#![feature(drain_filter)] pub mod client; pub mod error; pub mod input; pub mod cmd; // Reexports pub use crate::{error::Error, input::Input}; use crate::{client::{Client, Clients}, cmd::CHAT_COMMANDS}; use common::{ comp, msg::{ClientState, ClientMsg, ServerMsg, RequestStateError}, net::PostOffice, state::{State, Uid}, terrain::TerrainChunk, comp::character::Animation, }; use specs::{ join::Join, saveload::MarkedBuilder, world::EntityBuilder as EcsEntityBuilder, Builder, Entity as EcsEntity, }; use std::{collections::HashSet, net::SocketAddr, sync::mpsc, time::Duration}; use threadpool::ThreadPool; use vek::*; use world::World; const CLIENT_TIMEOUT: f64 = 20.0; // Seconds pub enum Event { ClientConnected { entity: EcsEntity }, ClientDisconnected { entity: EcsEntity }, Chat { entity: EcsEntity, msg: String }, } pub struct Server { state: State, world: World, postoffice: PostOffice, clients: Clients, thread_pool: ThreadPool, chunk_tx: mpsc::Sender<(Vec3, TerrainChunk)>, chunk_rx: mpsc::Receiver<(Vec3, TerrainChunk)>, pending_chunks: HashSet>, } impl Server { /// Create a new `Server`. #[allow(dead_code)] pub fn new() -> Result { let (chunk_tx, chunk_rx) = mpsc::channel(); let mut state = State::new(); state.ecs_mut().register::(); let mut this = Self { state, world: World::new(), postoffice: PostOffice::bind(SocketAddr::from(([0; 4], 59003)))?, clients: Clients::empty(), thread_pool: threadpool::Builder::new() .thread_name("veloren-worker".into()) .build(), chunk_tx, chunk_rx, pending_chunks: HashSet::new(), }; for i in 0..4 { this.create_npc(comp::Character::random()) .with(comp::Agent::Wanderer(Vec2::zero())) .with(comp::Control::default()) .build(); } Ok(this) } /// Get a reference to the server's game state. #[allow(dead_code)] pub fn state(&self) -> &State { &self.state } /// Get a mutable reference to the server's game state. #[allow(dead_code)] pub fn state_mut(&mut self) -> &mut State { &mut self.state } /// Get a reference to the server's world. #[allow(dead_code)] pub fn world(&self) -> &World { &self.world } /// Get a mutable reference to the server's world. #[allow(dead_code)] pub fn world_mut(&mut self) -> &mut World { &mut self.world } /// Build a non-player character #[allow(dead_code)] pub fn create_npc(&mut self, character: comp::Character) -> EcsEntityBuilder { self.state .ecs_mut() .create_entity_synced() .with(comp::phys::Pos(Vec3::zero())) .with(comp::phys::Vel(Vec3::zero())) .with(comp::phys::Dir(Vec3::unit_y())) .with(character) } pub fn create_player_character(state: &mut State, entity: EcsEntity, client: &mut Client, character: comp::Character) { state.write_component(entity, character); state.write_component(entity, comp::phys::Pos(Vec3::zero())); state.write_component(entity, comp::phys::Vel(Vec3::zero())); state.write_component(entity, comp::phys::Dir(Vec3::unit_y())); // Make sure everything is accepted state.write_component(entity, comp::phys::ForceUpdate); // Set initial animation state.write_component(entity, comp::AnimationHistory { last: None, current: Animation::Idle }); // Tell the client his request was successful client.notify(ServerMsg::StateAnswer(Ok(ClientState::Character))); client.client_state = ClientState::Character; } /// Execute a single server tick, handle input and update the game state by the given duration #[allow(dead_code)] pub fn tick(&mut self, input: Input, dt: Duration) -> Result, Error> { // 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) Finish the tick, passing control of the main thread back to the frontend // 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()); } // Handle new client connections (step 2) frontend_events.append(&mut self.handle_new_connections()?); // Handle new messages from clients frontend_events.append(&mut self.handle_new_messages()?); // Tick the client's LocalState (step 3) self.state.tick(dt); // Fetch any generated `TerrainChunk`s and insert them into the terrain // Also, send the chunk data to anybody that is close by for (key, chunk) in self.chunk_rx.try_iter() { // Send the chunk to all nearby players for (entity, player, pos) in ( &self.state.ecs().entities(), &self.state.ecs().read_storage::(), &self.state.ecs().read_storage::(), ) .join() { // TODO: Distance check // if self.state.terrain().key_pos(key) /* self.clients.notify(entity, ServerMsg::TerrainChunkUpdate { key, chunk: Box::new(chunk.clone()), }); */ } self.state.insert_chunk(key, chunk); } // Synchronise clients with the new state of the world self.sync_clients(); // Finish the tick, pass control back to the frontend (step 6) Ok(frontend_events) } /// Clean up the server after a tick #[allow(dead_code)] 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 mut postbox in self.postoffice.new_postboxes() { let entity = self.state.ecs_mut().create_entity_synced().build(); self.clients.add( entity, Client { client_state: ClientState::Disconnected, postbox, last_ping: self.state.get_time(), }, ); frontend_events.push(Event::ClientConnected { entity }); } Ok(frontend_events) } /// Handle new client messages fn handle_new_messages(&mut self) -> Result, Error> { let mut frontend_events = Vec::new(); let state = &mut self.state; let mut new_chat_msgs = Vec::new(); let mut disconnected_clients = Vec::new(); let mut requested_chunks = Vec::new(); self.clients.remove_if(|entity, client| { let mut disconnect = false; let new_msgs = client.postbox.new_messages(); // Update client ping if new_msgs.len() > 0 { client.last_ping = state.get_time(); // Process incoming messages for msg in new_msgs { match msg { ClientMsg::RequestState(requested_state) => match requested_state { ClientState::Spectator => match client.client_state { // Use ClientMsg::Connect instead ClientState::Disconnected => {}, ClientState::Spectator => { // Already client.postbox.send_message(ServerMsg::StateAnswer( Err((RequestStateError::Already, ClientState::Spectator)))); }, ClientState::Character => { // Always allow client.postbox.send_message(ServerMsg::StateAnswer( Ok(ClientState::Spectator))); }, }, // Use ClientMsg::Character instead ClientState::Character => { unimplemented!("TODO: Check for previously used character"); }, ClientState::Disconnected => disconnect = true, }, ClientMsg::Connect { player } => match client.client_state { ClientState::Disconnected => Self::initialize_client(state, entity, client, player), _ => {}, }, ClientMsg::Character(character) => match client.client_state { ClientState::Spectator => Self::create_player_character(state, entity, client, character), // Currently only possible from spectator _ => disconnect = true, }, // Always possible ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong), ClientMsg::Pong => {} ClientMsg::Disconnect => disconnect = true, ClientMsg::Chat(msg) => match client.client_state { ClientState::Disconnected => {} _ => new_chat_msgs.push((entity, msg)), }, ClientMsg::PlayerAnimation(animation_history) => match client.client_state { ClientState::Character => { state.write_component(entity, animation_history); } _ => disconnect = true, }, ClientMsg::PlayerPhysics { pos, vel, dir } => match client.client_state { ClientState::Character => { state.write_component(entity, pos); state.write_component(entity, vel); state.write_component(entity, dir); }, _ => disconnect = true, }, ClientMsg::TerrainChunkRequest { key } => match client.client_state { ClientState::Spectator | ClientState::Character => { match state.terrain().get_key(key) { Some(chunk) => {} /*client.postbox.send_message(ServerMsg::TerrainChunkUpdate { key, chunk: Box::new(chunk.clone()), }),*/ None => requested_chunks.push(key), } }, ClientState::Disconnected => {}, } } } } else if state.get_time() - client.last_ping > CLIENT_TIMEOUT || // Timeout client.postbox.error().is_some() // Postbox error { disconnect = true; } else if state.get_time() - client.last_ping > CLIENT_TIMEOUT * 0.5 { // Try pinging the client if the timeout is nearing client.postbox.send_message(ServerMsg::Ping); } if disconnect { println!("Someone disconnected!"); disconnected_clients.push(entity); client.postbox.send_message(ServerMsg::StateAnswer( Err((RequestStateError::Impossible, ClientState::Disconnected)))); true } else { false } }); // Handle new chat messages for (entity, msg) in new_chat_msgs { // Handle chat commands if msg.starts_with("/") && msg.len() > 1 { let argv = String::from(&msg[1..]); self.process_chat_cmd(entity, argv); } else { self.clients.notify_connected(ServerMsg::Chat( match self .state .ecs() .read_storage::() .get(entity) { Some(player) => format!("[{}] {}", &player.alias, msg), None => format!("[] {}", msg), }, )); frontend_events.push(Event::Chat { entity, msg }); } } // Handle client disconnects for entity in disconnected_clients { self.state.ecs_mut().delete_entity_synced(entity); frontend_events.push(Event::ClientDisconnected { entity }); } // Generate requested chunks for key in requested_chunks { self.generate_chunk(key); } Ok(frontend_events) } /// Initialize a new client states with important information fn initialize_client( state: &mut State, entity: specs::Entity, client: &mut Client, player: comp::Player, ) { // Save player metadata (for example the username) state.write_component(entity, player); // Return the state of the current world // (All components Sphynx tracks) client.notify(ServerMsg::InitialSync { ecs_state: state.ecs().gen_state_package(), player_entity_uid: state .ecs() .uid_from_entity(entity) .unwrap() .into(), }); // Sync logical information other players have authority over, not the server for (other_entity, &uid, &animation_history) in ( &state.ecs().entities(), &state.ecs().read_storage::(), &state.ecs().read_storage::(), ).join() { // AnimationHistory client.postbox.send_message(ServerMsg::EntityAnimation { entity: uid.into(), animation_history: animation_history, }); } // Tell the client his request was successful client.notify(ServerMsg::StateAnswer(Ok(ClientState::Spectator))); client.client_state = ClientState::Spectator; } /// Sync client states with the most up to date information fn sync_clients(&mut self) { // Sync 'logical' state using Sphynx self.clients.notify_connected(ServerMsg::EcsSync(self.state.ecs_mut().next_sync_package())); // Sync 'physical' state for (entity, &uid, &pos, &vel, &dir, force_update) in ( &self.state.ecs().entities(), &self.state.ecs().read_storage::(), &self.state.ecs().read_storage::(), &self.state.ecs().read_storage::(), &self.state.ecs().read_storage::(), self.state.ecs().read_storage::().maybe(), ).join() { let msg = ServerMsg::EntityPhysics { entity: uid.into(), pos, vel, dir, }; match force_update { Some(_) => self.clients.notify_connected(msg), None => self.clients.notify_connected_except(entity, msg), } } // Sync animation states for (entity, &uid, &animation_history) in ( &self.state.ecs().entities(), &self.state.ecs().read_storage::(), &self.state.ecs().read_storage::(), ).join() { // Check if we need to sync if Some(animation_history.current) == animation_history.last { continue; } self.clients.notify_connected_except(entity, ServerMsg::EntityAnimation { entity: uid.into(), animation_history, }); } // Update animation last/current state for (entity, mut animation_history) in ( &self.state.ecs().entities(), &mut self.state.ecs().write_storage::() ).join() { animation_history.last = Some(animation_history.current); } // Remove all force flags self.state.ecs_mut().write_storage::().clear(); } pub fn generate_chunk(&mut self, key: Vec3) { if self.pending_chunks.insert(key) { let chunk_tx = self.chunk_tx.clone(); self.thread_pool .execute(move || chunk_tx.send((key, World::generate_chunk(key))).unwrap()); } } 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 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 => { self.clients.notify( entity, ServerMsg::Chat(format!( "Unrecognised command: '/{}'\ntype '/help' for a list of available commands", kwd )), ); } } } } impl Drop for Server { fn drop(&mut self) { self.clients.notify_connected(ServerMsg::Shutdown); } }