use common_net::msg::PresenceKind; use hashbrown::HashSet; use serde::{Deserialize, Serialize}; use specs::{Component, NullStorage}; use std::time::{Duration, Instant}; use vek::*; #[derive(Debug)] pub struct Presence { pub terrain_view_distance: ViewDistance, pub entity_view_distance: ViewDistance, pub kind: PresenceKind, pub lossy_terrain_compression: bool, } impl Presence { pub fn new(view_distances: common::ViewDistances, kind: PresenceKind) -> Self { let now = Instant::now(); Self { terrain_view_distance: ViewDistance::new(view_distances.terrain, now), entity_view_distance: ViewDistance::new(view_distances.entity, now), kind, lossy_terrain_compression: false, } } } impl Component for Presence { type Storage = specs::DenseVecStorage; } // Distance from fuzzy_chunk before snapping to current chunk pub const CHUNK_FUZZ: u32 = 2; // Distance out of the range of a region before removing it from subscriptions pub const REGION_FUZZ: u32 = 16; #[derive(Clone, Debug)] pub struct RegionSubscription { pub fuzzy_chunk: Vec2, pub last_entity_view_distance: u32, pub regions: HashSet>, } impl Component for RegionSubscription { type Storage = specs::DenseVecStorage; } #[derive(Copy, Clone, Debug, Default, Serialize, Deserialize)] pub struct RepositionOnChunkLoad; impl Component for RepositionOnChunkLoad { type Storage = NullStorage; } #[derive(PartialEq, Debug, Clone, Copy)] enum Direction { Up, Down, } /// Distance from the [Presence] from which the world is loaded and information /// is synced to clients. /// /// We limit the frequency that changes in the view distance change direction /// (e.g. shifting from increasing the value to decreasing it). This is useful /// since we want to avoid rapid cycles of shrinking and expanding of the view /// distance. #[derive(Debug)] pub struct ViewDistance { direction: Direction, last_direction_change_time: Instant, target: Option, current: u32, } impl ViewDistance { /// Minimum time allowed between changes in direction of value adjustments. const TIME_PER_DIR_CHANGE: Duration = Duration::from_millis(300); pub fn new(start_value: u32, now: Instant) -> Self { Self { direction: Direction::Up, last_direction_change_time: now.checked_sub(Self::TIME_PER_DIR_CHANGE).unwrap(), target: None, current: start_value, } } /// Returns the current value. pub fn current(&self) -> u32 { self.current } /// Applies deferred change based on the whether the time to apply it has /// been reached. pub fn update(&mut self, now: Instant) { if let Some(target_val) = self.target { if now.saturating_duration_since(self.last_direction_change_time) > Self::TIME_PER_DIR_CHANGE { self.last_direction_change_time = now; self.current = target_val; self.target = None; } } } /// Sets the target value. /// /// If this hasn't been changed recently or it is in the same direction as /// the previous change it will be applied immediately. Otherwise, it /// will be deferred to a later time (limiting the frequency of changes /// in the change direction). pub fn set_target(&mut self, new_target: u32, now: Instant) { use core::cmp::Ordering; let new_direction = match new_target.cmp(&self.current) { Ordering::Equal => return, // No change needed. Ordering::Less => Direction::Down, Ordering::Greater => Direction::Up, }; // Change is in the same direction as before so we can just apply it. if new_direction == self.direction { self.current = new_target; self.target = None; // If it has already been a while since the last direction change we can // directly apply the request and switch the direction. } else if now.saturating_duration_since(self.last_direction_change_time) > Self::TIME_PER_DIR_CHANGE { self.direction = new_direction; self.last_direction_change_time = now; self.current = new_target; self.target = None; // Otherwise, we need to defer the request. } else { self.target = Some(new_target); } } }