#![deny(unsafe_code)] #![allow(clippy::option_map_unit_fn)] #![feature(bool_to_option, drain_filter, option_zip)] #![cfg_attr(not(feature = "worldgen"), feature(const_panic))] pub mod alias_validator; mod character_creator; pub mod chunk_generator; pub mod client; pub mod cmd; pub mod error; pub mod events; pub mod input; pub mod login_provider; pub mod metrics; pub mod persistence; pub mod settings; pub mod state_ext; pub mod sys; #[cfg(not(feature = "worldgen"))] mod test_world; // Reexports pub use crate::{error::Error, events::Event, input::Input, settings::ServerSettings}; use crate::{ alias_validator::AliasValidator, chunk_generator::ChunkGenerator, client::{Client, RegionSubscription}, cmd::ChatCommandExt, login_provider::LoginProvider, state_ext::StateExt, sys::sentinel::{DeletedEntities, TrackedComps}, }; use common::{ cmd::ChatCommand, comp::{self, ChatType}, event::{EventBus, ServerEvent}, msg::{server::WorldMapMsg, ClientState, DisconnectReason, ServerInfo, ServerMsg}, outcome::Outcome, recipe::default_recipe_book, state::{State, TimeOfDay}, sync::WorldSyncExt, terrain::TerrainChunkSize, vol::{ReadVol, RectVolSize}, }; use futures_executor::block_on; use futures_timer::Delay; use futures_util::{select, FutureExt}; use metrics::{ServerMetrics, StateTickMetrics, TickMetrics}; use network::{Network, Pid, ProtocolAddr}; use persistence::{ character_loader::{CharacterLoader, CharacterLoaderResponseType}, character_updater::CharacterUpdater, }; use specs::{join::Join, Builder, Entity as EcsEntity, RunNow, SystemData, WorldExt}; use std::{ i32, ops::{Deref, DerefMut}, sync::{atomic::Ordering, Arc}, time::{Duration, Instant}, }; #[cfg(not(feature = "worldgen"))] use test_world::{IndexOwned, World}; use tracing::{debug, error, info, warn}; use uvth::{ThreadPool, ThreadPoolBuilder}; use vek::*; #[cfg(feature = "worldgen")] use world::{ civ::SiteKind, sim::{FileOpts, WorldOpts, DEFAULT_WORLD_MAP}, IndexOwned, World, }; #[macro_use] extern crate diesel; #[macro_use] extern crate diesel_migrations; #[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, index: IndexOwned, map: WorldMapMsg, network: Network, thread_pool: ThreadPool, metrics: ServerMetrics, tick_metrics: TickMetrics, state_tick_metrics: StateTickMetrics, } impl Server { /// Create a new `Server` #[allow(clippy::expect_fun_call)] // TODO: Pending review in #587 #[allow(clippy::needless_update)] // TODO: Pending review in #587 pub fn new(settings: ServerSettings) -> Result { // Run pending DB migrations (if any) debug!("Running DB migrations..."); if let Some(e) = persistence::run_migrations(&settings.persistence_db_dir).err() { panic!("Migration error: {:?}", e); } let (chunk_gen_metrics, registry_chunk) = metrics::ChunkGenMetrics::new().unwrap(); let (network_request_metrics, registry_network) = metrics::NetworkRequestMetrics::new().unwrap(); let (player_metrics, registry_player) = metrics::PlayerMetrics::new().unwrap(); let mut state = State::default(); state.ecs_mut().insert(settings.clone()); state.ecs_mut().insert(EventBus::::default()); state .ecs_mut() .insert(LoginProvider::new(settings.auth_server_address.clone())); state.ecs_mut().insert(Tick(0)); state.ecs_mut().insert(network_request_metrics); state.ecs_mut().insert(player_metrics); state .ecs_mut() .insert(ChunkGenerator::new(chunk_gen_metrics)); state .ecs_mut() .insert(CharacterUpdater::new(settings.persistence_db_dir.clone())?); state .ecs_mut() .insert(CharacterLoader::new(settings.persistence_db_dir.clone())?); state .ecs_mut() .insert(comp::AdminList(settings.admins.clone())); state.ecs_mut().insert(Vec::::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()); state.ecs_mut().insert(sys::InviteTimeoutTimer::default()); state.ecs_mut().insert(sys::PersistenceTimer::default()); // System schedulers to control execution of systems state .ecs_mut() .insert(sys::PersistenceScheduler::every(Duration::from_secs(10))); // Server-only components state.ecs_mut().register::(); state.ecs_mut().register::(); //Alias validator let banned_words_paths = &settings.banned_words_files; let mut banned_words = Vec::new(); for path in banned_words_paths { let mut list = match std::fs::File::open(&path) { Ok(file) => match ron::de::from_reader(&file) { Ok(vec) => vec, Err(error) => { tracing::warn!(?error, ?file, "Couldn't deserialize banned words file"); return Err(Error::Other(format!( "Couldn't read banned words file \"{}\"", path.to_string_lossy() ))); }, }, Err(error) => { tracing::warn!(?error, ?path, "Couldn't open banned words file"); return Err(Error::Other(format!( "Couldn't open banned words file \"{}\". Error: {}", path.to_string_lossy(), error ))); }, }; banned_words.append(&mut list); } let banned_words_count = banned_words.len(); tracing::debug!(?banned_words_count); tracing::trace!(?banned_words); state.ecs_mut().insert(AliasValidator::new(banned_words)); #[cfg(feature = "worldgen")] let (world, index) = 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.get_map_data(index.as_index_ref()); #[cfg(not(feature = "worldgen"))] let (world, index) = World::generate(settings.world_seed); #[cfg(not(feature = "worldgen"))] let map = WorldMapMsg { dimensions_lg: Vec2::zero(), max_height: 1.0, rgba: vec![0], horizons: [(vec![0], vec![0]), (vec![0], vec![0])], sea_level: 0.0, alt: vec![30], }; #[cfg(feature = "worldgen")] let spawn_point = { let index = index.as_index_ref(); // 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 center_chunk: Vec2 = world.sim().map_size_lg().chunks().map(i32::from) / 2; // Find a town to spawn in that's close to the centre of the world let spawn_chunk = world .civs() .sites() .filter(|site| matches!(site.kind, SiteKind::Settlement)) .map(|site| site.center) .min_by_key(|site_pos| site_pos.distance_squared(center_chunk)) .unwrap_or(center_chunk); // calculate the absolute position of the chunk in the world // (we could add TerrainChunkSize::RECT_SIZE / 2 here, to spawn in the middle of // the chunk) let spawn_location = spawn_chunk.map2(TerrainChunkSize::RECT_SIZE, |e, sz| { e as i32 * sz as i32 + sz as i32 / 2 }); // get a z cache for the column in which we want to spawn let mut block_sampler = world.sample_blocks(); let z_cache = block_sampler .get_z_cache(spawn_location, index) .expect(&format!("no z_cache found for chunk: {}", spawn_chunk)); // get the minimum and maximum z values at which there could be solid blocks let (min_z, _, max_z) = z_cache.get_z_limits(&mut block_sampler, index); // 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 solid 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, index, ) .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 mut metrics = ServerMetrics::new(); // register all metrics submodules here let (tick_metrics, registry_tick) = TickMetrics::new(metrics.tick_clone()) .expect("Failed to initialize server tick metrics submodule."); let (state_tick_metrics, registry_state) = StateTickMetrics::new().unwrap(); registry_chunk(&metrics.registry()).expect("failed to register chunk gen metrics"); registry_network(&metrics.registry()).expect("failed to register network request metrics"); registry_player(&metrics.registry()).expect("failed to register player metrics"); registry_tick(&metrics.registry()).expect("failed to register tick metrics"); registry_state(&metrics.registry()).expect("failed to register state metrics"); let thread_pool = ThreadPoolBuilder::new() .name("veloren-worker".to_string()) .build(); let (network, f) = Network::new_with_registry(Pid::new(), &metrics.registry()); metrics .run(settings.metrics_address) .expect("Failed to initialize server metrics submodule."); thread_pool.execute(f); block_on(network.listen(ProtocolAddr::Tcp(settings.gameserver_address)))?; let this = Self { state, world: Arc::new(world), index, map, network, thread_pool, metrics, tick_metrics, state_tick_metrics, }; debug!(?settings, "created veloren server with"); let git_hash = *common::util::GIT_HASH; let git_date = common::util::GIT_DATE.clone(); let git_time = *common::util::GIT_TIME; let version = common::util::DISPLAY_VERSION_LONG.clone(); info!(?version, "Server version"); debug!(?git_hash, ?git_date, ?git_time, "detailed Server version"); Ok(this) } pub fn get_server_info(&self) -> ServerInfo { let settings = self.state.ecs().fetch::(); 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(), } } pub fn with_thread_pool(mut self, thread_pool: ThreadPool) -> Self { self.thread_pool = thread_pool; self } /// Get a reference to the server's settings pub fn settings(&self) -> impl Deref + '_ { self.state.ecs().fetch::() } /// Get a mutable reference to the server's settings pub fn settings_mut(&mut self) -> impl DerefMut + '_ { self.state.ecs_mut().fetch_mut::() } /// 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 } /// Get a reference to the server's world map. pub fn map(&self) -> &WorldMapMsg { &self.map } /// 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) Check for persistence updates related to character data, and message the // relevant entities // 8) Update Metrics with current data // 9) 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(); // 2) let before_new_connections = Instant::now(); // 3) Handle inputs from clients block_on(self.handle_new_connections(&mut frontend_events))?; let before_message_system = Instant::now(); // Run message receiving 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 // visible 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(e) = self.state.delete_entity_recorded(entity) { error!(?e, "Failed to delete agent outside the terrain"); } } // 7 Persistence updates let before_persistence_updates = Instant::now(); // Get character-related database responses and notify the requesting client self.state .ecs() .read_resource::() .messages() .for_each(|query_result| match query_result.result { CharacterLoaderResponseType::CharacterList(result) => match result { Ok(character_list_data) => self.notify_client( query_result.entity, ServerMsg::CharacterListUpdate(character_list_data), ), Err(error) => self.notify_client( query_result.entity, ServerMsg::CharacterActionError(error.to_string()), ), }, CharacterLoaderResponseType::CharacterData(result) => { let message = match *result { Ok(character_data) => ServerEvent::UpdateCharacterData { entity: query_result.entity, components: character_data, }, Err(error) => { // We failed to load data for the character from the DB. Notify the // client to push the state back to character selection, with the error // to display self.notify_client( query_result.entity, ServerMsg::CharacterDataLoadError(error.to_string()), ); // Clean up the entity data on the server ServerEvent::ExitIngame { entity: query_result.entity, } }, }; self.state .ecs() .read_resource::>() .emit_now(message); }, }); { // Check for new chunks; cancel and regenerate all chunks if the asset has been // reloaded. Note that all of these assignments are no-ops, so the // only work we do here on the fast path is perform a relaxed read on an atomic. // boolean. let index = &mut self.index; let thread_pool = &mut self.thread_pool; let world = &mut self.world; let ecs = self.state.ecs_mut(); index.reload_colors_if_changed(|index| { let mut chunk_generator = ecs.write_resource::(); let client = ecs.read_storage::(); let mut terrain = ecs.write_resource::(); // Cancel all pending chunks. chunk_generator.cancel_all(); if client.is_empty() { // No clients, so just clear all terrain. terrain.clear(); } else { // There's at least one client, so regenerate all chunks. terrain.iter().for_each(|(pos, _)| { chunk_generator.generate_chunk( None, pos, thread_pool, world.clone(), index.clone(), ); }); } }); } let end_of_server_tick = Instant::now(); // 8) Update Metrics // Get system timing info 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 invite_timeout_nanos = self .state .ecs() .read_resource::() .nanos as i64; let stats_persistence_nanos = self .state .ecs() .read_resource::() .nanos as i64; let total_sys_ran_in_dispatcher_nanos = terrain_nanos + waypoint_nanos + invite_timeout_nanos; // Report timing info self.tick_metrics .tick_time .with_label_values(&["new connections"]) .set((before_message_system - before_new_connections).as_nanos() as i64); self.tick_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.tick_metrics .tick_time .with_label_values(&["handle server events"]) .set((before_update_terrain_and_regions - before_handle_events).as_nanos() as i64); self.tick_metrics .tick_time .with_label_values(&["update terrain and region map"]) .set((before_sync - before_update_terrain_and_regions).as_nanos() as i64); self.tick_metrics .tick_time .with_label_values(&["world tick"]) .set((before_entity_cleanup - before_world_tick).as_nanos() as i64); self.tick_metrics .tick_time .with_label_values(&["entity cleanup"]) .set((before_persistence_updates - before_entity_cleanup).as_nanos() as i64); self.tick_metrics .tick_time .with_label_values(&["persistence_updates"]) .set((end_of_server_tick - before_persistence_updates).as_nanos() as i64); self.tick_metrics .tick_time .with_label_values(&["entity sync"]) .set(entity_sync_nanos); self.tick_metrics .tick_time .with_label_values(&["message"]) .set(message_nanos); self.tick_metrics .tick_time .with_label_values(&["sentinel"]) .set(sentinel_nanos); self.tick_metrics .tick_time .with_label_values(&["subscription"]) .set(subscription_nanos); self.tick_metrics .tick_time .with_label_values(&["terrain sync"]) .set(terrain_sync_nanos); self.tick_metrics .tick_time .with_label_values(&["terrain"]) .set(terrain_nanos); self.tick_metrics .tick_time .with_label_values(&["waypoint"]) .set(waypoint_nanos); self.tick_metrics .tick_time .with_label_values(&["invite timeout"]) .set(invite_timeout_nanos); self.tick_metrics .tick_time .with_label_values(&["persistence:stats"]) .set(stats_persistence_nanos); //detailed state metrics { let res = self .state .ecs() .read_resource::(); let c = &self.state_tick_metrics.state_tick_time_count; let agent_ns = res.agent_ns.load(Ordering::Relaxed); let mount_ns = res.mount_ns.load(Ordering::Relaxed); let controller_ns = res.controller_ns.load(Ordering::Relaxed); let character_behavior_ns = res.character_behavior_ns.load(Ordering::Relaxed); let stats_ns = res.stats_ns.load(Ordering::Relaxed); let phys_ns = res.phys_ns.load(Ordering::Relaxed); let projectile_ns = res.projectile_ns.load(Ordering::Relaxed); let combat_ns = res.combat_ns.load(Ordering::Relaxed); c.with_label_values(&[common::sys::AGENT_SYS]) .inc_by(agent_ns); c.with_label_values(&[common::sys::MOUNT_SYS]) .inc_by(mount_ns); c.with_label_values(&[common::sys::CONTROLLER_SYS]) .inc_by(controller_ns); c.with_label_values(&[common::sys::CHARACTER_BEHAVIOR_SYS]) .inc_by(character_behavior_ns); c.with_label_values(&[common::sys::STATS_SYS]) .inc_by(stats_ns); c.with_label_values(&[common::sys::PHYS_SYS]) .inc_by(phys_ns); c.with_label_values(&[common::sys::PROJECTILE_SYS]) .inc_by(projectile_ns); c.with_label_values(&[common::sys::COMBAT_SYS]) .inc_by(combat_ns); const NANOSEC_PER_SEC: f64 = Duration::from_secs(1).as_nanos() as f64; let h = &self.state_tick_metrics.state_tick_time_hist; h.with_label_values(&[common::sys::AGENT_SYS]) .observe(agent_ns as f64 / NANOSEC_PER_SEC); h.with_label_values(&[common::sys::MOUNT_SYS]) .observe(mount_ns as f64 / NANOSEC_PER_SEC); h.with_label_values(&[common::sys::CONTROLLER_SYS]) .observe(controller_ns as f64 / NANOSEC_PER_SEC); h.with_label_values(&[common::sys::CHARACTER_BEHAVIOR_SYS]) .observe(character_behavior_ns as f64 / NANOSEC_PER_SEC); h.with_label_values(&[common::sys::STATS_SYS]) .observe(stats_ns as f64 / NANOSEC_PER_SEC); h.with_label_values(&[common::sys::PHYS_SYS]) .observe(phys_ns as f64 / NANOSEC_PER_SEC); h.with_label_values(&[common::sys::PROJECTILE_SYS]) .observe(projectile_ns as f64 / NANOSEC_PER_SEC); h.with_label_values(&[common::sys::COMBAT_SYS]) .observe(combat_ns as f64 / NANOSEC_PER_SEC); } // Report other info self.tick_metrics .time_of_day .set(self.state.ecs().read_resource::().0); if self.tick_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.tick_metrics.chonks_count.set(chonk_cnt as i64); self.tick_metrics.chunks_count.set(chunk_cnt as i64); let entity_count = self.state.ecs().entities().join().count(); self.tick_metrics.entity_count.set(entity_count as i64); } //self.metrics.entity_count.set(self.state.); self.tick_metrics .tick_time .with_label_values(&["metrics"]) .set(end_of_server_tick.elapsed().as_nanos() as i64); self.metrics.tick(); // 9) 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. async fn handle_new_connections( &mut self, frontend_events: &mut Vec, ) -> Result<(), Error> { //TIMEOUT 0.1 ms for msg handling const TIMEOUT: Duration = Duration::from_micros(100); const SLOWLORIS_TIMEOUT: Duration = Duration::from_millis(300); loop { let participant = match select!( _ = Delay::new(TIMEOUT).fuse() => None, pr = self.network.connected().fuse() => Some(pr), ) { None => return Ok(()), Some(pr) => pr?, }; debug!("New Participant connected to the server"); let singleton_stream = match select!( _ = Delay::new(SLOWLORIS_TIMEOUT).fuse() => None, sr = participant.opened().fuse() => Some(sr), ) { None => { warn!("Either Slowloris attack or very slow client, dropping"); return Ok(()); //return rather then continue to give removes a tick more to send data. }, Some(Ok(s)) => s, Some(Err(e)) => { warn!(?e, "Failed to open a Stream from remote client. dropping"); continue; }, }; let mut client = Client { client_state: ClientState::Connected, participant: std::sync::Mutex::new(Some(participant)), singleton_stream, network_error: std::sync::atomic::AtomicBool::new(false), last_ping: self.state.get_time(), login_msg_sent: false, }; if self.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(); self.state .ecs() .read_resource::() .clients_connected .inc(); // Send client all the tracked components currently attached to its entity as // well as synced resources (currently only `TimeOfDay`) 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, None, None, None), server_info: self.get_server_info(), time_of_day: *self.state.ecs().read_resource(), max_group_size: self.settings().max_player_group_size, client_timeout: self.settings().client_timeout, world_map: self.map.clone(), recipe_book: (&*default_recipe_book()).clone(), }); frontend_events.push(Event::ClientConnected { entity }); debug!("Done initial sync with client."); } } } pub fn notify_client(&self, entity: EcsEntity, msg: S) where S: Into, { if let Some(client) = self.state.ecs().write_storage::().get_mut(entity) { client.notify(msg.into()) } } pub fn generate_chunk(&mut self, entity: EcsEntity, key: Vec2) { self.state .ecs() .write_resource::() .generate_chunk( Some(entity), key, &mut self.thread_pool, self.world.clone(), self.index.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. if let Ok(command) = kwd.parse::() { command.execute(self, entity, args); } else { self.notify_client( entity, ChatType::CommandError.server_msg(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.state.ecs().read_storage::().join().count() as i64 } } impl Drop for Server { fn drop(&mut self) { self.state .notify_registered_clients(ServerMsg::Disconnect(DisconnectReason::Shutdown)); } }