#![feature(drain_filter)] pub mod client; pub mod error; pub mod input; // Reexports pub use crate::{ error::Error, input::Input, }; use std::{ time::Duration, net::SocketAddr, sync::mpsc, collections::HashSet, }; use specs::{ Entity as EcsEntity, world::EntityBuilder as EcsEntityBuilder, Builder, join::Join, saveload::MarkedBuilder, }; use vek::*; use threadpool::ThreadPool; use common::{ comp, state::State, net::PostOffice, msg::{ServerMsg, ClientMsg}, terrain::TerrainChunk, }; use world::World; use crate::client::{ ClientState, Client, Clients, }; const CLIENT_TIMEOUT: f64 = 5.0; // Seconds pub enum Event { ClientConnected { entity: EcsEntity, }, ClientDisconnected { entity: EcsEntity, }, Chat { entity: EcsEntity, msg: String, }, } pub struct Server { state: State, world: World, postoffice: PostOffice, clients: Clients, thread_pool: ThreadPool, chunk_tx: mpsc::Sender<(Vec3, TerrainChunk)>, chunk_rx: mpsc::Receiver<(Vec3, TerrainChunk)>, pending_chunks: HashSet>, } impl Server { /// Create a new `Server`. #[allow(dead_code)] pub fn new() -> Result { let (chunk_tx, chunk_rx) = mpsc::channel(); Ok(Self { state: State::new(), world: World::new(), postoffice: PostOffice::bind(SocketAddr::from(([0; 4], 59003)))?, clients: Clients::empty(), thread_pool: threadpool::Builder::new() .thread_name("veloren-worker".into()) .build(), chunk_tx, chunk_rx, pending_chunks: HashSet::new(), }) } /// Get a reference to the server's game state. #[allow(dead_code)] pub fn state(&self) -> &State { &self.state } /// Get a mutable reference to the server's game state. #[allow(dead_code)] pub fn state_mut(&mut self) -> &mut State { &mut self.state } /// Get a reference to the server's world. #[allow(dead_code)] pub fn world(&self) -> &World { &self.world } /// Get a mutable reference to the server's world. #[allow(dead_code)] pub fn world_mut(&mut self) -> &mut World { &mut self.world } /// Execute a single server tick, handle input and update the game state by the given duration #[allow(dead_code)] pub fn tick(&mut self, input: Input, dt: Duration) -> Result, Error> { // 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 // Build up a list of events for this frame, to be passed to the frontend let mut frontend_events = Vec::new(); // If networking has problems, handle them if let Some(err) = self.postoffice.error() { return Err(err.into()); } // Handle new client connections (step 2) frontend_events.append(&mut self.handle_new_connections()?); // Handle new messages from clients frontend_events.append(&mut self.handle_new_messages()?); // Tick the client's LocalState (step 3) self.state.tick(dt); // Fetch any generated `TerrainChunk`s and insert them into the terrain // Also, send the chunk data to anybody that is close by for (key, chunk) in self.chunk_rx.try_iter() { // Send the chunk to all nearby players for (entity, player, pos) in ( &self.state.ecs().internal().entities(), &self.state.ecs().internal().read_storage::(), &self.state.ecs().internal().read_storage::(), ).join() { // TODO: Distance check // if self.state.terrain().key_pos(key) /* self.clients.notify(entity, ServerMsg::TerrainChunkUpdate { key, chunk: Box::new(chunk.clone()), }); */ } self.state.insert_chunk(key, chunk); } // Synchronise clients with the new state of the world self.sync_clients(); // Finish the tick, pass control back to the frontend (step 6) Ok(frontend_events) } /// Clean up the server after a tick #[allow(dead_code)] pub fn cleanup(&mut self) { // Cleanup the local state self.state.cleanup(); } /// Handle new client connections fn handle_new_connections(&mut self) -> Result, Error> { let mut frontend_events = Vec::new(); for mut postbox in self.postoffice.new_postboxes() { let entity = self.state .ecs_mut() .create_entity_synced() .build(); self.clients.add(entity, Client { state: ClientState::Connecting, postbox, last_ping: self.state.get_time(), }); frontend_events.push(Event::ClientConnected { entity, }); } Ok(frontend_events) } /// Handle new client messages fn handle_new_messages(&mut self) -> Result, Error> { let mut frontend_events = Vec::new(); let state = &mut self.state; let mut new_chat_msgs = Vec::new(); let mut disconnected_clients = Vec::new(); let mut requested_chunks = Vec::new(); self.clients.remove_if(|entity, client| { let mut disconnect = false; let new_msgs = client.postbox.new_messages(); // Update client ping if new_msgs.len() > 0 { client.last_ping = state.get_time(); // Process incoming messages for msg in new_msgs { match client.state { ClientState::Connecting => match msg { ClientMsg::Connect { player, character } => { // Write client components state.write_component(entity, player); state.write_component(entity, comp::phys::Pos(Vec3::zero())); state.write_component(entity, comp::phys::Vel(Vec3::zero())); state.write_component(entity, comp::phys::Dir(Vec3::unit_y())); if let Some(character) = character { state.write_component(entity, character); } client.state = ClientState::Connected; // Return a handshake with the state of the current world client.notify(ServerMsg::Handshake { ecs_state: state.ecs().gen_state_package(), player_entity: state .ecs() .uid_from_entity(entity) .unwrap() .into(), }); }, _ => disconnect = true, }, ClientState::Connected => match msg { ClientMsg::Connect { .. } => disconnect = true, // Not allowed when already connected ClientMsg::Disconnect => disconnect = true, ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong), ClientMsg::Pong => {}, ClientMsg::Chat(msg) => new_chat_msgs.push((entity, msg)), ClientMsg::PlayerPhysics { pos, vel, dir } => { state.write_component(entity, pos); state.write_component(entity, vel); state.write_component(entity, dir); }, ClientMsg::TerrainChunkRequest { key } => match state.terrain().get_key(key) { Some(chunk) => {}, /*client.postbox.send_message(ServerMsg::TerrainChunkUpdate { key, chunk: Box::new(chunk.clone()), }),*/ None => requested_chunks.push(key), }, }, } } } else if state.get_time() - client.last_ping > CLIENT_TIMEOUT || // Timeout client.postbox.error().is_some() // Postbox error { disconnect = true; } else if state.get_time() - client.last_ping > CLIENT_TIMEOUT * 0.5 { // Try pinging the client if the timeout is nearing client.postbox.send_message(ServerMsg::Ping); } if disconnect { disconnected_clients.push(entity); true } else { false } }); // Handle new chat messages for (entity, msg) in new_chat_msgs { self.clients.notify_connected(ServerMsg::Chat(match state .ecs() .internal() .read_storage::() .get(entity) { Some(player) => format!("[{}] {}", &player.alias, msg), None => format!("[] {}", msg), })); frontend_events.push(Event::Chat { entity, msg, }); } // Handle client disconnects for entity in disconnected_clients { state.ecs_mut().delete_entity_synced(entity); frontend_events.push(Event::ClientDisconnected { entity, }); } // Generate requested chunks for key in requested_chunks { self.generate_chunk(key); } Ok(frontend_events) } /// Sync client states with the most up to date information fn sync_clients(&mut self) { self.clients.notify_connected(ServerMsg::EcsSync(self.state.ecs_mut().next_sync_package())); } pub fn generate_chunk(&mut self, key: Vec3) { if self.pending_chunks.insert(key) { let chunk_tx = self.chunk_tx.clone(); self.thread_pool.execute(move || chunk_tx.send((key, World::generate_chunk(key))).unwrap()); } } } impl Drop for Server { fn drop(&mut self) { self.clients.notify_connected(ServerMsg::Shutdown); } }