use super::SysTimer; use crate::{auth_provider::AuthProvider, client::Client, CLIENT_TIMEOUT}; use common::{ comp::{Admin, Body, CanBuild, Controller, ForceUpdate, Ori, Player, Pos, Stats, Vel}, event::{EventBus, ServerEvent}, msg::{ validate_chat_msg, ChatMsgValidationError, ClientMsg, ClientState, PlayerListUpdate, RequestStateError, ServerMsg, MAX_BYTES_CHAT_MSG, }, state::{BlockChange, Time}, sync::Uid, terrain::{Block, TerrainGrid}, vol::Vox, }; use hashbrown::HashMap; use specs::{ Entities, Join, Read, ReadExpect, ReadStorage, System, Write, WriteExpect, WriteStorage, }; /// This system will handle new messages from clients pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( Entities<'a>, Read<'a, EventBus>, Read<'a, Time>, ReadExpect<'a, TerrainGrid>, Write<'a, SysTimer>, ReadStorage<'a, Uid>, ReadStorage<'a, Body>, ReadStorage<'a, CanBuild>, ReadStorage<'a, Admin>, ReadStorage<'a, ForceUpdate>, ReadStorage<'a, Stats>, WriteExpect<'a, AuthProvider>, Write<'a, BlockChange>, WriteStorage<'a, Pos>, WriteStorage<'a, Vel>, WriteStorage<'a, Ori>, WriteStorage<'a, Player>, WriteStorage<'a, Client>, WriteStorage<'a, Controller>, ); fn run( &mut self, ( entities, server_emitter, time, terrain, mut timer, uids, bodies, can_build, admins, force_updates, stats, mut accounts, mut block_changes, mut positions, mut velocities, mut orientations, mut players, mut clients, mut controllers, ): Self::SystemData, ) { timer.start(); let time = time.0; let mut new_chat_msgs = Vec::new(); // Player list to send new players. let player_list = (&uids, &players) .join() .map(|(uid, player)| ((*uid).into(), player.alias.clone())) .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 disconnect = false; let new_msgs = client.postbox.new_messages(); // Update client ping. if new_msgs.len() > 0 { client.last_ping = time } else if time - client.last_ping > CLIENT_TIMEOUT // Timeout || client.postbox.error().is_some() // Postbox error { server_emitter.emit(ServerEvent::ClientDisconnect(entity)); } else if time - client.last_ping > CLIENT_TIMEOUT * 0.5 { // Try pinging the client if the timeout is nearing. client.postbox.send_message(ServerMsg::Ping); } // Process incoming messages. for msg in new_msgs { 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 accounts.query(token_or_username.clone()) { Err(err) => { client.error_state(RequestStateError::RegisterDenied(err)); break; }, Ok((username, uuid)) => (username, uuid), }; let player = Player::new(username, view_distance, uuid); if !player.is_valid() { // Invalid player client.error_state(RequestStateError::Impossible); break; } match client.client_state { ClientState::Connected => { // Add Player component to this client let _ = players.insert(entity, player); // 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); }, ClientMsg::SetViewDistance(view_distance) => match client.client_state { ClientState::Character { .. } => { players .get_mut(entity) .map(|player| player.view_distance = Some(view_distance)); }, _ => {}, }, ClientMsg::Character { name, body, main } => match client.client_state { // Become Registered first. ClientState::Connected => client.error_state(RequestStateError::Impossible), ClientState::Registered | ClientState::Spectator => { if let (Some(player), false) = ( players.get(entity), // Only send login message if it wasn't already sent // previously client.login_msg_sent, ) { new_chat_msgs.push(( None, ServerMsg::broadcast(format!( "[{}] is now online.", &player.alias )), )); client.login_msg_sent = true; } server_emitter.emit(ServerEvent::CreateCharacter { entity, name, body, main, }); }, 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 = inputs; } }, ClientState::Pending => {}, }, ClientMsg::ControlEvent(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.events.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(()) => new_chat_msgs.push((Some(entity), ServerMsg::chat(message))), Err(ChatMsgValidationError::TooLong) => log::warn!( "Recieved a chat message that's too long (max:{} len:{})", MAX_BYTES_CHAT_MSG, message.len() ), }, 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 => { match terrain.get_key(key) { Some(chunk) => { client.postbox.send_message(ServerMsg::TerrainChunkUpdate { key, chunk: Ok(Box::new(chunk.clone())), }) }, None => server_emitter.emit(ServerEvent::ChunkRequest(entity, key)), } }, ClientState::Pending => {}, }, // Always possible. ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong), ClientMsg::Pong => {}, ClientMsg::Disconnect => { disconnect = true; }, ClientMsg::Terminate => { server_emitter.emit(ServerEvent::ClientDisconnect(entity)); }, } } if disconnect { if let (Some(player), Some(_)) = ( players.get(entity), // It only shows a message if you had a body (not in char selection) bodies.get(entity), ) { new_chat_msgs.push(( None, ServerMsg::broadcast(format!("{} went offline.", &player.alias)), )); } client.postbox.send_message(ServerMsg::Disconnect); } } // 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).into(), player.alias.clone(), )); 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 { match msg { ServerMsg::ChatMsg { chat_type, message } => { if let Some(entity) = entity { // Handle chat commands. if message.starts_with("/") && message.len() > 1 { let argv = String::from(&message[1..]); server_emitter.emit(ServerEvent::ChatCmd(entity, argv)); } else { let message = match players.get(entity) { Some(player) => { if admins.get(entity).is_some() { format!("[ADMIN][{}] {}", &player.alias, message) } else { format!("[{}] {}", &player.alias, message) } }, None => format!("[] {}", message), }; let msg = ServerMsg::ChatMsg { chat_type, message }; for client in (&mut clients).join().filter(|c| c.is_registered()) { client.notify(msg.clone()); } } } else { let msg = ServerMsg::ChatMsg { chat_type, message }; for client in (&mut clients).join().filter(|c| c.is_registered()) { client.notify(msg.clone()); } } }, _ => { panic!("Invalid message type."); }, } } timer.end() } }