#![deny(unsafe_code)] #![deny(clippy::clone_on_ref_ptr)] #![feature(option_zip)] pub mod addr; pub mod error; // Reexports pub use crate::error::Error; pub use authc::AuthClientError; pub use common_net::msg::ServerInfo; pub use specs::{ join::Join, saveload::{Marker, MarkerAllocator}, Builder, DispatcherBuilder, Entity as EcsEntity, ReadStorage, World, WorldExt, }; use crate::addr::ConnectionArgs; use byteorder::{ByteOrder, LittleEndian}; use common::{ character::{CharacterId, CharacterItem}, comp::{ self, chat::KillSource, controller::CraftEvent, group, inventory::item::{modular, tool, ItemKind}, invite::{InviteKind, InviteResponse}, skills::Skill, slot::{EquipSlot, InvSlotId, Slot}, CharacterState, ChatMode, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, InputKind, InventoryAction, InventoryEvent, InventoryUpdateEvent, MapMarkerChange, PresenceKind, UtteranceKind, }, event::{EventBus, LocalEvent, UpdateCharacterMetadata}, grid::Grid, link::Is, lod, mounting::Rider, outcome::Outcome, recipe::{ComponentRecipeBook, RecipeBook, RepairRecipeBook}, resources::{GameMode, PlayerEntity, Time, TimeOfDay}, shared_server_config::ServerConstants, spiral::Spiral2d, terrain::{ block::Block, map::MapConfig, neighbors, site::DungeonKindMeta, BiomeKind, CoordinateConversions, SiteKindMeta, SpriteKind, TerrainChunk, TerrainChunkSize, TerrainGrid, }, trade::{PendingTrade, SitePrices, TradeAction, TradeId, TradeResult}, uid::{Uid, UidAllocator}, vol::RectVolSize, weather::{Weather, WeatherGrid}, }; #[cfg(feature = "tracy")] use common_base::plot; use common_base::{prof_span, span}; use common_net::{ msg::{ self, world_msg::{EconomyInfo, PoiInfo, SiteId, SiteInfo}, ChatTypeContext, ClientGeneral, ClientMsg, ClientRegister, ClientType, DisconnectReason, InviteAnswer, Notification, PingMsg, PlayerInfo, PlayerListUpdate, RegisterError, ServerGeneral, ServerInit, ServerRegisterAnswer, }, sync::WorldSyncExt, }; use common_state::State; use common_systems::add_local_systems; use comp::BuffKind; use hashbrown::{HashMap, HashSet}; use image::DynamicImage; use network::{ConnectAddr, Network, Participant, Pid, Stream}; use num::traits::FloatConst; use rayon::prelude::*; use specs::Component; use std::{ collections::{BTreeMap, VecDeque}, mem, sync::Arc, time::{Duration, Instant}, }; use tokio::runtime::Runtime; use tracing::{debug, error, trace, warn}; use vek::*; pub const MAX_SELECTABLE_VIEW_DISTANCE: u32 = 65; const PING_ROLLING_AVERAGE_SECS: usize = 10; #[derive(Debug)] pub enum Event { Chat(comp::ChatMsg), GroupInventoryUpdate(comp::Item, String, Uid), InviteComplete { target: Uid, answer: InviteAnswer, kind: InviteKind, }, TradeComplete { result: TradeResult, trade: PendingTrade, }, Disconnect, DisconnectionNotification(u64), InventoryUpdated(Vec), Kicked(String), Notification(Notification), SetViewDistance(u32), Outcome(Outcome), CharacterCreated(CharacterId), CharacterEdited(CharacterId), CharacterJoined(UpdateCharacterMetadata), CharacterError(String), MapMarker(comp::MapMarkerUpdate), StartSpectate(Vec3), SpectatePosition(Vec3), } pub struct WorldData { /// Just the "base" layer for LOD; currently includes colors and nothing /// else. In the future we'll add more layers, like shadows, rivers, and /// probably foliage, cities, roads, and other structures. pub lod_base: Grid, /// The "height" layer for LOD; currently includes only land altitudes, but /// in the future should also water depth, and probably other /// information as well. pub lod_alt: Grid, /// The "shadow" layer for LOD. Includes east and west horizon angles and /// an approximate max occluder height, which we use to try to /// approximate soft and volumetric shadows. pub lod_horizon: Grid, /// A fully rendered map image for use with the map and minimap; note that /// this can be constructed dynamically by combining the layers of world /// map data (e.g. with shadow map data or river data), but at present /// we opt not to do this. /// /// The first two elements of the tuple are the regular and topographic maps /// respectively. The third element of the tuple is the world size (as a 2D /// grid, in chunks), and the fourth element holds the minimum height for /// any land chunk (i.e. the sea level) in its x coordinate, and the maximum /// land height above this height (i.e. the max height) in its y coordinate. map: (Vec>, Vec2, Vec2), } impl WorldData { pub fn chunk_size(&self) -> Vec2 { self.map.1 } pub fn map_layers(&self) -> &Vec> { &self.map.0 } pub fn map_image(&self) -> &Arc { &self.map.0[0] } pub fn topo_map_image(&self) -> &Arc { &self.map.0[1] } pub fn min_chunk_alt(&self) -> f32 { self.map.2.x } pub fn max_chunk_alt(&self) -> f32 { self.map.2.y } } pub struct SiteInfoRich { pub site: SiteInfo, pub economy: Option, } struct WeatherLerp { old: (WeatherGrid, Instant), new: (WeatherGrid, Instant), } impl WeatherLerp { fn weather_update(&mut self, weather: WeatherGrid) { self.old = mem::replace(&mut self.new, (weather, Instant::now())); } // TODO: Make improvements to this interpolation, it's main issue is assuming // that updates come at regular intervals. fn update(&mut self, to_update: &mut WeatherGrid) { prof_span!("WeatherLerp::update"); let old = &self.old.0; let new = &self.new.0; if new.size() == Vec2::zero() { return; } if to_update.size() != new.size() { *to_update = new.clone(); } if old.size() == new.size() { // Assumes updates are regular let t = (self.new.1.elapsed().as_secs_f32() / self.new.1.duration_since(self.old.1).as_secs_f32()) .clamp(0.0, 1.0); to_update .iter_mut() .zip(old.iter().zip(new.iter())) .for_each(|((_, current), ((_, old), (_, new)))| { *current = Weather::lerp_unclamped(old, new, t); }); } } } impl Default for WeatherLerp { fn default() -> Self { Self { old: (WeatherGrid::new(Vec2::zero()), Instant::now()), new: (WeatherGrid::new(Vec2::zero()), Instant::now()), } } } pub struct Client { registered: bool, presence: Option, runtime: Arc, server_info: ServerInfo, world_data: WorldData, weather: WeatherLerp, player_list: HashMap, character_list: CharacterList, sites: HashMap, possible_starting_sites: Vec, pois: Vec, pub chat_mode: ChatMode, recipe_book: RecipeBook, component_recipe_book: ComponentRecipeBook, repair_recipe_book: RepairRecipeBook, available_recipes: HashMap>, lod_zones: HashMap, lod::Zone>, lod_last_requested: Option, force_update_counter: u64, max_group_size: u32, // Client has received an invite (inviter uid, time out instant) invite: Option<(Uid, Instant, Duration, InviteKind)>, group_leader: Option, // Note: potentially representable as a client only component group_members: HashMap, // Pending invites that this client has sent out pending_invites: HashSet, // The pending trade the client is involved in, and it's id pending_trade: Option<(TradeId, PendingTrade, Option)>, network: Option, participant: Option, general_stream: Stream, ping_stream: Stream, register_stream: Stream, character_screen_stream: Stream, in_game_stream: Stream, terrain_stream: Stream, client_timeout: Duration, last_server_ping: f64, last_server_pong: f64, last_ping_delta: f64, ping_deltas: VecDeque, tick: u64, state: State, flashing_lights_enabled: bool, /// Terrrain view distance server_view_distance_limit: Option, view_distance: Option, lod_distance: f32, // TODO: move into voxygen loaded_distance: f32, pending_chunks: HashMap, Instant>, target_time_of_day: Option, dt_adjustment: f64, connected_server_constants: ServerConstants, } /// Holds data related to the current players characters, as well as some /// additional state to handle UI. #[derive(Debug, Default)] pub struct CharacterList { pub characters: Vec, pub loading: bool, } impl Client { pub async fn new( addr: ConnectionArgs, runtime: Arc, // TODO: refactor to avoid needing to use this out parameter mismatched_server_info: &mut Option, username: &str, password: &str, auth_trusted: impl FnMut(&str) -> bool, ) -> Result { let network = Network::new(Pid::new(), &runtime); let mut participant = match addr { ConnectionArgs::Tcp { hostname, prefer_ipv6, } => addr::try_connect(&network, &hostname, prefer_ipv6, ConnectAddr::Tcp).await?, ConnectionArgs::Quic { hostname, prefer_ipv6, } => { warn!( "QUIC is enabled. This is experimental and you won't be able to connect to \ TCP servers unless deactivated" ); let config = quinn::ClientConfig::with_native_roots(); addr::try_connect(&network, &hostname, prefer_ipv6, |a| { ConnectAddr::Quic(a, config.clone(), hostname.clone()) }) .await? }, ConnectionArgs::Mpsc(id) => network.connect(ConnectAddr::Mpsc(id)).await?, }; let stream = participant.opened().await?; let ping_stream = participant.opened().await?; let mut register_stream = participant.opened().await?; let character_screen_stream = participant.opened().await?; let in_game_stream = participant.opened().await?; let terrain_stream = participant.opened().await?; register_stream.send(ClientType::Game)?; let server_info: ServerInfo = register_stream.recv().await?; if server_info.git_hash != *common::util::GIT_HASH { warn!( "Server is running {}[{}], you are running {}[{}], versions might be incompatible!", server_info.git_hash, server_info.git_date, common::util::GIT_HASH.to_string(), *common::util::GIT_DATE, ); } // Pass the server info back to the caller to ensure they can access it even // if this function errors. mem::swap(mismatched_server_info, &mut Some(server_info.clone())); debug!("Auth Server: {:?}", server_info.auth_provider); ping_stream.send(PingMsg::Ping)?; // Register client Self::register( username, password, auth_trusted, &server_info, &mut register_stream, ) .await?; // Wait for initial sync let mut ping_interval = tokio::time::interval(Duration::from_secs(1)); let ServerInit::GameSync { entity_package, time_of_day, max_group_size, client_timeout, world_map, recipe_book, component_recipe_book, material_stats, ability_map, server_constants, repair_recipe_book, } = loop { tokio::select! { // Spawn in a blocking thread (leaving the network thread free). This is mostly // useful for bots. res = register_stream.recv() => break res?, _ = ping_interval.tick() => ping_stream.send(PingMsg::Ping)?, } }; // Spawn in a blocking thread (leaving the network thread free). This is mostly // useful for bots. let mut task = tokio::task::spawn_blocking(move || { let map_size_lg = common::terrain::MapSizeLg::new(world_map.dimensions_lg).map_err(|_| { Error::Other(format!( "Server sent bad world map dimensions: {:?}", world_map.dimensions_lg, )) })?; let sea_level = world_map.default_chunk.get_min_z() as f32; // Initialize `State` let pools = State::pools(GameMode::Client); let mut state = State::client(pools, map_size_lg, world_map.default_chunk); // Client-only components state.ecs_mut().register::>(); let entity = state.ecs_mut().apply_entity_package(entity_package); *state.ecs_mut().write_resource() = time_of_day; *state.ecs_mut().write_resource() = PlayerEntity(Some(entity)); state.ecs_mut().insert(material_stats); state.ecs_mut().insert(ability_map); let map_size = map_size_lg.chunks(); let max_height = world_map.max_height; let rgba = world_map.rgba; let alt = world_map.alt; if rgba.size() != map_size.map(|e| e as i32) { return Err(Error::Other("Server sent a bad world map image".into())); } if alt.size() != map_size.map(|e| e as i32) { return Err(Error::Other("Server sent a bad altitude map.".into())); } let [west, east] = world_map.horizons; let scale_angle = |a: u8| (a as f32 / 255.0 * ::FRAC_PI_2()).tan(); let scale_height = |h: u8| h as f32 / 255.0 * max_height; let scale_height_big = |h: u32| (h >> 3) as f32 / 8191.0 * max_height; debug!("Preparing image..."); let unzip_horizons = |(angles, heights): &(Vec<_>, Vec<_>)| { ( angles.iter().copied().map(scale_angle).collect::>(), heights .iter() .copied() .map(scale_height) .collect::>(), ) }; let horizons = [unzip_horizons(&west), unzip_horizons(&east)]; // Redraw map (with shadows this time). let mut world_map_rgba = vec![0u32; rgba.size().product() as usize]; let mut world_map_topo = vec![0u32; rgba.size().product() as usize]; let mut map_config = common::terrain::map::MapConfig::orthographic( map_size_lg, core::ops::RangeInclusive::new(0.0, max_height), ); map_config.horizons = Some(&horizons); let rescale_height = |h: f32| h / max_height; let bounds_check = |pos: Vec2| { pos.reduce_partial_min() >= 0 && pos.x < map_size.x as i32 && pos.y < map_size.y as i32 }; fn sample_pos( map_config: &MapConfig, pos: Vec2, alt: &Grid, rgba: &Grid, map_size: &Vec2, map_size_lg: &common::terrain::MapSizeLg, max_height: f32, ) -> common::terrain::map::MapSample { let rescale_height = |h: f32| h / max_height; let scale_height_big = |h: u32| (h >> 3) as f32 / 8191.0 * max_height; let bounds_check = |pos: Vec2| { pos.reduce_partial_min() >= 0 && pos.x < map_size.x as i32 && pos.y < map_size.y as i32 }; let MapConfig { gain, is_contours, is_height_map, is_stylized_topo, .. } = *map_config; let mut is_contour_line = false; let mut is_border = false; let (rgb, alt, downhill_wpos) = if bounds_check(pos) { let posi = pos.y as usize * map_size.x as usize + pos.x as usize; let [r, g, b, _a] = rgba[pos].to_le_bytes(); let is_water = r == 0 && b > 102 && g < 77; let alti = alt[pos]; // Compute contours (chunks are assigned in the river code below) let altj = rescale_height(scale_height_big(alti)); let contour_interval = 150.0; let chunk_contour = (altj * gain / contour_interval) as u32; // Compute downhill. let downhill = { let mut best = -1; let mut besth = alti; for nposi in neighbors(*map_size_lg, posi) { let nbh = alt.raw()[nposi]; let nalt = rescale_height(scale_height_big(nbh)); let nchunk_contour = (nalt * gain / contour_interval) as u32; if !is_contour_line && chunk_contour > nchunk_contour { is_contour_line = true; } let [nr, ng, nb, _na] = rgba.raw()[nposi].to_le_bytes(); let n_is_water = nr == 0 && nb > 102 && ng < 77; if !is_border && is_water && !n_is_water { is_border = true; } if nbh < besth { besth = nbh; best = nposi as isize; } } best }; let downhill_wpos = if downhill < 0 { None } else { Some( Vec2::new( (downhill as usize % map_size.x as usize) as i32, (downhill as usize / map_size.x as usize) as i32, ) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32), ) }; (Rgb::new(r, g, b), alti, downhill_wpos) } else { (Rgb::zero(), 0, None) }; let alt = f64::from(rescale_height(scale_height_big(alt))); let wpos = pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32); let downhill_wpos = downhill_wpos.unwrap_or(wpos + TerrainChunkSize::RECT_SIZE.map(|e| e as i32)); let is_path = rgb.r == 0x37 && rgb.g == 0x29 && rgb.b == 0x23; let rgb = rgb.map(|e: u8| e as f64 / 255.0); let is_water = rgb.r == 0.0 && rgb.b > 0.4 && rgb.g < 0.3; let rgb = if is_height_map { if is_path { // Path color is Rgb::new(0x37, 0x29, 0x23) Rgb::new(0.9, 0.9, 0.63) } else if is_water { Rgb::new(0.23, 0.47, 0.53) } else if is_contours && is_contour_line { // Color contour lines Rgb::new(0.15, 0.15, 0.15) } else { // Color hill shading let lightness = (alt + 0.2).min(1.0); Rgb::new(lightness, 0.9 * lightness, 0.5 * lightness) } } else if is_stylized_topo { if is_path { Rgb::new(0.9, 0.9, 0.63) } else if is_water { if is_border { Rgb::new(0.10, 0.34, 0.50) } else { Rgb::new(0.23, 0.47, 0.63) } } else if is_contour_line { Rgb::new(0.25, 0.25, 0.25) } else { // Stylized colors Rgb::new( (rgb.r + 0.25).min(1.0), (rgb.g + 0.23).min(1.0), (rgb.b + 0.10).min(1.0), ) } } else { Rgb::new(rgb.r, rgb.g, rgb.b) } .map(|e| (e * 255.0) as u8); common::terrain::map::MapSample { rgb, alt, downhill_wpos, connections: None, } } // Generate standard shaded map map_config.is_shaded = true; map_config.generate( |pos| { sample_pos( &map_config, pos, &alt, &rgba, &map_size, &map_size_lg, max_height, ) }, |wpos| { let pos = wpos.wpos_to_cpos(); rescale_height(if bounds_check(pos) { scale_height_big(alt[pos]) } else { 0.0 }) }, |pos, (r, g, b, a)| { world_map_rgba[pos.y * map_size.x as usize + pos.x] = u32::from_le_bytes([r, g, b, a]); }, ); // Generate map with topographical lines and stylized colors map_config.is_contours = true; map_config.is_stylized_topo = true; map_config.generate( |pos| { sample_pos( &map_config, pos, &alt, &rgba, &map_size, &map_size_lg, max_height, ) }, |wpos| { let pos = wpos.wpos_to_cpos(); rescale_height(if bounds_check(pos) { scale_height_big(alt[pos]) } else { 0.0 }) }, |pos, (r, g, b, a)| { world_map_topo[pos.y * map_size.x as usize + pos.x] = u32::from_le_bytes([r, g, b, a]); }, ); let make_raw = |rgb| -> Result<_, Error> { let mut raw = vec![0u8; 4 * world_map_rgba.len()]; LittleEndian::write_u32_into(rgb, &mut raw); Ok(Arc::new( DynamicImage::ImageRgba8({ // Should not fail if the dimensions are correct. let map = image::ImageBuffer::from_raw(u32::from(map_size.x), u32::from(map_size.y), raw); map.ok_or_else(|| Error::Other("Server sent a bad world map image".into()))? }) // Flip the image, since Voxygen uses an orientation where rotation from // positive x axis to positive y axis is counterclockwise around the z axis. .flipv(), )) }; let lod_base = rgba; let lod_alt = alt; let world_map_rgb_img = make_raw(&world_map_rgba)?; let world_map_topo_img = make_raw(&world_map_topo)?; let world_map_layers = vec![world_map_rgb_img, world_map_topo_img]; let horizons = (west.0, west.1, east.0, east.1) .into_par_iter() .map(|(wa, wh, ea, eh)| u32::from_le_bytes([wa, wh, ea, eh])) .collect::>(); let lod_horizon = horizons; let map_bounds = Vec2::new(sea_level, max_height); debug!("Done preparing image..."); Ok(( state, lod_base, lod_alt, Grid::from_raw(map_size.map(|e| e as i32), lod_horizon), (world_map_layers, map_size, map_bounds), world_map.sites, world_map.possible_starting_sites, world_map.pois, recipe_book, component_recipe_book, repair_recipe_book, max_group_size, client_timeout, )) }); let ( state, lod_base, lod_alt, lod_horizon, world_map, sites, possible_starting_sites, pois, recipe_book, component_recipe_book, repair_recipe_book, max_group_size, client_timeout, ) = loop { tokio::select! { res = &mut task => break res.expect("Client thread should not panic")?, _ = ping_interval.tick() => ping_stream.send(PingMsg::Ping)?, } }; ping_stream.send(PingMsg::Ping)?; debug!("Initial sync done"); Ok(Self { registered: true, presence: None, runtime, server_info, world_data: WorldData { lod_base, lod_alt, lod_horizon, map: world_map, }, weather: WeatherLerp::default(), player_list: HashMap::new(), character_list: CharacterList::default(), sites: sites .iter() .map(|s| { (s.id, SiteInfoRich { site: s.clone(), economy: None, }) }) .collect(), possible_starting_sites, pois, recipe_book, component_recipe_book, repair_recipe_book, available_recipes: HashMap::default(), chat_mode: ChatMode::default(), lod_zones: HashMap::new(), lod_last_requested: None, force_update_counter: 0, max_group_size, invite: None, group_leader: None, group_members: HashMap::new(), pending_invites: HashSet::new(), pending_trade: None, network: Some(network), participant: Some(participant), general_stream: stream, ping_stream, register_stream, character_screen_stream, in_game_stream, terrain_stream, client_timeout, last_server_ping: 0.0, last_server_pong: 0.0, last_ping_delta: 0.0, ping_deltas: VecDeque::new(), tick: 0, state, flashing_lights_enabled: true, server_view_distance_limit: None, view_distance: None, lod_distance: 4.0, loaded_distance: 0.0, pending_chunks: HashMap::new(), target_time_of_day: None, dt_adjustment: 1.0, connected_server_constants: server_constants, }) } /// Request a state transition to `ClientState::Registered`. async fn register( username: &str, password: &str, mut auth_trusted: impl FnMut(&str) -> bool, server_info: &ServerInfo, register_stream: &mut Stream, ) -> Result<(), Error> { // Authentication let token_or_username = match &server_info.auth_provider { Some(addr) => { // Query whether this is a trusted auth server if auth_trusted(addr) { let (scheme, authority) = match addr.split_once("://") { Some((s, a)) => (s, a), None => return Err(Error::AuthServerUrlInvalid(addr.to_string())), }; let scheme = match scheme.parse::() { Ok(s) => s, Err(_) => return Err(Error::AuthServerUrlInvalid(addr.to_string())), }; let authority = match authority.parse::() { Ok(a) => a, Err(_) => return Err(Error::AuthServerUrlInvalid(addr.to_string())), }; Ok(authc::AuthClient::new(scheme, authority)? .sign_in(username, password) .await? .serialize()) } else { Err(Error::AuthServerNotTrusted) } }, None => Ok(username.to_owned()), }?; debug!("Registering client..."); register_stream.send(ClientRegister { token_or_username })?; match register_stream.recv::().await? { Err(RegisterError::AuthError(err)) => Err(Error::AuthErr(err)), Err(RegisterError::InvalidCharacter) => Err(Error::InvalidCharacter), Err(RegisterError::NotOnWhitelist) => Err(Error::NotOnWhitelist), Err(RegisterError::Kicked(err)) => Err(Error::Kicked(err)), Err(RegisterError::Banned(reason)) => Err(Error::Banned(reason)), Err(RegisterError::TooManyPlayers) => Err(Error::TooManyPlayers), Ok(()) => { debug!("Client registered successfully."); Ok(()) }, } } fn send_msg_err(&mut self, msg: S) -> Result<(), network::StreamError> where S: Into, { prof_span!("send_msg_err"); let msg: ClientMsg = msg.into(); #[cfg(debug_assertions)] { const C_TYPE: ClientType = ClientType::Game; let verified = msg.verify(C_TYPE, self.registered, self.presence); // Due to the fact that character loading is performed asynchronously after // initial connect it is possible to receive messages after a character load // error while in the wrong state. if !verified { warn!( "Received ClientType::Game message when not in game (Registered: {} Presence: \ {:?}), dropping message: {:?} ", self.registered, self.presence, msg ); return Ok(()); } } match msg { ClientMsg::Type(msg) => self.register_stream.send(msg), ClientMsg::Register(msg) => self.register_stream.send(msg), ClientMsg::General(msg) => { #[cfg(feature = "tracy")] let (mut ingame, mut terrain) = (0.0, 0.0); let stream = match msg { ClientGeneral::RequestCharacterList | ClientGeneral::CreateCharacter { .. } | ClientGeneral::EditCharacter { .. } | ClientGeneral::DeleteCharacter(_) | ClientGeneral::Character(_, _) | ClientGeneral::Spectate(_) => &mut self.character_screen_stream, //Only in game ClientGeneral::ControllerInputs(_) | ClientGeneral::ControlEvent(_) | ClientGeneral::ControlAction(_) | ClientGeneral::SetViewDistance(_) | ClientGeneral::BreakBlock(_) | ClientGeneral::PlaceBlock(_, _) | ClientGeneral::ExitInGame | ClientGeneral::PlayerPhysics { .. } | ClientGeneral::UnlockSkill(_) | ClientGeneral::RequestSiteInfo(_) | ClientGeneral::RequestPlayerPhysics { .. } | ClientGeneral::RequestLossyTerrainCompression { .. } | ClientGeneral::UpdateMapMarker(_) | ClientGeneral::SpectatePosition(_) => { #[cfg(feature = "tracy")] { ingame = 1.0; } &mut self.in_game_stream }, //Only in game, terrain ClientGeneral::TerrainChunkRequest { .. } | ClientGeneral::LodZoneRequest { .. } => { #[cfg(feature = "tracy")] { terrain = 1.0; } &mut self.terrain_stream }, //Always possible ClientGeneral::ChatMsg(_) | ClientGeneral::Command(_, _) | ClientGeneral::Terminate => &mut self.general_stream, }; #[cfg(feature = "tracy")] { plot!("ingame_sends", ingame); plot!("terrain_sends", terrain); } stream.send(msg) }, ClientMsg::Ping(msg) => self.ping_stream.send(msg), } } pub fn request_player_physics(&mut self, server_authoritative: bool) { self.send_msg(ClientGeneral::RequestPlayerPhysics { server_authoritative, }) } pub fn request_lossy_terrain_compression(&mut self, lossy_terrain_compression: bool) { self.send_msg(ClientGeneral::RequestLossyTerrainCompression { lossy_terrain_compression, }) } fn send_msg(&mut self, msg: S) where S: Into, { let res = self.send_msg_err(msg); if let Err(e) = res { warn!( ?e, "connection to server no longer possible, couldn't send msg" ); } } /// Request a state transition to `ClientState::Character`. pub fn request_character( &mut self, character_id: CharacterId, view_distances: common::ViewDistances, ) { let view_distances = self.set_view_distances_local(view_distances); self.send_msg(ClientGeneral::Character(character_id, view_distances)); // Assume we are in_game unless server tells us otherwise self.presence = Some(PresenceKind::Character(character_id)); } /// Request a state transition to `ClientState::Spectate`. pub fn request_spectate(&mut self, view_distances: common::ViewDistances) { let view_distances = self.set_view_distances_local(view_distances); self.send_msg(ClientGeneral::Spectate(view_distances)); self.presence = Some(PresenceKind::Spectator); } /// Load the current players character list pub fn load_character_list(&mut self) { self.character_list.loading = true; self.send_msg(ClientGeneral::RequestCharacterList); } /// New character creation pub fn create_character( &mut self, alias: String, mainhand: Option, offhand: Option, body: comp::Body, start_site: Option, ) { self.character_list.loading = true; self.send_msg(ClientGeneral::CreateCharacter { alias, mainhand, offhand, body, start_site, }); } pub fn edit_character(&mut self, alias: String, id: CharacterId, body: comp::Body) { self.character_list.loading = true; self.send_msg(ClientGeneral::EditCharacter { alias, id, body }); } /// Character deletion pub fn delete_character(&mut self, character_id: CharacterId) { // Pre-emptively remove the character to be deleted from the character list as // character deletes are processed asynchronously by the server so we can't rely // on a timely response to update the character list if let Some(pos) = self .character_list .characters .iter() .position(|x| x.character.id == Some(character_id)) { self.character_list.characters.remove(pos); } self.send_msg(ClientGeneral::DeleteCharacter(character_id)); } /// Send disconnect message to the server pub fn logout(&mut self) { debug!("Sending logout from server"); self.send_msg(ClientGeneral::Terminate); self.registered = false; self.presence = None; } /// Request a state transition to `ClientState::Registered` from an ingame /// state. pub fn request_remove_character(&mut self) { self.chat_mode = ChatMode::World; self.send_msg(ClientGeneral::ExitInGame); } pub fn set_view_distances(&mut self, view_distances: common::ViewDistances) { let view_distances = self.set_view_distances_local(view_distances); self.send_msg(ClientGeneral::SetViewDistance(view_distances)); } /// Clamps provided view distances, locally sets the terrain view distance /// in the client's properties and returns the clamped values for the /// caller to send to the server. fn set_view_distances_local( &mut self, view_distances: common::ViewDistances, ) -> common::ViewDistances { let view_distances = common::ViewDistances { terrain: view_distances .terrain .clamp(1, MAX_SELECTABLE_VIEW_DISTANCE), entity: view_distances.entity.max(1), }; self.view_distance = Some(view_distances.terrain); view_distances } pub fn set_lod_distance(&mut self, lod_distance: u32) { let lod_distance = lod_distance.clamp(0, 1000) as f32 / lod::ZONE_SIZE as f32; self.lod_distance = lod_distance; } pub fn set_flashing_lights_enabled(&mut self, flashing_lights_enabled: bool) { self.flashing_lights_enabled = flashing_lights_enabled; } pub fn use_slot(&mut self, slot: Slot) { self.control_action(ControlAction::InventoryAction(InventoryAction::Use(slot))) } pub fn swap_slots(&mut self, a: Slot, b: Slot) { match (a, b) { (Slot::Equip(equip), slot) | (slot, Slot::Equip(equip)) => self.control_action( ControlAction::InventoryAction(InventoryAction::Swap(equip, slot)), ), (Slot::Inventory(inv1), Slot::Inventory(inv2)) => { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent( InventoryEvent::Swap(inv1, inv2), ))) }, } } pub fn drop_slot(&mut self, slot: Slot) { match slot { Slot::Equip(equip) => { self.control_action(ControlAction::InventoryAction(InventoryAction::Drop(equip))) }, Slot::Inventory(inv) => self.send_msg(ClientGeneral::ControlEvent( ControlEvent::InventoryEvent(InventoryEvent::Drop(inv)), )), } } pub fn sort_inventory(&mut self) { self.control_action(ControlAction::InventoryAction(InventoryAction::Sort)); } pub fn perform_trade_action(&mut self, action: TradeAction) { if let Some((id, _, _)) = self.pending_trade { if let TradeAction::Decline = action { self.pending_trade.take(); } self.send_msg(ClientGeneral::ControlEvent( ControlEvent::PerformTradeAction(id, action), )); } } pub fn is_dead(&self) -> bool { self.current::().map_or(false, |h| h.is_dead) } pub fn is_gliding(&self) -> bool { self.current::() .map_or(false, |cs| matches!(cs, CharacterState::Glide(_))) } pub fn split_swap_slots(&mut self, a: Slot, b: Slot) { match (a, b) { (Slot::Equip(equip), slot) | (slot, Slot::Equip(equip)) => self.control_action( ControlAction::InventoryAction(InventoryAction::Swap(equip, slot)), ), (Slot::Inventory(inv1), Slot::Inventory(inv2)) => { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent( InventoryEvent::SplitSwap(inv1, inv2), ))) }, } } pub fn split_drop_slot(&mut self, slot: Slot) { match slot { Slot::Equip(equip) => { self.control_action(ControlAction::InventoryAction(InventoryAction::Drop(equip))) }, Slot::Inventory(inv) => self.send_msg(ClientGeneral::ControlEvent( ControlEvent::InventoryEvent(InventoryEvent::SplitDrop(inv)), )), } } pub fn pick_up(&mut self, entity: EcsEntity) { // Get the health component from the entity if let Some(uid) = self.state.read_component_copied(entity) { // If we're dead, exit before sending the message if self.is_dead() { return; } self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent( InventoryEvent::Pickup(uid), ))); } } pub fn npc_interact(&mut self, npc_entity: EcsEntity) { // If we're dead, exit before sending message if self.is_dead() { return; } if let Some(uid) = self.state.read_component_copied(npc_entity) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Interact(uid))); } } pub fn player_list(&self) -> &HashMap { &self.player_list } pub fn character_list(&self) -> &CharacterList { &self.character_list } pub fn server_info(&self) -> &ServerInfo { &self.server_info } pub fn world_data(&self) -> &WorldData { &self.world_data } pub fn recipe_book(&self) -> &RecipeBook { &self.recipe_book } pub fn component_recipe_book(&self) -> &ComponentRecipeBook { &self.component_recipe_book } pub fn repair_recipe_book(&self) -> &RepairRecipeBook { &self.repair_recipe_book } pub fn available_recipes(&self) -> &HashMap> { &self.available_recipes } pub fn lod_zones(&self) -> &HashMap, lod::Zone> { &self.lod_zones } /// Returns whether the specified recipe can be crafted and the sprite, if /// any, that is required to do so. pub fn can_craft_recipe(&self, recipe: &str, amount: u32) -> (bool, Option) { self.recipe_book .get(recipe) .zip(self.inventories().get(self.entity())) .map(|(recipe, inv)| { ( recipe.inventory_contains_ingredients(inv, amount).is_ok(), recipe.craft_sprite, ) }) .unwrap_or((false, None)) } pub fn craft_recipe( &mut self, recipe: &str, slots: Vec<(u32, InvSlotId)>, craft_sprite: Option<(Vec3, SpriteKind)>, amount: u32, ) -> bool { let (can_craft, required_sprite) = self.can_craft_recipe(recipe, amount); let has_sprite = required_sprite.map_or(true, |s| Some(s) == craft_sprite.map(|(_, s)| s)); if can_craft && has_sprite { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent( InventoryEvent::CraftRecipe { craft_event: CraftEvent::Simple { recipe: recipe.to_string(), slots, amount, }, craft_sprite: craft_sprite.map(|(pos, _)| pos), }, ))); true } else { false } } /// Checks if the item in the given slot can be salvaged. pub fn can_salvage_item(&self, slot: InvSlotId) -> bool { self.inventories() .get(self.entity()) .and_then(|inv| inv.get(slot)) .map_or(false, |item| item.is_salvageable()) } /// Salvage the item in the given inventory slot. `salvage_pos` should be /// the location of a relevant crafting station within range of the player. pub fn salvage_item(&mut self, slot: InvSlotId, salvage_pos: Vec3) -> bool { let is_salvageable = self.can_salvage_item(slot); if is_salvageable { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent( InventoryEvent::CraftRecipe { craft_event: CraftEvent::Salvage(slot), craft_sprite: Some(salvage_pos), }, ))); } is_salvageable } /// Crafts modular weapon from components in the provided slots. /// `sprite_pos` should be the location of the necessary crafting station in /// range of the player. /// Returns whether or not the networking event was sent (which is based on /// whether the player has two modular components in the provided slots) pub fn craft_modular_weapon( &mut self, primary_component: InvSlotId, secondary_component: InvSlotId, sprite_pos: Option>, ) -> bool { let inventories = self.inventories(); let inventory = inventories.get(self.entity()); enum ModKind { Primary, Secondary, } // Closure to get inner modular component info from item in a given slot let mod_kind = |slot| match inventory .and_then(|inv| inv.get(slot).map(|item| item.kind())) .as_deref() { Some(ItemKind::ModularComponent(modular::ModularComponent::ToolPrimaryComponent { .. })) => Some(ModKind::Primary), Some(ItemKind::ModularComponent( modular::ModularComponent::ToolSecondaryComponent { .. }, )) => Some(ModKind::Secondary), _ => None, }; if let (Some(ModKind::Primary), Some(ModKind::Secondary)) = (mod_kind(primary_component), mod_kind(secondary_component)) { drop(inventories); self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent( InventoryEvent::CraftRecipe { craft_event: CraftEvent::ModularWeapon { primary_component, secondary_component, }, craft_sprite: sprite_pos, }, ))); true } else { false } } pub fn craft_modular_weapon_component( &mut self, toolkind: tool::ToolKind, material: InvSlotId, modifier: Option, slots: Vec<(u32, InvSlotId)>, sprite_pos: Option>, ) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent( InventoryEvent::CraftRecipe { craft_event: CraftEvent::ModularWeaponPrimaryComponent { toolkind, material, modifier, slots, }, craft_sprite: sprite_pos, }, ))); } /// Repairs the item in the given inventory slot. `sprite_pos` should be /// the location of a relevant crafting station within range of the player. pub fn repair_item( &mut self, item: Slot, slots: Vec<(u32, InvSlotId)>, sprite_pos: Vec3, ) -> bool { let is_repairable = { let inventories = self.inventories(); let inventory = inventories.get(self.entity()); inventory.map_or(false, |inv| { if let Some(item) = match item { Slot::Equip(equip_slot) => inv.equipped(equip_slot), Slot::Inventory(invslot) => inv.get(invslot), } { item.has_durability() } else { false } }) }; if is_repairable { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InventoryEvent( InventoryEvent::CraftRecipe { craft_event: CraftEvent::Repair { item, slots }, craft_sprite: Some(sprite_pos), }, ))); } is_repairable } fn update_available_recipes(&mut self) { self.available_recipes = self .recipe_book .iter() .map(|(name, _)| name.clone()) .filter_map(|name| { let (can_craft, required_sprite) = self.can_craft_recipe(&name, 1); if can_craft { Some((name, required_sprite)) } else { None } }) .collect(); } /// Unstable, likely to be removed in a future release pub fn sites(&self) -> &HashMap { &self.sites } pub fn possible_starting_sites(&self) -> &[SiteId] { &self.possible_starting_sites } /// Unstable, likely to be removed in a future release pub fn pois(&self) -> &Vec { &self.pois } pub fn sites_mut(&mut self) -> &mut HashMap { &mut self.sites } pub fn enable_lantern(&mut self) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::EnableLantern)); } pub fn disable_lantern(&mut self) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::DisableLantern)); } pub fn remove_buff(&mut self, buff_id: BuffKind) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::RemoveBuff( buff_id, ))); } pub fn leave_stance(&mut self) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::LeaveStance)); } pub fn unlock_skill(&mut self, skill: Skill) { self.send_msg(ClientGeneral::UnlockSkill(skill)); } pub fn max_group_size(&self) -> u32 { self.max_group_size } pub fn invite(&self) -> Option<(Uid, Instant, Duration, InviteKind)> { self.invite } pub fn group_info(&self) -> Option<(String, Uid)> { self.group_leader.map(|l| ("Group".into(), l)) // TODO } pub fn group_members(&self) -> &HashMap { &self.group_members } pub fn pending_invites(&self) -> &HashSet { &self.pending_invites } pub fn pending_trade(&self) -> &Option<(TradeId, PendingTrade, Option)> { &self.pending_trade } pub fn is_trading(&self) -> bool { self.pending_trade.is_some() } pub fn send_invite(&mut self, invitee: Uid, kind: InviteKind) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InitiateInvite( invitee, kind, ))) } pub fn accept_invite(&mut self) { // Clear invite self.invite.take(); self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InviteResponse( InviteResponse::Accept, ))); } pub fn decline_invite(&mut self) { // Clear invite self.invite.take(); self.send_msg(ClientGeneral::ControlEvent(ControlEvent::InviteResponse( InviteResponse::Decline, ))); } pub fn leave_group(&mut self) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::GroupManip( GroupManip::Leave, ))); } pub fn kick_from_group(&mut self, uid: Uid) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::GroupManip( GroupManip::Kick(uid), ))); } pub fn assign_group_leader(&mut self, uid: Uid) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::GroupManip( GroupManip::AssignLeader(uid), ))); } pub fn is_riding(&self) -> bool { self.state .ecs() .read_storage::>() .get(self.entity()) .is_some() } pub fn is_lantern_enabled(&self) -> bool { self.state .ecs() .read_storage::() .get(self.entity()) .is_some() } pub fn mount(&mut self, entity: EcsEntity) { if let Some(uid) = self.state.read_component_copied(entity) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Mount(uid))); } } pub fn unmount(&mut self) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Unmount)); } pub fn respawn(&mut self) { if self .state .ecs() .read_storage::() .get(self.entity()) .map_or(false, |h| h.is_dead) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Respawn)); } } pub fn map_marker_event(&mut self, event: MapMarkerChange) { self.send_msg(ClientGeneral::UpdateMapMarker(event)); } /// Set the current position to spectate, returns true if the client's /// player has a Pos component to write to. pub fn spectate_position(&mut self, pos: Vec3) -> bool { let write = if let Some(position) = self .state .ecs() .write_storage::() .get_mut(self.entity()) { position.0 = pos; true } else { false }; if write { self.send_msg(ClientGeneral::SpectatePosition(pos)); } write } /// Checks whether a player can swap their weapon+ability `Loadout` settings /// and sends the `ControlAction` event that signals to do the swap. pub fn swap_loadout(&mut self) { self.control_action(ControlAction::SwapEquippedWeapons) } /// Determine whether the player is wielding, if they're even capable of /// being in a wield state. pub fn is_wielding(&self) -> Option { self.state .ecs() .read_storage::() .get(self.entity()) .map(|cs| cs.is_wield()) } pub fn toggle_wield(&mut self) { match self.is_wielding() { Some(true) => self.control_action(ControlAction::Unwield), Some(false) => self.control_action(ControlAction::Wield), None => warn!("Can't toggle wield, client entity doesn't have a `CharacterState`"), } } pub fn toggle_sit(&mut self) { let is_sitting = self .state .ecs() .read_storage::() .get(self.entity()) .map(|cs| matches!(cs, CharacterState::Sit)); match is_sitting { Some(true) => self.control_action(ControlAction::Stand), Some(false) => self.control_action(ControlAction::Sit), None => warn!("Can't toggle sit, client entity doesn't have a `CharacterState`"), } } pub fn toggle_dance(&mut self) { let is_dancing = self .state .ecs() .read_storage::() .get(self.entity()) .map(|cs| matches!(cs, CharacterState::Dance)); match is_dancing { Some(true) => self.control_action(ControlAction::Stand), Some(false) => self.control_action(ControlAction::Dance), None => warn!("Can't toggle dance, client entity doesn't have a `CharacterState`"), } } pub fn utter(&mut self, kind: UtteranceKind) { self.send_msg(ClientGeneral::ControlEvent(ControlEvent::Utterance(kind))); } pub fn toggle_sneak(&mut self) { let is_sneaking = self .state .ecs() .read_storage::() .get(self.entity()) .map(CharacterState::is_stealthy); match is_sneaking { Some(true) => self.control_action(ControlAction::Stand), Some(false) => self.control_action(ControlAction::Sneak), None => warn!("Can't toggle sneak, client entity doesn't have a `CharacterState`"), } } pub fn toggle_glide(&mut self) { let using_glider = self .state .ecs() .read_storage::() .get(self.entity()) .map(|cs| matches!(cs, CharacterState::GlideWield(_) | CharacterState::Glide(_))); match using_glider { Some(true) => self.control_action(ControlAction::Unwield), Some(false) => self.control_action(ControlAction::GlideWield), None => warn!("Can't toggle glide, client entity doesn't have a `CharacterState`"), } } pub fn handle_input( &mut self, input: InputKind, pressed: bool, select_pos: Option>, target_entity: Option, ) { if pressed { self.control_action(ControlAction::StartInput { input, target_entity: target_entity.and_then(|e| self.state.read_component_copied(e)), select_pos, }); } else { self.control_action(ControlAction::CancelInput(input)); } } fn control_action(&mut self, control_action: ControlAction) { if let Some(controller) = self .state .ecs() .write_storage::() .get_mut(self.entity()) { controller.push_action(control_action); } self.send_msg(ClientGeneral::ControlAction(control_action)); } pub fn view_distance(&self) -> Option { self.view_distance } pub fn server_view_distance_limit(&self) -> Option { self.server_view_distance_limit } pub fn loaded_distance(&self) -> f32 { self.loaded_distance } pub fn position(&self) -> Option> { self.state .read_storage::() .get(self.entity()) .map(|v| v.0) } /// Returns Weather::default if no player position exists. pub fn weather_at_player(&self) -> Weather { self.position() .map(|wpos| self.state.weather_at(wpos.xy())) .unwrap_or_default() } pub fn current_chunk(&self) -> Option> { let chunk_pos = Vec2::from(self.position()?) .map2(TerrainChunkSize::RECT_SIZE, |e: f32, sz| { (e as u32).div_euclid(sz) as i32 }); self.state.terrain().get_key_arc(chunk_pos).cloned() } pub fn current(&self) -> Option where C: Clone, { self.state.read_storage::().get(self.entity()).cloned() } pub fn current_biome(&self) -> BiomeKind { match self.current_chunk() { Some(chunk) => chunk.meta().biome(), _ => BiomeKind::Void, } } pub fn current_site(&self) -> SiteKindMeta { let mut player_alt = 0.0; if let Some(position) = self.current::() { player_alt = position.0.z; } //let mut contains_cave = false; let mut terrain_alt = 0.0; let mut site = None; if let Some(chunk) = self.current_chunk() { terrain_alt = chunk.meta().alt(); //contains_cave = chunk.meta().contains_cave(); site = chunk.meta().site(); } if player_alt < terrain_alt - 40.0 { if let Some(SiteKindMeta::Dungeon(dungeon)) = site { SiteKindMeta::Dungeon(dungeon) } else { SiteKindMeta::Cave } } else if matches!(site, Some(SiteKindMeta::Dungeon(DungeonKindMeta::Old))) { // If the player is in a dungeon chunk but aboveground, pass Void instead SiteKindMeta::Void } else { site.unwrap_or_default() } } pub fn request_site_economy(&mut self, id: SiteId) { self.send_msg(ClientGeneral::RequestSiteInfo(id)) } pub fn inventories(&self) -> ReadStorage { self.state.read_storage() } /// Send a chat message to the server. pub fn send_chat(&mut self, message: String) { self.send_msg(ClientGeneral::ChatMsg(message)); } /// Send a command to the server. pub fn send_command(&mut self, name: String, args: Vec) { self.send_msg(ClientGeneral::Command(name, args)); } /// Remove all cached terrain pub fn clear_terrain(&mut self) { self.state.clear_terrain(); self.pending_chunks.clear(); } pub fn place_block(&mut self, pos: Vec3, block: Block) { self.send_msg(ClientGeneral::PlaceBlock(pos, block)); } pub fn remove_block(&mut self, pos: Vec3) { self.send_msg(ClientGeneral::BreakBlock(pos)); } pub fn collect_block(&mut self, pos: Vec3) { self.control_action(ControlAction::InventoryAction(InventoryAction::Collect( pos, ))); } pub fn change_ability(&mut self, slot: usize, new_ability: comp::ability::AuxiliaryAbility) { let auxiliary_key = self .inventories() .get(self.entity()) .map_or((None, None), |inv| { let tool_kind = |slot| { inv.equipped(slot).and_then(|item| match &*item.kind() { ItemKind::Tool(tool) => Some(tool.kind), _ => None, }) }; ( tool_kind(EquipSlot::ActiveMainhand), tool_kind(EquipSlot::ActiveOffhand), ) }); self.send_msg(ClientGeneral::ControlEvent(ControlEvent::ChangeAbility { slot, auxiliary_key, new_ability, })) } /// Execute a single client tick, handle input and update the game state by /// the given duration. pub fn tick( &mut self, inputs: ControllerInputs, dt: Duration, add_foreign_systems: impl Fn(&mut DispatcherBuilder), ) -> Result, Error> { span!(_guard, "tick", "Client::tick"); // This tick function is the centre of the Veloren universe. Most client-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) Handle messages from the server // 3) Go through any events (timer-driven or otherwise) that need handling // and apply them to the state of the game // 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) Sync information to the server // 7) Finish the tick, passing actions of the main thread back // to the frontend // 1) Handle input from frontend. // Pass character actions from frontend input to the player's entity. if self.presence.is_some() { prof_span!("handle and send inputs"); if let Err(e) = self .state .ecs() .write_storage::() .entry(self.entity()) .map(|entry| { entry .or_insert_with(|| Controller { inputs: inputs.clone(), queued_inputs: BTreeMap::new(), events: Vec::new(), actions: Vec::new(), }) .inputs = inputs.clone(); }) { let entry = self.entity(); error!( ?e, ?entry, "Couldn't access controller component on client entity" ); } self.send_msg_err(ClientGeneral::ControllerInputs(Box::new(inputs)))?; } // 2) Build up a list of events for this frame, to be passed to the frontend. let mut frontend_events = Vec::new(); // Prepare for new events { prof_span!("Last comps update"); let ecs = self.state.ecs(); let mut last_character_states = ecs.write_storage::>(); for (entity, _, character_state) in ( &ecs.entities(), &ecs.read_storage::(), &ecs.read_storage::(), ) .join() { if let Some(l) = last_character_states .entry(entity) .ok() .map(|l| l.or_insert_with(|| comp::Last(character_state.clone()))) // TODO: since this just updates when the variant changes we should // just store the variant to avoid the clone overhead .filter(|l| !character_state.same_variant(&l.0)) { *l = comp::Last(character_state.clone()); } } } // Handle new messages from the server. frontend_events.append(&mut self.handle_new_messages()?); // 3) Update client local data // Check if the invite has timed out and remove if so if self .invite .map_or(false, |(_, timeout, dur, _)| timeout.elapsed() > dur) { self.invite = None; } // Lerp the clientside weather. self.weather.update(&mut self.state.weather_grid_mut()); if let Some(target_tod) = self.target_time_of_day { let mut tod = self.state.ecs_mut().write_resource::(); tod.0 = target_tod.0; self.target_time_of_day = None; } // 4) Tick the client's LocalState self.state.tick( Duration::from_secs_f64(dt.as_secs_f64() * self.dt_adjustment), |dispatch_builder| { add_local_systems(dispatch_builder); add_foreign_systems(dispatch_builder); }, true, None, &self.connected_server_constants, |_, _| {}, ); // TODO: avoid emitting these in the first place let _ = self .state .ecs() .fetch::>() .recv_all(); // TODO: avoid emitting these in the first place OR actually use outcomes // generated locally on the client (if they can be deduplicated from // ones that the server generates or if the client can reliably generate // them (e.g. syncing skipping character states past certain // stages might skip points where outcomes are generated, however we might not // care about this?) and the server doesn't need to send them) let _ = self.state.ecs().fetch::>().recv_all(); // 5) Terrain self.tick_terrain()?; // Send a ping to the server once every second if self.state.get_time() - self.last_server_ping > 1. { self.send_msg_err(PingMsg::Ping)?; self.last_server_ping = self.state.get_time(); } // 6) Update the server about the player's physics attributes. if self.presence.is_some() { if let (Some(pos), Some(vel), Some(ori)) = ( self.state.read_storage().get(self.entity()).cloned(), self.state.read_storage().get(self.entity()).cloned(), self.state.read_storage().get(self.entity()).cloned(), ) { self.in_game_stream.send(ClientGeneral::PlayerPhysics { pos, vel, ori, force_counter: self.force_update_counter, })?; } } /* // Output debug metrics if log_enabled!(Level::Info) && self.tick % 600 == 0 { let metrics = self .state .terrain() .iter() .fold(ChonkMetrics::default(), |a, (_, c)| a + c.get_metrics()); info!("{:?}", metrics); } */ // 7) Finish the tick, pass control back to the frontend. self.tick += 1; Ok(frontend_events) } /// Clean up the client after a tick. pub fn cleanup(&mut self) { // Cleanup the local state self.state.cleanup(); } /// Handles terrain addition and removal. /// /// Removes old terrain chunks outside the view distance. /// Sends requests for missing chunks within the view distance. fn tick_terrain(&mut self) -> Result<(), Error> { let pos = self .state .read_storage::() .get(self.entity()) .cloned(); if let (Some(pos), Some(view_distance)) = (pos, self.view_distance) { prof_span!("terrain"); let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32)); // Remove chunks that are too far from the player. let mut chunks_to_remove = Vec::new(); self.state.terrain().iter().for_each(|(key, _)| { // Subtract 2 from the offset before computing squared magnitude // 1 for the chunks needed bordering other chunks for meshing // 1 as a buffer so that if the player moves back in that direction the chunks // don't need to be reloaded // Take the minimum of the adjusted difference vs the view_distance + 1 to // prevent magnitude_squared from overflowing if (chunk_pos - key) .map(|e: i32| (e.unsigned_abs()).saturating_sub(2).min(view_distance + 1)) .magnitude_squared() > view_distance.pow(2) { chunks_to_remove.push(key); } }); for key in chunks_to_remove { self.state.remove_chunk(key); } let mut current_tick_send_chunk_requests = 0; // Request chunks from the server. self.loaded_distance = ((view_distance * TerrainChunkSize::RECT_SIZE.x) as f32).powi(2); // +1 so we can find a chunk that's outside the vd for better fog for dist in 0..view_distance as i32 + 1 { // Only iterate through chunks that need to be loaded for circular vd // The (dist - 2) explained: // -0.5 because a chunk is visible if its corner is within the view distance // -0.5 for being able to move to the corner of the current chunk // -1 because chunks are not meshed if they don't have all their neighbors // (notice also that view_distance is decreased by 1) // (this subtraction on vd is omitted elsewhere in order to provide // a buffer layer of loaded chunks) let top = if 2 * (dist - 2).max(0).pow(2) > (view_distance - 1).pow(2) as i32 { ((view_distance - 1).pow(2) as f32 - (dist - 2).pow(2) as f32) .sqrt() .round() as i32 + 1 } else { dist }; let mut skip_mode = false; for i in -top..top + 1 { let keys = [ chunk_pos + Vec2::new(dist, i), chunk_pos + Vec2::new(i, dist), chunk_pos + Vec2::new(-dist, i), chunk_pos + Vec2::new(i, -dist), ]; for key in keys.iter() { let dist_to_player = (TerrainGrid::key_chunk(*key).map(|x| x as f32) + TerrainChunkSize::RECT_SIZE.map(|x| x as f32) / 2.0) .distance_squared(pos.0.into()); let terrain = self.state.terrain(); if let Some(chunk) = terrain.get_key_arc(*key) { if !skip_mode && !terrain.contains_key_real(*key) { let chunk = Arc::clone(chunk); drop(terrain); self.state.insert_chunk(*key, chunk); } } else { drop(terrain); if !skip_mode && !self.pending_chunks.contains_key(key) { const TOTAL_PENDING_CHUNKS_LIMIT: usize = 12; const CURRENT_TICK_PENDING_CHUNKS_LIMIT: usize = 2; if self.pending_chunks.len() < TOTAL_PENDING_CHUNKS_LIMIT && current_tick_send_chunk_requests < CURRENT_TICK_PENDING_CHUNKS_LIMIT { self.send_msg_err(ClientGeneral::TerrainChunkRequest { key: *key, })?; current_tick_send_chunk_requests += 1; self.pending_chunks.insert(*key, Instant::now()); } else { skip_mode = true; } } if dist_to_player < self.loaded_distance { self.loaded_distance = dist_to_player; } } } } } self.loaded_distance = self.loaded_distance.sqrt() - ((TerrainChunkSize::RECT_SIZE.x as f32 / 2.0).powi(2) + (TerrainChunkSize::RECT_SIZE.y as f32 / 2.0).powi(2)) .sqrt(); // If chunks are taking too long, assume they're no longer pending. let now = Instant::now(); self.pending_chunks .retain(|_, created| now.duration_since(*created) < Duration::from_secs(3)); // Manage LoD zones let lod_zone = pos.0.xy().map(|e| lod::from_wpos(e as i32)); // Request LoD zones that are in range if self .lod_last_requested .map_or(true, |i| i.elapsed() > Duration::from_secs(5)) { if let Some(rpos) = Spiral2d::new() .take((1 + self.lod_distance.ceil() as i32 * 2).pow(2) as usize) .filter(|rpos| !self.lod_zones.contains_key(&(lod_zone + *rpos))) .min_by_key(|rpos| rpos.magnitude_squared()) .filter(|rpos| { rpos.map(|e| e as f32).magnitude() < (self.lod_distance - 0.5).max(0.0) }) { self.send_msg_err(ClientGeneral::LodZoneRequest { key: lod_zone + rpos, })?; self.lod_last_requested = Some(Instant::now()); } } // Cull LoD zones out of range self.lod_zones.retain(|p, _| { (*p - lod_zone).map(|e| e as f32).magnitude_squared() < self.lod_distance.powi(2) }); } Ok(()) } fn handle_server_msg( &mut self, frontend_events: &mut Vec, msg: ServerGeneral, ) -> Result<(), Error> { prof_span!("handle_server_msg"); match msg { ServerGeneral::Disconnect(reason) => match reason { DisconnectReason::Shutdown => return Err(Error::ServerShutdown), DisconnectReason::Kicked(reason) => { debug!("sending ClientMsg::Terminate because we got kicked"); frontend_events.push(Event::Kicked(reason)); self.send_msg_err(ClientGeneral::Terminate)?; }, }, ServerGeneral::PlayerListUpdate(PlayerListUpdate::Init(list)) => { self.player_list = list }, ServerGeneral::PlayerListUpdate(PlayerListUpdate::Add(uid, player_info)) => { if let Some(old_player_info) = self.player_list.insert(uid, player_info.clone()) { warn!( "Received msg to insert {} with uid {} into the player list but there was \ already an entry for {} with the same uid that was overwritten!", player_info.player_alias, uid, old_player_info.player_alias ); } }, ServerGeneral::PlayerListUpdate(PlayerListUpdate::Moderator(uid, moderator)) => { if let Some(player_info) = self.player_list.get_mut(&uid) { player_info.is_moderator = moderator; } else { warn!( "Received msg to update admin status of uid {}, but they were not in the \ list.", uid ); } }, ServerGeneral::PlayerListUpdate(PlayerListUpdate::SelectedCharacter( uid, char_info, )) => { if let Some(player_info) = self.player_list.get_mut(&uid) { player_info.character = Some(char_info); } else { warn!( "Received msg to update character info for uid {}, but they were not in \ the list.", uid ); } }, ServerGeneral::PlayerListUpdate(PlayerListUpdate::LevelChange(uid, next_level)) => { if let Some(player_info) = self.player_list.get_mut(&uid) { player_info.character = match &player_info.character { Some(character) => Some(msg::CharacterInfo { name: character.name.to_string(), }), None => { warn!( "Received msg to update character level info to {} for uid {}, \ but this player's character is None.", next_level, uid ); None }, }; } }, ServerGeneral::PlayerListUpdate(PlayerListUpdate::Remove(uid)) => { // Instead of removing players, mark them as offline because we need to // remember the names of disconnected players in chat. // // TODO: consider alternatives since this leads to an ever growing list as // players log out and in. Keep in mind we might only want to // keep only so many messages in chat the history. We could // potentially use an ID that's more persistent than the Uid. // One of the reasons we don't just store the string of the player name // into the message is to make alias changes reflected in older messages. if let Some(player_info) = self.player_list.get_mut(&uid) { if player_info.is_online { player_info.is_online = false; } else { warn!( "Received msg to remove uid {} from the player list by they were \ already marked offline", uid ); } } else { warn!( "Received msg to remove uid {} from the player list by they weren't in \ the list!", uid ); } }, ServerGeneral::PlayerListUpdate(PlayerListUpdate::Alias(uid, new_name)) => { if let Some(player_info) = self.player_list.get_mut(&uid) { player_info.player_alias = new_name; } else { warn!( "Received msg to alias player with uid {} to {} but this uid is not in \ the player list", uid, new_name ); } }, ServerGeneral::ChatMsg(m) => frontend_events.push(Event::Chat(m)), ServerGeneral::ChatMode(m) => { self.chat_mode = m; }, ServerGeneral::SetPlayerEntity(uid) => { if let Some(entity) = self.state.ecs().entity_from_uid(uid.0) { let old_player_entity = mem::replace( &mut *self.state.ecs_mut().write_resource(), PlayerEntity(Some(entity)), ); if let Some(old_entity) = old_player_entity.0 { // Transfer controller to the new entity. let mut controllers = self.state.ecs().write_storage::(); if let Some(controller) = controllers.remove(old_entity) { if let Err(e) = controllers.insert(entity, controller) { error!( ?e, "Failed to insert controller when setting new player entity!" ); } } } if let Some(presence) = self.presence { self.presence = Some(match presence { PresenceKind::Spectator => PresenceKind::Spectator, PresenceKind::Character(_) => PresenceKind::Possessor, PresenceKind::Possessor => PresenceKind::Possessor, }); } // Clear pending trade self.pending_trade = None; } else { return Err(Error::Other("Failed to find entity from uid.".into())); } }, ServerGeneral::TimeOfDay(time_of_day, calendar, new_time) => { self.target_time_of_day = Some(time_of_day); *self.state.ecs_mut().write_resource() = calendar; let mut time = self.state.ecs_mut().write_resource::