#![feature(drain_filter)] pub mod client; pub mod cmd; pub mod error; pub mod input; // Reexports pub use crate::{error::Error, input::Input}; use crate::{ client::{Client, Clients}, cmd::CHAT_COMMANDS, }; use common::{ comp, msg::{ClientMsg, ClientState, RequestStateError, ServerMsg}, net::PostOffice, state::{State, Uid}, terrain::TerrainChunk, }; use specs::{ join::Join, saveload::MarkedBuilder, world::EntityBuilder as EcsEntityBuilder, Builder, Entity as EcsEntity, }; use std::{collections::HashSet, i32, 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` bound to the default socket. #[allow(dead_code)] pub fn new() -> Result { Self::bind(SocketAddr::from(([0; 4], 59003))) } /// Create a new server bound to the given socket #[allow(dead_code)] pub fn bind>(addrs: A) -> 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(addrs.into())?, 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( "Tobermory".to_owned(), comp::Body::Humanoid(comp::HumanoidBody::random()), ) .with(comp::Control::default()) .with(comp::Agent::Wanderer(Vec2::zero())) .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, name: String, body: comp::Body) -> EcsEntityBuilder { self.state .ecs_mut() .create_entity_synced() .with(comp::phys::Pos(Vec3::new(0.0, 0.0, 64.0))) .with(comp::phys::Vel(Vec3::zero())) .with(comp::phys::Dir(Vec3::unit_y())) .with(comp::AnimationHistory::new(comp::Animation::Idle)) .with(comp::Actor::Character { name, body }) .with(comp::Stats::default()) } pub fn create_player_character( state: &mut State, entity: EcsEntity, client: &mut Client, name: String, body: comp::HumanoidBody, ) { state.write_component( entity, comp::Actor::Character { name, body: comp::Body::Humanoid(body), }, ); state.write_component(entity, comp::Stats::default()); state.write_component(entity, comp::phys::Pos(Vec3::new(0.0, 0.0, 64.0))); 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::new(comp::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 if let Ok((key, chunk)) = self.chunk_rx.try_recv() { // 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() { let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32)); let dist = (Vec2::from(chunk_pos) - Vec2::from(key)) .map(|e: i32| e.abs()) .reduce_max(); if dist < 10 { self.clients.notify( entity, ServerMsg::TerrainChunkUpdate { key, chunk: Box::new(chunk.clone()), }, ); } } self.state.insert_chunk(key, chunk); self.pending_chunks.remove(&key); } // Remove chunks that are too far from players let mut chunks_to_remove = Vec::new(); self.state.terrain().iter().for_each(|(key, _)| { let mut min_dist = i32::MAX; // For each player with a position, calculate the distance for (_, pos) in ( &self.state.ecs().read_storage::(), &self.state.ecs().read_storage::(), ) .join() { let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32)); let dist = Vec2::from(chunk_pos - key) .map(|e: i32| e.abs()) .reduce_max(); min_dist = min_dist.min(dist); } if min_dist > 10 { chunks_to_remove.push(key); } }); for key in chunks_to_remove { self.state.remove_chunk(key); } // 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(); let mut client = Client { client_state: ClientState::Connected, postbox, last_ping: self.state.get_time(), }; // Return the state of the current world // (All components Sphynx tracks) client.notify(ServerMsg::InitialSync { ecs_state: self.state.ecs().gen_state_package(), entity_uid: self.state.ecs().uid_from_entity(entity).unwrap().into(), // Can't fail }); self.clients.add(entity, client); 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::Connected => disconnect = true, // Default state ClientState::Registered => match client.client_state { // Use ClientMsg::Register instead ClientState::Connected => { client.error_state(RequestStateError::WrongMessage) } ClientState::Registered => { client.error_state(RequestStateError::Already) } ClientState::Spectator | ClientState::Character => { client.allow_state(ClientState::Registered) } }, ClientState::Spectator => match requested_state { // Become Registered first ClientState::Connected => { client.error_state(RequestStateError::Impossible) } ClientState::Spectator => { client.error_state(RequestStateError::Already) } ClientState::Registered | ClientState::Character => { client.allow_state(ClientState::Spectator) } }, // Use ClientMsg::Character instead ClientState::Character => { client.error_state(RequestStateError::WrongMessage) } }, ClientMsg::Register { player } => match client.client_state { ClientState::Connected => { Self::initialize_player(state, entity, client, player) } // Use RequestState instead (No need to send `player` again) _ => client.error_state(RequestStateError::Impossible), }, ClientMsg::Character { name, body } => match client.client_state { // Become Registered first ClientState::Connected => { client.error_state(RequestStateError::Impossible) } ClientState::Registered | ClientState::Spectator => { Self::create_player_character(state, entity, client, name, body) } ClientState::Character => { client.error_state(RequestStateError::Already) } }, ClientMsg::Chat(msg) => match client.client_state { ClientState::Connected => { client.error_state(RequestStateError::Impossible) } ClientState::Registered | ClientState::Spectator | ClientState::Character => new_chat_msgs.push((entity, msg)), }, ClientMsg::PlayerAnimation(animation_history) => { match client.client_state { ClientState::Character => { state.write_component(entity, animation_history) } // Only characters can send animations _ => client.error_state(RequestStateError::Impossible), } } 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); } // Only characters send their position _ => client.error_state(RequestStateError::Impossible), }, ClientMsg::TerrainChunkRequest { key } => match client.client_state { ClientState::Connected | ClientState::Registered => { client.error_state(RequestStateError::Impossible); } 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), } } }, // Always possible ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong), ClientMsg::Pong => {} ClientMsg::Disconnect => disconnect = true, } } } 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 { disconnected_clients.push(entity); client.postbox.send_message(ServerMsg::Disconnect); 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_registered(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_player( state: &mut State, entity: specs::Entity, client: &mut Client, player: comp::Player, ) { // Save player metadata (for example the username) state.write_component(entity, player); // 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.allow_state(ClientState::Registered); } /// Sync client states with the most up to date information fn sync_clients(&mut self) { // Sync 'logical' state using Sphynx self.clients .notify_registered(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_ingame(msg), None => self.clients.notify_ingame_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_ingame_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_registered(ServerMsg::Shutdown); } }