#![deny(unsafe_code)] #![feature(drain_filter)] pub mod auth_provider; pub mod chunk_generator; pub mod client; pub mod cmd; pub mod error; pub mod events; pub mod input; pub mod metrics; pub mod settings; pub mod sys; #[cfg(not(feature = "worldgen"))] mod test_world; // Reexports pub use crate::{error::Error, events::Event, input::Input, settings::ServerSettings}; use crate::{ auth_provider::AuthProvider, chunk_generator::ChunkGenerator, client::{Client, RegionSubscription}, cmd::CHAT_COMMANDS, sys::sentinel::{DeletedEntities, TrackedComps}, }; use common::{ assets, comp, effect::Effect, event::{EventBus, ServerEvent}, msg::{ClientMsg, ClientState, ServerInfo, ServerMsg}, net::PostOffice, state::{State, TimeOfDay}, sync::{Uid, WorldSyncExt}, terrain::TerrainChunkSize, vol::{ReadVol, RectVolSize}, }; use log::{debug, error, warn}; use metrics::ServerMetrics; use specs::{ join::Join, world::EntityBuilder as EcsEntityBuilder, Builder, Entity as EcsEntity, RunNow, SystemData, WorldExt, }; use std::{ i32, sync::Arc, time::{Duration, Instant}, }; #[cfg(not(feature = "worldgen"))] use test_world::{World, WORLD_SIZE}; use uvth::{ThreadPool, ThreadPoolBuilder}; use vek::*; #[cfg(feature = "worldgen")] use world::{ sim::{FileOpts, WorldOpts, DEFAULT_WORLD_MAP, WORLD_SIZE}, World, }; const CLIENT_TIMEOUT: f64 = 20.0; // Seconds #[derive(Copy, Clone)] struct SpawnPoint(Vec3); // Tick count used for throttling network updates // Note this doesn't account for dt (so update rate changes with tick rate) #[derive(Copy, Clone, Default)] pub struct Tick(u64); pub struct Server { state: State, world: Arc, map: Vec, postoffice: PostOffice, thread_pool: ThreadPool, server_info: ServerInfo, metrics: ServerMetrics, server_settings: ServerSettings, } impl Server { /// Create a new `Server` pub fn new(settings: ServerSettings) -> Result { let mut state = State::default(); state.ecs_mut().insert(EventBus::::default()); // TODO: anything but this state .ecs_mut() .insert(AuthProvider::new(settings.auth_server_address.clone())); state.ecs_mut().insert(Tick(0)); state.ecs_mut().insert(ChunkGenerator::new()); // System timers for performance monitoring state.ecs_mut().insert(sys::EntitySyncTimer::default()); state.ecs_mut().insert(sys::MessageTimer::default()); state.ecs_mut().insert(sys::SentinelTimer::default()); state.ecs_mut().insert(sys::SubscriptionTimer::default()); state.ecs_mut().insert(sys::TerrainSyncTimer::default()); state.ecs_mut().insert(sys::TerrainTimer::default()); state.ecs_mut().insert(sys::WaypointTimer::default()); // Server-only components state.ecs_mut().register::(); state.ecs_mut().register::(); #[cfg(feature = "worldgen")] let world = World::generate(settings.world_seed, WorldOpts { seed_elements: true, world_file: if let Some(ref opts) = settings.map_file { opts.clone() } else { // Load default map from assets. FileOpts::LoadAsset(DEFAULT_WORLD_MAP.into()) }, ..WorldOpts::default() }); #[cfg(feature = "worldgen")] let map = world.sim().get_map(); #[cfg(not(feature = "worldgen"))] let world = World::generate(settings.world_seed); #[cfg(not(feature = "worldgen"))] let map = vec![0]; #[cfg(feature = "worldgen")] let spawn_point = { // NOTE: all of these `.map(|e| e as [type])` calls should compile into no-ops, // but are needed to be explicit about casting (and to make the compiler stop // complaining) // spawn in the chunk, that is in the middle of the world let spawn_chunk: Vec2 = WORLD_SIZE.map(|e| e as i32) / 2; // calculate the absolute position of the chunk in the world // (we could add TerrainChunkSize::RECT_SIZE / 2 here, to spawn in the midde of // the chunk) let spawn_location = spawn_chunk * TerrainChunkSize::RECT_SIZE.map(|e| e as i32); // get a z cache for the collumn in which we want to spawn let mut block_sampler = world.sample_blocks(); let z_cache = block_sampler .get_z_cache(spawn_location) .expect(&format!("no z_cache found for chunk: {}", spawn_chunk)); // get the minimum and maximum z values at which there could be soild blocks let (min_z, _, max_z) = z_cache.get_z_limits(&mut block_sampler); // round range outwards, so no potential air block is missed let min_z = min_z.floor() as i32; let max_z = max_z.ceil() as i32; // loop over all blocks from min_z to max_z + 1 // until the first air block is found // (up to max_z + 1, because max_z could still be a soild block) // if no air block is found default to max_z + 1 let z = (min_z..(max_z + 1) + 1) .find(|z| { block_sampler .get_with_z_cache( Vec3::new(spawn_location.x, spawn_location.y, *z), Some(&z_cache), false, ) .map(|b| b.is_air()) .unwrap_or(false) }) .unwrap_or(max_z + 1); // build the actual spawn point and // add 0.5, so that the player spawns in the middle of the block Vec3::new(spawn_location.x, spawn_location.y, z).map(|e| (e as f32)) + 0.5 }; #[cfg(not(feature = "worldgen"))] let spawn_point = Vec3::new(0.0, 0.0, 256.0); // set the spawn point we calculated above state.ecs_mut().insert(SpawnPoint(spawn_point)); // Set starting time for the server. state.ecs_mut().write_resource::().0 = settings.start_time; // Register trackers sys::sentinel::register_trackers(&mut state.ecs_mut()); state.ecs_mut().insert(DeletedEntities::default()); let this = Self { state, world: Arc::new(world), map, postoffice: PostOffice::bind(settings.gameserver_address)?, thread_pool: ThreadPoolBuilder::new() .name("veloren-worker".into()) .build(), server_info: ServerInfo { name: settings.server_name.clone(), description: settings.server_description.clone(), git_hash: common::util::GIT_HASH.to_string(), git_date: common::util::GIT_DATE.to_string(), auth_provider: settings.auth_server_address.clone(), }, metrics: ServerMetrics::new(settings.metrics_address) .expect("Failed to initialize server metrics submodule."), server_settings: settings.clone(), }; debug!("created veloren server with: {:?}", &settings); Ok(this) } pub fn with_thread_pool(mut self, thread_pool: ThreadPool) -> Self { self.thread_pool = thread_pool; self } /// Get a reference to the server's game state. pub fn state(&self) -> &State { &self.state } /// Get a mutable reference to the server's game state. pub fn state_mut(&mut self) -> &mut State { &mut self.state } /// Get a reference to the server's world. pub fn world(&self) -> &World { &self.world } /// Build a static object entity pub fn create_object( &mut self, pos: comp::Pos, object: comp::object::Body, ) -> EcsEntityBuilder { self.state .ecs_mut() .create_entity_synced() .with(pos) .with(comp::Vel(Vec3::zero())) .with(comp::Ori(Vec3::unit_y())) .with(comp::Body::Object(object)) .with(comp::Mass(100.0)) .with(comp::Gravity(1.0)) //.with(comp::LightEmitter::default()) } /// Build a projectile pub fn create_projectile( state: &mut State, pos: comp::Pos, vel: comp::Vel, body: comp::Body, projectile: comp::Projectile, ) -> EcsEntityBuilder { state .ecs_mut() .create_entity_synced() .with(pos) .with(vel) .with(comp::Ori(vel.0.normalized())) .with(comp::Mass(0.0)) .with(body) .with(projectile) .with(comp::Sticky) } pub fn create_player_character( state: &mut State, entity: EcsEntity, name: String, body: comp::Body, main: Option, server_settings: &ServerSettings, ) { // Give no item when an invalid specifier is given let main = main.and_then(|specifier| assets::load_cloned(&specifier).ok()); let spawn_point = state.ecs().read_resource::().0; state.write_component(entity, body); state.write_component(entity, comp::Stats::new(name, body, main)); state.write_component(entity, comp::Energy::new(1000)); state.write_component(entity, comp::Controller::default()); state.write_component(entity, comp::Pos(spawn_point)); state.write_component(entity, comp::Vel(Vec3::zero())); state.write_component(entity, comp::Ori(Vec3::unit_y())); state.write_component(entity, comp::Gravity(1.0)); state.write_component(entity, comp::CharacterState::default()); state.write_component(entity, comp::Alignment::Owned(entity)); state.write_component(entity, comp::Inventory::default()); state.write_component( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::default()), ); // Make sure physics are accepted. state.write_component(entity, comp::ForceUpdate); // Give the Admin component to the player if their name exists in admin list if server_settings.admins.contains( &state .ecs() .read_storage::() .get(entity) .expect("Failed to fetch entity.") .alias, ) { state.write_component(entity, comp::Admin); } // Tell the client its request was successful. if let Some(client) = state.ecs().write_storage::().get_mut(entity) { client.allow_state(ClientState::Character); } } /// Handle events coming through via the event bus /// Execute a single server tick, handle input and update the game state by /// the given duration. pub fn tick(&mut self, _input: Input, dt: Duration) -> Result, Error> { self.state.ecs().write_resource::().0 += 1; // This tick function is the centre of the Veloren universe. Most server-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) Go through any events (timer-driven or otherwise) that need handling // and apply them to the state of the game // 3) Go through all incoming client network communications, apply them to // the game state // 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) Send relevant state updates to all clients // 7) Update Metrics with current data // 8) Finish the tick, passing control of the main thread back // to the frontend // 1) Build up a list of events for this frame, to be passed to the frontend. let mut frontend_events = Vec::new(); // If networking has problems, handle them. if let Some(err) = self.postoffice.error() { return Err(err.into()); } // 2) // 3) Handle inputs from clients frontend_events.append(&mut self.handle_new_connections()?); // Run message recieving sys before the systems in common for decreased latency // (e.g. run before controller system) sys::message::Sys.run_now(&self.state.ecs()); let before_state_tick = Instant::now(); // 4) Tick the server's LocalState. // 5) Fetch any generated `TerrainChunk`s and insert them into the terrain. // in sys/terrain.rs self.state.tick(dt, sys::add_server_systems, false); let before_handle_events = Instant::now(); // Handle game events frontend_events.append(&mut self.handle_events()); let before_update_terrain_and_regions = Instant::now(); // Apply terrain changes and update the region map after processing server // events so that changes made by server events will be immediately // visble to client synchronization systems, minimizing the latency of // `ServerEvent` mediated effects self.state.update_region_map(); self.state.apply_terrain_changes(); let before_sync = Instant::now(); // 6) Synchronise clients with the new state of the world. sys::run_sync_systems(self.state.ecs_mut()); let before_world_tick = Instant::now(); // Tick the world self.world.tick(dt); let before_entity_cleanup = Instant::now(); // Remove NPCs that are outside the view distances of all players // This is done by removing NPCs in unloaded chunks let to_delete = { let terrain = self.state.terrain(); ( &self.state.ecs().entities(), &self.state.ecs().read_storage::(), !&self.state.ecs().read_storage::(), ) .join() .filter(|(_, pos, _)| terrain.get(pos.0.map(|e| e.floor() as i32)).is_err()) .map(|(entity, _, _)| entity) .collect::>() }; for entity in to_delete { if let Err(err) = self.state.delete_entity_recorded(entity) { error!("Failed to delete agent outside the terrain: {:?}", err); } } let end_of_server_tick = Instant::now(); // 7) Update Metrics let entity_sync_nanos = self .state .ecs() .read_resource::() .nanos as i64; let message_nanos = self.state.ecs().read_resource::().nanos as i64; let sentinel_nanos = self.state.ecs().read_resource::().nanos as i64; let subscription_nanos = self .state .ecs() .read_resource::() .nanos as i64; let terrain_sync_nanos = self .state .ecs() .read_resource::() .nanos as i64; let terrain_nanos = self.state.ecs().read_resource::().nanos as i64; let waypoint_nanos = self.state.ecs().read_resource::().nanos as i64; let total_sys_ran_in_dispatcher_nanos = terrain_nanos + waypoint_nanos; self.metrics .tick_time .with_label_values(&["state tick"]) .set( (before_handle_events - before_state_tick).as_nanos() as i64 - total_sys_ran_in_dispatcher_nanos, ); self.metrics .tick_time .with_label_values(&["handle server events"]) .set((before_update_terrain_and_regions - before_handle_events).as_nanos() as i64); self.metrics .tick_time .with_label_values(&["update terrain and region map"]) .set((before_sync - before_update_terrain_and_regions).as_nanos() as i64); self.metrics .tick_time .with_label_values(&["world tick"]) .set((before_entity_cleanup - before_world_tick).as_nanos() as i64); self.metrics .tick_time .with_label_values(&["entity cleanup"]) .set((end_of_server_tick - before_entity_cleanup).as_nanos() as i64); self.metrics .tick_time .with_label_values(&["entity sync"]) .set(entity_sync_nanos); self.metrics .tick_time .with_label_values(&["message"]) .set(message_nanos); self.metrics .tick_time .with_label_values(&["sentinel"]) .set(sentinel_nanos); self.metrics .tick_time .with_label_values(&["subscription"]) .set(subscription_nanos); self.metrics .tick_time .with_label_values(&["terrain sync"]) .set(terrain_sync_nanos); self.metrics .tick_time .with_label_values(&["terrain"]) .set(terrain_nanos); self.metrics .tick_time .with_label_values(&["waypoint"]) .set(waypoint_nanos); self.metrics .player_online .set(self.state.ecs().read_storage::().join().count() as i64); self.metrics .time_of_day .set(self.state.ecs().read_resource::().0); if self.metrics.is_100th_tick() { let mut chonk_cnt = 0; let chunk_cnt = self.state.terrain().iter().fold(0, |a, (_, c)| { chonk_cnt += 1; a + c.sub_chunks_len() }); self.metrics.chonks_count.set(chonk_cnt as i64); self.metrics.chunks_count.set(chunk_cnt as i64); } //self.metrics.entity_count.set(self.state.); self.metrics .tick_time .with_label_values(&["metrics"]) .set(end_of_server_tick.elapsed().as_nanos() as i64); // 8) Finish the tick, pass control back to the frontend. Ok(frontend_events) } /// Clean up the server after a tick. pub fn cleanup(&mut self) { // Cleanup the local state self.state.cleanup(); } /// Handle new client connections. fn handle_new_connections(&mut self) -> Result, Error> { let mut frontend_events = Vec::new(); for postbox in self.postoffice.new_postboxes() { let mut client = Client { client_state: ClientState::Connected, postbox, last_ping: self.state.get_time(), login_msg_sent: false, }; if self.server_settings.max_players <= self.state.ecs().read_storage::().join().count() { // Note: in this case the client is dropped client.notify(ServerMsg::TooManyPlayers); } else { let entity = self .state .ecs_mut() .create_entity_synced() .with(client) .build(); // Send client all the tracked components currently attached to its entity as // well as synced resources (currently only `TimeOfDay`) log::debug!("Starting initial sync with client."); self.state .ecs() .write_storage::() .get_mut(entity) .unwrap() .notify(ServerMsg::InitialSync { // Send client their entity entity_package: TrackedComps::fetch(&self.state.ecs()) .create_entity_package(entity), server_info: self.server_info.clone(), time_of_day: *self.state.ecs().read_resource(), world_map: (WORLD_SIZE.map(|e| e as u32), self.map.clone()), }); log::debug!("Done initial sync with client."); frontend_events.push(Event::ClientConnected { entity }); } } Ok(frontend_events) } pub fn notify_client(&self, entity: EcsEntity, msg: ServerMsg) { if let Some(client) = self.state.ecs().write_storage::().get_mut(entity) { client.notify(msg) } } pub fn generate_chunk(&mut self, entity: EcsEntity, key: Vec2) { self.state .ecs() .write_resource::() .generate_chunk(entity, key, &mut self.thread_pool, self.world.clone()); } fn process_chat_cmd(&mut self, entity: EcsEntity, cmd: String) { // Separate string into keyword and arguments. let sep = cmd.find(' '); let (kwd, args) = match sep { Some(i) => (cmd[..i].to_string(), cmd[(i + 1)..].to_string()), None => (cmd, "".to_string()), }; // Find the command object and run its handler. let action_opt = CHAT_COMMANDS.iter().find(|x| x.keyword == kwd); match action_opt { Some(action) => action.execute(self, entity, args), // Unknown command None => { if let Some(client) = self.state.ecs().write_storage::().get_mut(entity) { client.notify(ServerMsg::private(format!( "Unknown command '/{}'.\nType '/help' for available commands", kwd ))); } }, } } fn entity_is_admin(&self, entity: EcsEntity) -> bool { self.state .read_storage::() .get(entity) .is_some() } pub fn number_of_players(&self) -> i64 { self.metrics.player_online.get() } } impl Drop for Server { fn drop(&mut self) { self.state.notify_registered_clients(ServerMsg::Shutdown); } } trait StateExt { fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool; fn apply_effect(&mut self, entity: EcsEntity, effect: Effect); fn notify_registered_clients(&self, msg: ServerMsg); fn create_npc( &mut self, pos: comp::Pos, stats: comp::Stats, body: comp::Body, ) -> EcsEntityBuilder; fn delete_entity_recorded( &mut self, entity: EcsEntity, ) -> Result<(), specs::error::WrongGeneration>; } impl StateExt for State { fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool { let success = self .ecs() .write_storage::() .get_mut(entity) .map(|inv| inv.push(item).is_none()) .unwrap_or(false); if success { self.write_component( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Collected), ); } success } fn apply_effect(&mut self, entity: EcsEntity, effect: Effect) { match effect { Effect::Health(change) => { self.ecs() .write_storage::() .get_mut(entity) .map(|stats| stats.health.change_by(change)); }, Effect::Xp(xp) => { self.ecs() .write_storage::() .get_mut(entity) .map(|stats| stats.exp.change_by(xp)); }, } } /// Build a non-player character. fn create_npc( &mut self, pos: comp::Pos, stats: comp::Stats, body: comp::Body, ) -> EcsEntityBuilder { self.ecs_mut() .create_entity_synced() .with(pos) .with(comp::Vel(Vec3::zero())) .with(comp::Ori(Vec3::unit_y())) .with(comp::Controller::default()) .with(body) .with(stats) .with(comp::Alignment::Npc) .with(comp::Energy::new(500)) .with(comp::Gravity(1.0)) .with(comp::CharacterState::default()) } fn notify_registered_clients(&self, msg: ServerMsg) { for client in (&mut self.ecs().write_storage::()) .join() .filter(|c| c.is_registered()) { client.notify(msg.clone()) } } fn delete_entity_recorded( &mut self, entity: EcsEntity, ) -> Result<(), specs::error::WrongGeneration> { let (maybe_uid, maybe_pos) = ( self.ecs().read_storage::().get(entity).copied(), self.ecs().read_storage::().get(entity).copied(), ); let res = self.ecs_mut().delete_entity(entity); if res.is_ok() { if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) { if let Some(region_key) = self .ecs() .read_resource::() .find_region(entity, pos.0) { self.ecs() .write_resource::() .record_deleted_entity(uid, region_key); } else { // Don't panic if the entity wasn't found in a region maybe it was just created // and then deleted before the region manager had a chance to assign it a // region warn!( "Failed to find region containing entity during entity deletion, assuming \ it wasn't sent to any clients and so deletion doesn't need to be \ recorded for sync purposes" ); } } } res } }