#![deny(unsafe_code)] #![feature(label_break_value)] pub mod error; // Reexports pub use crate::error::Error; pub use specs::{ join::Join, saveload::{Marker, MarkerAllocator}, Builder, DispatcherBuilder, Entity as EcsEntity, ReadStorage, WorldExt, }; use common::{ comp::{self, ControlEvent, Controller, ControllerInputs, InventoryManip}, msg::{ validate_chat_msg, ChatMsgValidationError, ClientMsg, ClientState, PlayerListUpdate, RequestStateError, ServerError, ServerInfo, ServerMsg, MAX_BYTES_CHAT_MSG, }, net::PostBox, state::State, sync::{Uid, UidAllocator, WorldSyncExt}, terrain::{block::Block, TerrainChunk, TerrainChunkSize}, vol::RectVolSize, ChatType, }; use hashbrown::HashMap; use image::DynamicImage; use log::warn; use std::{ net::SocketAddr, sync::Arc, time::{Duration, Instant}, }; use uvth::{ThreadPool, ThreadPoolBuilder}; use vek::*; // The duration of network inactivity until the player is kicked to the main menu // @TODO in the future, this should be configurable on the server, and be provided to the client const SERVER_TIMEOUT: Duration = Duration::from_secs(20); // After this duration has elapsed, the user will begin getting kick warnings in their chat window const SERVER_TIMEOUT_GRACE_PERIOD: Duration = Duration::from_secs(14); pub enum Event { Chat { chat_type: ChatType, message: String, }, Disconnect, DisconnectionNotification(u64), } pub struct Client { client_state: ClientState, thread_pool: ThreadPool, pub server_info: ServerInfo, pub world_map: Arc, pub player_list: HashMap, postbox: PostBox, last_server_ping: Instant, last_server_pong: Instant, last_ping_delta: f64, tick: u64, state: State, entity: EcsEntity, view_distance: Option, // TODO: move into voxygen loaded_distance: f32, pending_chunks: HashMap, Instant>, } impl Client { /// Create a new `Client`. pub fn new>(addr: A, view_distance: Option) -> Result { let client_state = ClientState::Connected; let mut postbox = PostBox::to(addr)?; // Wait for initial sync let (state, entity, server_info, world_map) = match postbox.next_message() { Some(ServerMsg::InitialSync { entity_package, server_info, time_of_day, // world_map: /*(map_size, world_map)*/map_size, }) => { // TODO: Display that versions don't match in Voxygen if server_info.git_hash != common::util::GIT_HASH.to_string() { log::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.to_string(), ); } // Initialize `State` let mut state = State::default(); let entity = state.ecs_mut().apply_entity_package(entity_package); *state.ecs_mut().write_resource() = time_of_day; // assert_eq!(world_map.len(), map_size.x * map_size.y); let map_size = Vec2::new(1024, 1024); let world_map_raw = vec![0u8; 4 * /*world_map.len()*/map_size.x * map_size.y]; // LittleEndian::write_u32_into(&world_map, &mut world_map_raw); log::debug!("Preparing image..."); let world_map = Arc::new(image::DynamicImage::ImageRgba8({ // Should not fail if the dimensions are correct. let world_map = image::ImageBuffer::from_raw( map_size.x as u32, map_size.y as u32, world_map_raw, ); world_map.ok_or(Error::Other("Server sent a bad world map image".into()))? })); log::debug!("Done preparing image..."); (state, entity, server_info, world_map) } Some(ServerMsg::Error(ServerError::TooManyPlayers)) => { return Err(Error::TooManyPlayers) } _ => return Err(Error::ServerWentMad), }; postbox.send_message(ClientMsg::Ping); let mut thread_pool = ThreadPoolBuilder::new() .name("veloren-worker".into()) .build(); // We reduce the thread count by 1 to keep rendering smooth thread_pool.set_num_threads((num_cpus::get() - 1).max(1)); Ok(Self { client_state, thread_pool, server_info, world_map, player_list: HashMap::new(), postbox, last_server_ping: Instant::now(), last_server_pong: Instant::now(), last_ping_delta: 0.0, tick: 0, state, entity, view_distance, loaded_distance: 0.0, pending_chunks: HashMap::new(), }) } pub fn with_thread_pool(mut self, thread_pool: ThreadPool) -> Self { self.thread_pool = thread_pool; self } /// Request a state transition to `ClientState::Registered`. pub fn register(&mut self, player: comp::Player, password: String) -> Result<(), Error> { self.postbox .send_message(ClientMsg::Register { player, password }); self.client_state = ClientState::Pending; loop { match self.postbox.next_message() { Some(ServerMsg::StateAnswer(Err((RequestStateError::Denied, _)))) => { break Err(Error::InvalidAuth) } Some(ServerMsg::StateAnswer(Ok(ClientState::Registered))) => break Ok(()), _ => {} } } } /// Request a state transition to `ClientState::Character`. pub fn request_character(&mut self, name: String, body: comp::Body, main: Option) { self.postbox .send_message(ClientMsg::Character { name, body, main }); self.client_state = ClientState::Pending; } /// Send disconnect message to the server pub fn request_logout(&mut self) { self.postbox.send_message(ClientMsg::Disconnect); self.client_state = ClientState::Pending; } /// Request a state transition to `ClientState::Registered` from an ingame state. pub fn request_remove_character(&mut self) { self.postbox.send_message(ClientMsg::ExitIngame); self.client_state = ClientState::Pending; } pub fn set_view_distance(&mut self, view_distance: u32) { self.view_distance = Some(view_distance.max(1).min(65)); self.postbox .send_message(ClientMsg::SetViewDistance(self.view_distance.unwrap())); // Can't fail } pub fn use_inventory_slot(&mut self, slot: usize) { self.postbox .send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip( InventoryManip::Use(slot), ))); } pub fn swap_inventory_slots(&mut self, a: usize, b: usize) { self.postbox .send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip( InventoryManip::Swap(a, b), ))); } pub fn drop_inventory_slot(&mut self, slot: usize) { self.postbox .send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip( InventoryManip::Drop(slot), ))); } pub fn pick_up(&mut self, entity: EcsEntity) { if let Some(uid) = self.state.ecs().read_storage::().get(entity).copied() { self.postbox .send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip( InventoryManip::Pickup(uid), ))); } } pub fn is_mounted(&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.ecs().read_storage::().get(entity).copied() { self.postbox .send_message(ClientMsg::ControlEvent(ControlEvent::Mount(uid))); } } pub fn unmount(&mut self) { self.postbox .send_message(ClientMsg::ControlEvent(ControlEvent::Unmount)); } pub fn view_distance(&self) -> Option { self.view_distance } pub fn loaded_distance(&self) -> f32 { self.loaded_distance } pub fn current_chunk(&self) -> Option> { let chunk_pos = Vec2::from( self.state .read_storage::() .get(self.entity) .cloned()? .0, ) .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 inventories(&self) -> ReadStorage { self.state.read_storage() } /// Send a chat message to the server. pub fn send_chat(&mut self, message: String) { match validate_chat_msg(&message) { Ok(()) => self.postbox.send_message(ClientMsg::ChatMsg { message }), Err(ChatMsgValidationError::TooLong) => log::warn!( "Attempted to send a message that's too long (Over {} bytes)", MAX_BYTES_CHAT_MSG ), } } /// 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.postbox.send_message(ClientMsg::PlaceBlock(pos, block)); } pub fn remove_block(&mut self, pos: Vec3) { self.postbox.send_message(ClientMsg::BreakBlock(pos)); } pub fn collect_block(&mut self, pos: Vec3) { self.postbox .send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip( InventoryManip::Collect(pos), ))); } /// 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> { // 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 let ClientState::Character = self.client_state { self.state.write_component( self.entity, Controller { inputs: inputs.clone(), events: Vec::new(), }, ); self.postbox .send_message(ClientMsg::ControllerInputs(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 { let ecs = self.state.ecs(); for (entity, _) in (&ecs.entities(), &ecs.read_storage::()).join() { let mut last_character_states = ecs.write_storage::>(); if let Some(client_character_state) = ecs.read_storage::().get(entity) { if last_character_states .get(entity) .map(|&l| !client_character_state.is_same_state(&l.0)) .unwrap_or(true) { let _ = last_character_states .insert(entity, comp::Last(*client_character_state)); } } } } // Handle new messages from the server. frontend_events.append(&mut self.handle_new_messages()?); // 3) Update client local data // 4) Tick the client's LocalState self.state.tick(dt, add_foreign_systems); // 5) Terrain let pos = self .state .read_storage::() .get(self.entity) .cloned(); if let (Some(pos), Some(view_distance)) = (pos, self.view_distance) { 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 if (chunk_pos - key) .map(|e: i32| (e.abs() as u32).checked_sub(2).unwrap_or(0)) .magnitude_squared() > view_distance.pow(2) { chunks_to_remove.push(key); } }); for key in chunks_to_remove { self.state.remove_chunk(key); } // 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 ommitted 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() { if self.state.terrain().get_key(*key).is_none() { if !skip_mode && !self.pending_chunks.contains_key(key) { if self.pending_chunks.len() < 4 { self.postbox .send_message(ClientMsg::TerrainChunkRequest { key: *key }); self.pending_chunks.insert(*key, Instant::now()); } else { skip_mode = true; } } let dist_to_player = (self.state.terrain().key_pos(*key).map(|x| x as f32) + TerrainChunkSize::RECT_SIZE.map(|x| x as f32) / 2.0) .distance_squared(pos.0.into()); 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)); } // Send a ping to the server once every second if Instant::now().duration_since(self.last_server_ping) > Duration::from_secs(1) { self.postbox.send_message(ClientMsg::Ping); self.last_server_ping = Instant::now(); } // 6) Update the server about the player's physics attributes. if let ClientState::Character = self.client_state { 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.postbox .send_message(ClientMsg::PlayerPhysics { pos, vel, ori }); } } /* // Output debug metrics if log_enabled!(log::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(); } /// Handle new server messages. fn handle_new_messages(&mut self) -> Result, Error> { let mut frontend_events = Vec::new(); // Check that we have an valid connection. // Use the last ping time as a 1s rate limiter, we only notify the user once per second if Instant::now().duration_since(self.last_server_ping) > Duration::from_secs(1) { let duration_since_last_pong = Instant::now().duration_since(self.last_server_pong); // Dispatch a notification to the HUD warning they will be kicked in {n} seconds if duration_since_last_pong.as_secs() >= SERVER_TIMEOUT_GRACE_PERIOD.as_secs() { if let Some(seconds_until_kick) = SERVER_TIMEOUT.checked_sub(duration_since_last_pong) { frontend_events.push(Event::DisconnectionNotification( seconds_until_kick.as_secs(), )); } } } let new_msgs = self.postbox.new_messages(); if new_msgs.len() > 0 { for msg in new_msgs { match msg { ServerMsg::Error(e) => match e { ServerError::TooManyPlayers => return Err(Error::ServerWentMad), ServerError::InvalidAuth => return Err(Error::InvalidAuth), //TODO: ServerError::InvalidAlias => return Err(Error::InvalidAlias), }, ServerMsg::Shutdown => return Err(Error::ServerShutdown), ServerMsg::InitialSync { .. } => return Err(Error::ServerWentMad), ServerMsg::PlayerListUpdate(PlayerListUpdate::Init(list)) => { self.player_list = list } ServerMsg::PlayerListUpdate(PlayerListUpdate::Add(uid, name)) => { if let Some(old_name) = self.player_list.insert(uid, name.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!", name, uid, old_name); } } ServerMsg::PlayerListUpdate(PlayerListUpdate::Remove(uid)) => { if self.player_list.remove(&uid).is_none() { warn!("Received msg to remove uid {} from the player list by they weren't in the list!", uid); } } ServerMsg::PlayerListUpdate(PlayerListUpdate::Alias(uid, new_name)) => { if let Some(name) = self.player_list.get_mut(&uid) { *name = new_name; } else { warn!("Received msg to alias player with uid {} to {} but this uid is not in the player list", uid, new_name); } } ServerMsg::Ping => self.postbox.send_message(ClientMsg::Pong), ServerMsg::Pong => { self.last_server_pong = Instant::now(); self.last_ping_delta = Instant::now() .duration_since(self.last_server_ping) .as_secs_f64(); } ServerMsg::ChatMsg { message, chat_type } => { frontend_events.push(Event::Chat { message, chat_type }) } ServerMsg::SetPlayerEntity(uid) => { if let Some(entity) = self.state.ecs().entity_from_uid(uid) { self.entity = entity; } else { return Err(Error::Other("Failed to find entity from uid.".to_owned())); } } ServerMsg::TimeOfDay(time_of_day) => { *self.state.ecs_mut().write_resource() = time_of_day; } ServerMsg::EcsSync(sync_package) => { self.state.ecs_mut().apply_sync_package(sync_package); } ServerMsg::CreateEntity(entity_package) => { self.state.ecs_mut().apply_entity_package(entity_package); } ServerMsg::DeleteEntity(entity) => { if self .state .read_component_cloned::(self.entity) .map(|u| u.into()) != Some(entity) { self.state .ecs_mut() .delete_entity_and_clear_from_uid_allocator(entity); } } // Cleanup for when the client goes back to the `Registered` state ServerMsg::ExitIngameCleanup => { // Get client entity Uid let client_uid = self .state .read_component_cloned::(self.entity) .map(|u| u.into()) .expect("Client doesn't have a Uid!!!"); // Clear ecs of all entities self.state.ecs_mut().delete_all(); self.state.ecs_mut().maintain(); self.state.ecs_mut().insert(UidAllocator::default()); // Recreate client entity with Uid let entity_builder = self.state.ecs_mut().create_entity(); let uid = entity_builder .world .write_resource::() .allocate(entity_builder.entity, Some(client_uid)); self.entity = entity_builder.with(uid).build(); } ServerMsg::EntityPos { entity, pos } => { if let Some(entity) = self.state.ecs().entity_from_uid(entity) { self.state.write_component(entity, pos); } } ServerMsg::EntityVel { entity, vel } => { if let Some(entity) = self.state.ecs().entity_from_uid(entity) { self.state.write_component(entity, vel); } } ServerMsg::EntityOri { entity, ori } => { if let Some(entity) = self.state.ecs().entity_from_uid(entity) { self.state.write_component(entity, ori); } } ServerMsg::EntityCharacterState { entity, character_state, } => { if let Some(entity) = self.state.ecs().entity_from_uid(entity) { self.state.write_component(entity, character_state); } } ServerMsg::InventoryUpdate(inventory) => { self.state.write_component(self.entity, inventory) } ServerMsg::TerrainChunkUpdate { key, chunk } => { if let Ok(chunk) = chunk { self.state.insert_chunk(key, *chunk); } self.pending_chunks.remove(&key); } ServerMsg::TerrainBlockUpdates(mut blocks) => { blocks.drain().for_each(|(pos, block)| { self.state.set_block(pos, block); }); } ServerMsg::StateAnswer(Ok(state)) => { self.client_state = state; } ServerMsg::StateAnswer(Err((error, state))) => { if error == RequestStateError::Denied { warn!("Connection denied!"); return Err(Error::InvalidAuth); } warn!( "StateAnswer: {:?}. Server thinks client is in state {:?}.", error, state ); } ServerMsg::Disconnect => { frontend_events.push(Event::Disconnect); } } } } else if let Some(err) = self.postbox.error() { return Err(err.into()); // We regularily ping in the tick method } else if Instant::now().duration_since(self.last_server_pong) > SERVER_TIMEOUT { return Err(Error::ServerTimeout); } Ok(frontend_events) } /// Get the player's entity. pub fn entity(&self) -> EcsEntity { self.entity } /// Get the client state pub fn get_client_state(&self) -> ClientState { self.client_state } /// Get the current tick number. pub fn get_tick(&self) -> u64 { self.tick } pub fn get_ping_ms(&self) -> f64 { self.last_ping_delta * 1000.0 } /// Get a reference to the client's worker thread pool. This pool should be used for any /// computationally expensive operations that run outside of the main thread (i.e., threads that /// block on I/O operations are exempt). pub fn thread_pool(&self) -> &ThreadPool { &self.thread_pool } /// Get a reference to the client's game state. pub fn state(&self) -> &State { &self.state } /// Get a mutable reference to the client's game state. pub fn state_mut(&mut self) -> &mut State { &mut self.state } /// Get a vector of all the players on the server pub fn get_players(&mut self) -> Vec { // TODO: Don't clone players. self.state .ecs() .read_storage::() .join() .cloned() .collect() } } impl Drop for Client { fn drop(&mut self) { self.postbox.send_message(ClientMsg::Disconnect); } }