#![feature(label_break_value, duration_float)] pub mod error; // Reexports pub use crate::error::Error; pub use specs::join::Join; pub use specs::Entity as EcsEntity; use common::{ comp, msg::{ClientMsg, ClientState, ServerMsg}, net::PostBox, state::State, }; use std::{ collections::HashMap, net::SocketAddr, time::{Duration, Instant}, }; use threadpool::ThreadPool; use vek::*; const SERVER_TIMEOUT: f64 = 20.0; // Seconds pub enum Event { Chat(String), Disconnect, } pub struct Client { client_state: ClientState, thread_pool: ThreadPool, last_ping: f64, postbox: PostBox, last_server_ping: Instant, last_ping_delta: f64, tick: u64, state: State, entity: EcsEntity, view_distance: Option, pending_chunks: HashMap, Instant>, } impl Client { /// Create a new `Client`. #[allow(dead_code)] pub fn new>(addr: A, view_distance: Option) -> Result { let mut client_state = ClientState::Connected; let mut postbox = PostBox::to(addr)?; // Wait for initial sync let (mut state, entity) = match postbox.next_message() { Some(ServerMsg::InitialSync { ecs_state, entity_uid, }) => { let mut state = State::from_state_package(ecs_state); let entity = state .ecs() .entity_from_uid(entity_uid) .ok_or(Error::ServerWentMad)?; (state, entity) } _ => return Err(Error::ServerWentMad), }; Ok(Self { client_state, thread_pool: threadpool::Builder::new() .thread_name("veloren-worker".into()) .build(), last_ping: state.get_time(), postbox, last_server_ping: Instant::now(), last_ping_delta: 0.0, tick: 0, state, entity, view_distance, pending_chunks: HashMap::new(), }) } /// Request a state transition to `ClientState::Registered`. pub fn register(&mut self, player: comp::Player) { self.postbox.send_message(ClientMsg::Register { player }); self.client_state = ClientState::Pending; } /// Request a state transition to `ClientState::Character`. pub fn request_character(&mut self, name: String, body: comp::Body) { self.postbox .send_message(ClientMsg::Character { name, body }); self.client_state = ClientState::Pending; } pub fn set_view_distance(&mut self, view_distance: u32) { self.view_distance = Some(view_distance.max(1).min(25)); self.postbox .send_message(ClientMsg::SetViewDistance(self.view_distance.unwrap())); // Can't fail } /// Send a chat message to the server. #[allow(dead_code)] pub fn send_chat(&mut self, msg: String) { self.postbox.send_message(ClientMsg::Chat(msg)) } /// Jump locally, the new positions will be synced to the server #[allow(dead_code)] pub fn jump(&mut self) { if self.client_state != ClientState::Character { return; } self.state.write_component(self.entity, comp::Jumping); } /// Start to glide locally, animation will be synced #[allow(dead_code)] pub fn glide(&mut self, state: bool) { if self.client_state != ClientState::Character { return; } if state { self.state.write_component(self.entity, comp::Gliding); } else { self.state .ecs_mut() .write_storage::() .remove(self.entity); } } /// Start to attack #[allow(dead_code)] pub fn attack(&mut self) { if self.client_state != ClientState::Character { return; } // TODO: Test if attack is possible using timeout self.state .write_component(self.entity, comp::Attacking::start()); self.postbox.send_message(ClientMsg::Attack); } /// Tell the server the client wants to respawn. #[allow(dead_code)] pub fn respawn(&mut self) { if self.client_state != ClientState::Dead { return; } self.postbox.send_message(ClientMsg::Respawn) } /// Remove all cached terrain #[allow(dead_code)] pub fn clear_terrain(&mut self) { self.state.clear_terrain(); self.pending_chunks.clear(); } /// Execute a single client tick, handle input and update the game state by the given duration. #[allow(dead_code)] pub fn tick(&mut self, control: comp::Control, dt: Duration) -> 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. // TODO: Only do this if the entity already has a Inputs component! if self.client_state == ClientState::Character { self.state.write_component(self.entity, control.clone()); } // 2) Build up a list of events for this frame, to be passed to the frontend. let mut frontend_events = Vec::new(); // Handle new messages from the server. frontend_events.append(&mut self.handle_new_messages()?); // 3) // 4) Tick the client's LocalState self.state.tick(dt); // 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, _)| { if (Vec2::from(chunk_pos) - Vec2::from(key)) .map(|e: i32| e.abs() as u32) .reduce_max() > view_distance { chunks_to_remove.push(key); } }); for key in chunks_to_remove { self.state.remove_chunk(key); } // Request chunks from the server. // TODO: This is really inefficient. 'outer: for dist in 0..=view_distance as i32 { for i in chunk_pos.x - dist..=chunk_pos.x + dist { for j in chunk_pos.y - dist..=chunk_pos.y + dist { let key = Vec2::new(i, j); if self.state.terrain().get_key(key).is_none() && !self.pending_chunks.contains_key(&key) { if self.pending_chunks.len() < 4 { self.postbox .send_message(ClientMsg::TerrainChunkRequest { key }); self.pending_chunks.insert(key, Instant::now()); } else { break 'outer; } } } } } // 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(10)); } // 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. match ( self.state.read_storage().get(self.entity).cloned(), self.state.read_storage().get(self.entity).cloned(), self.state.read_storage().get(self.entity).cloned(), ) { (Some(pos), Some(vel), Some(dir)) => { self.postbox .send_message(ClientMsg::PlayerPhysics { pos, vel, dir }); } _ => {} } // Update the server about the player's current animation. if let Some(mut animation_info) = self .state .ecs_mut() .write_storage::() .get_mut(self.entity) { if animation_info.changed { self.postbox .send_message(ClientMsg::PlayerAnimation(animation_info.clone())); } } // 7) Finish the tick, pass control back to the frontend. // Cleanup self.state .ecs_mut() .write_storage::() .remove(self.entity); self.tick += 1; Ok(frontend_events) } /// Clean up the client after a tick. #[allow(dead_code)] 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(); // Step 1 let new_msgs = self.postbox.new_messages(); if new_msgs.len() > 0 { self.last_ping = self.state.get_time(); for msg in new_msgs { match msg { ServerMsg::InitialSync { .. } => return Err(Error::ServerWentMad), ServerMsg::Shutdown => return Err(Error::ServerShutdown), ServerMsg::Ping => self.postbox.send_message(ClientMsg::Pong), ServerMsg::Pong => { self.last_ping_delta = Instant::now() .duration_since(self.last_server_ping) .as_secs_f64() } ServerMsg::Chat(msg) => frontend_events.push(Event::Chat(msg)), ServerMsg::SetPlayerEntity(uid) => { self.entity = self.state.ecs().entity_from_uid(uid).unwrap() } // TODO: Don't unwrap here! ServerMsg::EcsSync(sync_package) => { self.state.ecs_mut().sync_with_package(sync_package) } ServerMsg::EntityPhysics { entity, pos, vel, dir, } => match self.state.ecs().entity_from_uid(entity) { Some(entity) => { self.state.write_component(entity, pos); self.state.write_component(entity, vel); self.state.write_component(entity, dir); } None => {} }, ServerMsg::EntityAnimation { entity, animation_info, } => match self.state.ecs().entity_from_uid(entity) { Some(entity) => { self.state.write_component(entity, animation_info); } None => {} }, ServerMsg::TerrainChunkUpdate { key, chunk } => { self.state.insert_chunk(key, *chunk); self.pending_chunks.remove(&key); } ServerMsg::StateAnswer(Ok(state)) => { self.client_state = state; } ServerMsg::StateAnswer(Err((error, state))) => { self.client_state = state; } ServerMsg::ForceState(state) => { self.client_state = state; } ServerMsg::Disconnect => { frontend_events.push(Event::Disconnect); } } } } else if let Some(err) = self.postbox.error() { return Err(err.into()); } else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT { return Err(Error::ServerTimeout); } else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT * 0.5 { // Try pinging the server if the timeout is nearing. self.postbox.send_message(ClientMsg::Ping); self.last_server_ping = Instant::now(); } Ok(frontend_events) } /// Get the player's entity. #[allow(dead_code)] pub fn entity(&self) -> EcsEntity { self.entity } /// Get the client state #[allow(dead_code)] pub fn get_client_state(&self) -> ClientState { self.client_state } /// Get the current tick number. #[allow(dead_code)] pub fn get_tick(&self) -> u64 { self.tick } #[allow(dead_code)] 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). #[allow(dead_code)] pub fn thread_pool(&self) -> &threadpool::ThreadPool { &self.thread_pool } /// Get a reference to the client's game state. #[allow(dead_code)] pub fn state(&self) -> &State { &self.state } /// Get a mutable reference to the client's game state. #[allow(dead_code)] pub fn state_mut(&mut self) -> &mut State { &mut self.state } } impl Drop for Client { fn drop(&mut self) { self.postbox.send_message(ClientMsg::Disconnect); } }