_, TerrainGrid>, uids: &ReadStorage<'_, Uid>, can_build: &ReadStorage<'_, CanBuild>, force_updates: &ReadStorage<'_, ForceUpdate>, stats: &mut WriteStorage<'_, Stats>, chat_modes: &ReadStorage<'_, ChatMode>, login_provider: &mut WriteExpect<'_, LoginProvider>, block_changes: &mut Write<'_, BlockChange>, admin_list: &ReadExpect<'_, AdminList>, admins: &mut WriteStorage<'_, Admin>, positions: &mut WriteStorage<'_, Pos>, velocities: &mut WriteStorage<'_, Vel>, orientations: &mut WriteStorage<'_, Ori>, players: &mut WriteStorage<'_, Player>, controllers: &mut WriteStorage<'_, Controller>, settings: &Read<'_, ServerSettings>, alias_validator: &ReadExpect<'_, AliasValidator>, ) -> Result<(), crate::error::Error> { loop { let msg = client.recv().await?; *cnt += 1; match msg { // Go back to registered state (char selection screen) ClientMsg::ExitIngame => match client.client_state { // Use ClientMsg::Register instead. ClientState::Connected => client.error_state(RequestStateError::WrongMessage), ClientState::Registered => client.error_state(RequestStateError::Already), ClientState::Spectator | ClientState::Character => { server_emitter.emit(ServerEvent::ExitIngame { entity }); }, ClientState::Pending => {}, }, // Request spectator state ClientMsg::Spectate => match client.client_state { // Become Registered first. ClientState::Connected => client.error_state(RequestStateError::Impossible), ClientState::Spectator => client.error_state(RequestStateError::Already), ClientState::Registered | ClientState::Character => { client.allow_state(ClientState::Spectator) }, ClientState::Pending => {}, }, // Request registered state (login) ClientMsg::Register { view_distance, token_or_username, } => { let (username, uuid) = match login_provider.try_login(&token_or_username, &settings.whitelist) { Err(err) => { client.error_state(RequestStateError::RegisterDenied(err)); break Ok(()); }, Ok((username, uuid)) => (username, uuid), }; let vd = view_distance.map(|vd| vd.min(settings.max_view_distance.unwrap_or(vd))); let player = Player::new(username.clone(), None, vd, uuid); let is_admin = admin_list.contains(&username); if !player.is_valid() { // Invalid player client.error_state(RequestStateError::Impossible); break Ok(()); } match client.client_state { ClientState::Connected => { // Add Player component to this client let _ = players.insert(entity, player); // Give the Admin component to the player if their name exists in // admin list if is_admin { let _ = admins.insert(entity, Admin); } // Tell the client its request was successful. client.allow_state(ClientState::Registered); // Send initial player list client.notify(ServerMsg::PlayerListUpdate(PlayerListUpdate::Init( player_list.clone(), ))); // Add to list to notify all clients of the new player new_players.push(entity); }, // Use RequestState instead (No need to send `player` again). _ => client.error_state(RequestStateError::Impossible), } //client.allow_state(ClientState::Registered); // Limit view distance if it's too high // This comes after state registration so that the client actually hears it if settings .max_view_distance .zip(view_distance) .map(|(max, vd)| vd > max) .unwrap_or(false) { client.notify(ServerMsg::SetViewDistance( settings.max_view_distance.unwrap_or(0), )); }; }, ClientMsg::SetViewDistance(view_distance) => { if let ClientState::Character { .. } = client.client_state { players.get_mut(entity).map(|player| { player.view_distance = Some( settings .max_view_distance .map(|max| view_distance.min(max)) .unwrap_or(view_distance), ) }); if settings .max_view_distance .map(|max| view_distance > max) .unwrap_or(false) { client.notify(ServerMsg::SetViewDistance( settings.max_view_distance.unwrap_or(0), )); } } }, ClientMsg::Character(character_id) => match client.client_state { // Become Registered first. ClientState::Connected => client.error_state(RequestStateError::Impossible), ClientState::Registered | ClientState::Spectator => { // Only send login message if it wasn't already // sent previously if let Some(player) = players.get(entity) { // Send a request to load the character's component data from the // DB. Once loaded, persisted components such as stats and inventory // will be inserted for the entity character_loader.load_character_data( entity, player.uuid().to_string(), character_id, ); // Start inserting non-persisted/default components for the entity // while we load the DB data server_emitter.emit(ServerEvent::InitCharacterData { entity, character_id, }); // Give the player a welcome message if !settings.server_description.is_empty() { client.notify( ChatType::CommandInfo .server_msg(settings.server_description.clone()), ); } // Only send login message if it wasn't already // sent previously if !client.login_msg_sent { new_chat_msgs.push((None, UnresolvedChatMsg { chat_type: ChatType::Online, message: format!("[{}] is now online.", &player.alias), // TODO: Localize this })); client.login_msg_sent = true; } } else { client.notify(ServerMsg::CharacterDataLoadError(String::from( "Failed to fetch player entity", ))) } }, ClientState::Character => client.error_state(RequestStateError::Already), ClientState::Pending => {}, }, ClientMsg::ControllerInputs(inputs) => match client.client_state { ClientState::Connected | ClientState::Registered | ClientState::Spectator => { client.error_state(RequestStateError::Impossible) }, ClientState::Character => { if let Some(controller) = controllers.get_mut(entity) { controller.inputs.update_with_new(inputs); } }, ClientState::Pending => {}, }, ClientMsg::ControlEvent(event) => match client.client_state { ClientState::Connected | ClientState::Registered | ClientState::Spectator => { client.error_state(RequestStateError::Impossible) }, ClientState::Character => { // Skip respawn if client entity is alive if let ControlEvent::Respawn = event { if stats.get(entity).map_or(true, |s| !s.is_dead) { continue; } } if let Some(controller) = controllers.get_mut(entity) { controller.events.push(event); } }, ClientState::Pending => {}, }, ClientMsg::ControlAction(event) => match client.client_state { ClientState::Connected | ClientState::Registered | ClientState::Spectator => { client.error_state(RequestStateError::Impossible) }, ClientState::Character => { if let Some(controller) = controllers.get_mut(entity) { controller.actions.push(event); } }, ClientState::Pending => {}, }, ClientMsg::ChatMsg(message) => match client.client_state { ClientState::Connected => client.error_state(RequestStateError::Impossible), ClientState::Registered | ClientState::Spectator | ClientState::Character => { match validate_chat_msg(&message) { Ok(()) => { if let Some(from) = uids.get(entity) { let mode = chat_modes.get(entity).cloned().unwrap_or_default(); let msg = mode.new_message(*from, message); new_chat_msgs.push((Some(entity), msg)); } else { tracing::error!("Could not send message. Missing player uid"); } }, Err(ChatMsgValidationError::TooLong) => { let max = MAX_BYTES_CHAT_MSG; let len = message.len(); tracing::warn!( ?len, ?max, "Recieved a chat message that's too long" ) }, } }, ClientState::Pending => {}, }, ClientMsg::PlayerPhysics { pos, vel, ori } => match client.client_state { ClientState::Character => { if force_updates.get(entity).is_none() && stats.get(entity).map_or(true, |s| !s.is_dead) { let _ = positions.insert(entity, pos); let _ = velocities.insert(entity, vel); let _ = orientations.insert(entity, ori); } }, // Only characters can send positions. _ => client.error_state(RequestStateError::Impossible), }, ClientMsg::BreakBlock(pos) => { if can_build.get(entity).is_some() { block_changes.set(pos, Block::empty()); } }, ClientMsg::PlaceBlock(pos, block) => { if can_build.get(entity).is_some() { block_changes.try_set(pos, block); } }, ClientMsg::TerrainChunkRequest { key } => match client.client_state { ClientState::Connected | ClientState::Registered => { client.error_state(RequestStateError::Impossible); }, ClientState::Spectator | ClientState::Character => { let in_vd = if let (Some(view_distance), Some(pos)) = ( players.get(entity).and_then(|p| p.view_distance), positions.get(entity), ) { pos.0.xy().map(|e| e as f64).distance( key.map(|e| e as f64 + 0.5) * TerrainChunkSize::RECT_SIZE.map(|e| e as f64), ) < (view_distance as f64 - 1.0 + 2.5 * 2.0_f64.sqrt()) * TerrainChunkSize::RECT_SIZE.x as f64 } else { true }; if in_vd { match terrain.get_key(key) { Some(chunk) => client.notify(ServerMsg::TerrainChunkUpdate { key, chunk: Ok(Box::new(chunk.clone())), }), None => server_emitter.emit(ServerEvent::ChunkRequest(entity, key)), } } }, ClientState::Pending => {}, }, // Always possible. ClientMsg::Ping => client.notify(ServerMsg::Pong), ClientMsg::Pong => {}, ClientMsg::Disconnect => { client.notify(ServerMsg::Disconnect); }, ClientMsg::Terminate => { server_emitter.emit(ServerEvent::ClientDisconnect(entity)); }, ClientMsg::RequestCharacterList => { if let Some(player) = players.get(entity) { character_loader.load_character_list(entity, player.uuid().to_string()) } }, ClientMsg::CreateCharacter { alias, tool, body } => { if let Err(error) = alias_validator.validate(&alias) { tracing::debug!( ?error, ?alias, "denied alias as it contained a banned word" ); client.notify(ServerMsg::CharacterActionError(error.to_string())); } else if let Some(player) = players.get(entity) { character_loader.create_character( entity, player.uuid().to_string(), alias, tool, body, ); } }, ClientMsg::DeleteCharacter(character_id) => { if let Some(player) = players.get(entity) { character_loader.delete_character( entity, player.uuid().to_string(), character_id, ); } }, ClientMsg::UnlockSkill(skill) => { stats .get_mut(entity) .map(|s| s.skill_set.unlock_skill(skill)); }, ClientMsg::RefundSkill(skill) => { stats .get_mut(entity) .map(|s| s.skill_set.refund_skill(skill)); }, ClientMsg::UnlockSkillGroup(skill_group_type) => { stats .get_mut(entity) .map(|s| s.skill_set.unlock_skill_group(skill_group_type)); }, } } } } /// This system will handle new messages from clients pub struct Sys; impl<'a> System<'a> for Sys { #[allow(clippy::type_complexity)] // TODO: Pending review in #587 type SystemData = ( Entities<'a>, Read<'a, EventBus>, Read<'a, Time>, ReadExpect<'a, CharacterLoader>, ReadExpect<'a, TerrainGrid>, Write<'a, SysTimer>, ReadStorage<'a, Uid>, ReadStorage<'a, CanBuild>, ReadStorage<'a, ForceUpdate>, WriteStorage<'a, Stats>, ReadStorage<'a, ChatMode>, WriteExpect<'a, LoginProvider>, Write<'a, BlockChange>, ReadExpect<'a, AdminList>, WriteStorage<'a, Admin>, WriteStorage<'a, Pos>, WriteStorage<'a, Vel>, WriteStorage<'a, Ori>, WriteStorage<'a, Player>, WriteStorage<'a, Client>, WriteStorage<'a, Controller>, Read<'a, ServerSettings>, ReadExpect<'a, AliasValidator>, ); #[allow(clippy::match_ref_pats)] // TODO: Pending review in #587 #[allow(clippy::single_char_pattern)] // TODO: Pending review in #587 #[allow(clippy::single_match)] // TODO: Pending review in #587 fn run( &mut self, ( entities, server_event_bus, time, character_loader, terrain, mut timer, uids, can_build, force_updates, mut stats, chat_modes, mut accounts, mut block_changes, admin_list, mut admins, mut positions, mut velocities, mut orientations, mut players, mut clients, mut controllers, settings, alias_validator, ): Self::SystemData, ) { timer.start(); let mut server_emitter = server_event_bus.emitter(); let mut new_chat_msgs = Vec::new(); // Player list to send new players. let player_list = (&uids, &players, stats.maybe(), admins.maybe()) .join() .map(|(uid, player, stats, admin)| { (*uid, PlayerInfo { is_online: true, is_admin: admin.is_some(), player_alias: player.alias.clone(), character: stats.map(|stats| CharacterInfo { name: stats.name.clone(), level: stats.level.level(), }), }) }) .collect::>(); // List of new players to update player lists of all clients. let mut new_players = Vec::new(); for (entity, client) in (&entities, &mut clients).join() { let mut cnt = 0; let network_err: Result<(), crate::error::Error> = block_on(async { //TIMEOUT 0.02 ms for msg handling select!( _ = Delay::new(std::time::Duration::from_micros(20)).fuse() => Ok(()), err = Self::handle_client_msg( &mut server_emitter, &mut new_chat_msgs, &player_list, &mut new_players, entity, client, &mut cnt, &character_loader, &terrain, &uids, &can_build, &force_updates, &mut stats, &chat_modes, &mut accounts, &mut block_changes, &admin_list, &mut admins, &mut positions, &mut velocities, &mut orientations, &mut players, &mut controllers, &settings, &alias_validator, ).fuse() => err, ) }); // Update client ping. if cnt > 0 { client.last_ping = time.0 } else if time.0 - client.last_ping > CLIENT_TIMEOUT // Timeout || network_err.is_err() // Postbox error { server_emitter.emit(ServerEvent::ClientDisconnect(entity)); } else if time.0 - client.last_ping > CLIENT_TIMEOUT * 0.5 { // Try pinging the client if the timeout is nearing. client.notify(ServerMsg::Ping); } } // Handle new players. // Tell all clients to add them to the player list. for entity in new_players { if let (Some(uid), Some(player)) = (uids.get(entity), players.get(entity)) { let msg = ServerMsg::PlayerListUpdate(PlayerListUpdate::Add(*uid, PlayerInfo { player_alias: player.alias.clone(), is_online: true, is_admin: admins.get(entity).is_some(), character: None, // new players will be on character select. })); for client in (&mut clients).join().filter(|c| c.is_registered()) { client.notify(msg.clone()) } } } // Handle new chat messages. for (entity, msg) in new_chat_msgs { // Handle chat commands. if msg.message.starts_with("/") { if let (Some(entity), true) = (entity, msg.message.len() > 1) { let argv = String::from(&msg.message[1..]); server_emitter.emit(ServerEvent::ChatCmd(entity, argv)); } } else { // Send chat message server_emitter.emit(ServerEvent::Chat(msg)); } } timer.end() } }