use crate::{ comp, event::{EventBus, LocalEvent, ServerEvent, SfxEventItem}, region::RegionMap, sync::WorldSyncExt, sys, terrain::{Block, TerrainChunk, TerrainGrid}, vol::WriteVol, }; use hashbrown::{HashMap, HashSet}; use rayon::{ThreadPool, ThreadPoolBuilder}; use serde_derive::{Deserialize, Serialize}; use specs::{ shred::{Fetch, FetchMut}, storage::{MaskedStorage as EcsMaskedStorage, Storage as EcsStorage}, Component, DispatcherBuilder, Entity as EcsEntity, WorldExt, }; use std::{sync::Arc, time::Duration}; use vek::*; /// How much faster should an in-game day be compared to a real day? // TODO: Don't hard-code this. const DAY_CYCLE_FACTOR: f64 = 24.0 * 2.0; /// A resource that stores the time of day. #[derive(Copy, Clone, Debug, Serialize, Deserialize)] pub struct TimeOfDay(pub f64); /// A resource that stores the tick (i.e: physics) time. #[derive(Copy, Clone, Debug, Default, Serialize, Deserialize)] pub struct Time(pub f64); /// A resource that stores the time since the previous tick. #[derive(Default)] pub struct DeltaTime(pub f32); /// At what point should we stop speeding up physics to compensate for lag? If /// we speed physics up too fast, we'd skip important physics events like /// collisions. This constant determines the upper limit. If delta time exceeds /// this value, the game's physics will begin to produce time lag. Ideally, we'd /// avoid such a situation. const MAX_DELTA_TIME: f32 = 1.0; const HUMANOID_JUMP_ACCEL: f32 = 16.0; #[derive(Default)] pub struct BlockChange { blocks: HashMap, Block>, } impl BlockChange { pub fn set(&mut self, pos: Vec3, block: Block) { self.blocks.insert(pos, block); } pub fn try_set(&mut self, pos: Vec3, block: Block) -> Option<()> { if !self.blocks.contains_key(&pos) { self.blocks.insert(pos, block); Some(()) } else { None } } pub fn clear(&mut self) { self.blocks.clear(); } } #[derive(Default)] pub struct TerrainChanges { pub new_chunks: HashSet>, pub modified_chunks: HashSet>, pub removed_chunks: HashSet>, pub modified_blocks: HashMap, Block>, } impl TerrainChanges { pub fn clear(&mut self) { self.new_chunks.clear(); self.modified_chunks.clear(); self.removed_chunks.clear(); } } /// A type used to represent game state stored on both the client and the /// server. This includes things like entity components, terrain data, and /// global states like weather, time of day, etc. pub struct State { ecs: specs::World, // Avoid lifetime annotation by storing a thread pool instead of the whole dispatcher thread_pool: Arc, } impl Default for State { /// Create a new `State`. fn default() -> Self { Self { ecs: Self::setup_ecs_world(), thread_pool: Arc::new(ThreadPoolBuilder::new().build().unwrap()), } } } impl State { /// Creates ecs world and registers all the common components and resources // TODO: Split up registering into server and client (e.g. move // EventBus to the server) fn setup_ecs_world() -> specs::World { let mut ecs = specs::World::new(); // Uids for sync ecs.register_sync_marker(); // Register server -> all clients synced components. ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); // Register components send from clients -> server ecs.register::(); // Register components send directly from server -> all but one client ecs.register::(); // Register components synced from client -> server -> all other clients ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); // Register client-local components // TODO: only register on the client ecs.register::(); // Register server-local components // TODO: only register on the server ecs.register::>(); ecs.register::>(); ecs.register::>(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); ecs.register::(); // Register synced resources used by the ECS. ecs.insert(TimeOfDay(0.0)); // Register unsynced resources used by the ECS. ecs.insert(Time(0.0)); ecs.insert(DeltaTime(0.0)); ecs.insert(TerrainGrid::new().unwrap()); ecs.insert(BlockChange::default()); ecs.insert(TerrainChanges::default()); // TODO: only register on the server ecs.insert(EventBus::::default()); ecs.insert(EventBus::::default()); ecs.insert(EventBus::::default()); ecs.insert(RegionMap::new()); ecs } /// Register a component with the state's ECS. pub fn with_component(mut self) -> Self where ::Storage: Default, { self.ecs.register::(); self } /// Write a component attributed to a particular entity. pub fn write_component(&mut self, entity: EcsEntity, comp: C) { let _ = self.ecs.write_storage().insert(entity, comp); } /// Delete a component attributed to a particular entity. pub fn delete_component(&mut self, entity: EcsEntity) -> Option { self.ecs.write_storage().remove(entity) } /// Read a component attributed to a particular entity. pub fn read_component_cloned(&self, entity: EcsEntity) -> Option { self.ecs.read_storage().get(entity).cloned() } /// Get a read-only reference to the storage of a particular component type. pub fn read_storage(&self) -> EcsStorage>> { self.ecs.read_storage::() } /// Get a reference to the internal ECS world. pub fn ecs(&self) -> &specs::World { &self.ecs } /// Get a mutable reference to the internal ECS world. pub fn ecs_mut(&mut self) -> &mut specs::World { &mut self.ecs } /// Get a reference to the `TerrainChanges` structure of the state. This /// contains information about terrain state that has changed since the /// last game tick. pub fn terrain_changes(&self) -> Fetch { self.ecs.read_resource() } /// Get the current in-game time of day. /// /// Note that this should not be used for physics, animations or other such /// localised timings. pub fn get_time_of_day(&self) -> f64 { self.ecs.read_resource::().0 } /// Get the current in-game time. /// /// Note that this does not correspond to the time of day. pub fn get_time(&self) -> f64 { self.ecs.read_resource::