#![deny(unsafe_code)] #![allow(clippy::option_map_unit_fn)] #![deny(clippy::clone_on_ref_ptr)] #![feature( box_patterns, label_break_value, bool_to_option, drain_filter, option_unwrap_none, 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 connection_handler; mod data_dir; pub mod error; pub mod events; pub mod input; pub mod login_provider; pub mod metrics; pub mod persistence; pub mod presence; pub mod rtsim; pub mod settings; pub mod state_ext; pub mod sys; #[cfg(not(feature = "worldgen"))] mod test_world; // Reexports pub use crate::{ data_dir::DEFAULT_DATA_DIR_NAME, error::Error, events::Event, input::Input, settings::{EditableSettings, Settings}, }; use crate::{ alias_validator::AliasValidator, chunk_generator::ChunkGenerator, client::Client, cmd::ChatCommandExt, connection_handler::ConnectionHandler, data_dir::DataDir, login_provider::LoginProvider, presence::{Presence, RegionSubscription}, rtsim::RtSim, state_ext::StateExt, sys::sentinel::{DeletedEntities, TrackedComps}, }; #[cfg(not(feature = "worldgen"))] use common::grid::Grid; use common::{ assets::AssetExt, cmd::ChatCommand, comp, comp::{item::MaterialStatManifest, CharacterAbility}, event::{EventBus, ServerEvent}, recipe::default_recipe_book, resources::TimeOfDay, rtsim::RtSimEntity, slowjob::SlowJobPool, terrain::{TerrainChunk, TerrainChunkSize}, uid::UidAllocator, vol::RectRasterableVol, }; use common_ecs::run_now; use common_net::{ msg::{ ClientType, DisconnectReason, ServerGeneral, ServerInfo, ServerInit, ServerMsg, WorldMapMsg, }, sync::WorldSyncExt, }; #[cfg(feature = "plugins")] use common_state::plugin::memory_manager::EcsWorld; #[cfg(feature = "plugins")] use common_state::plugin::PluginMgr; use common_state::{BuildAreas, State}; use common_systems::add_local_systems; use metrics::{EcsSystemMetrics, PhysicsMetrics, TickMetrics}; use network::{Network, Pid, ProtocolAddr}; use persistence::{ character_loader::{CharacterLoader, CharacterLoaderResponseKind}, character_updater::CharacterUpdater, }; use prometheus::Registry; use prometheus_hyper::Server as PrometheusServer; use specs::{join::Join, Builder, Entity as EcsEntity, SystemData, WorldExt}; use std::{ i32, ops::{Deref, DerefMut}, sync::Arc, time::{Duration, Instant}, }; #[cfg(not(feature = "worldgen"))] use test_world::{IndexOwned, World}; use tokio::{runtime::Runtime, sync::Notify}; use tracing::{debug, error, info, trace}; use vek::*; use crate::{ persistence::{DatabaseSettings, SqlLogMode}, sys::terrain, }; use std::sync::RwLock; #[cfg(feature = "worldgen")] use world::{ sim::{FileOpts, WorldOpts, DEFAULT_WORLD_MAP}, IndexOwned, World, }; #[derive(Copy, Clone)] pub struct SpawnPoint(Vec3); impl Default for SpawnPoint { fn default() -> Self { Self(Vec3::new(0.0, 0.0, 256.0)) } } // 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); #[derive(Clone)] pub struct HwStats { hardware_threads: u32, rayon_threads: u32, } #[derive(Clone, Copy, PartialEq)] enum DisconnectType { WithPersistence, WithoutPersistence, } // Start of Tick, used for metrics #[derive(Copy, Clone)] pub struct TickStart(Instant); pub struct Server { state: State, world: Arc, index: IndexOwned, map: WorldMapMsg, connection_handler: ConnectionHandler, runtime: Arc, metrics_shutdown: Arc, database_settings: Arc>, disconnect_all_clients_requested: bool, } 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: Settings, editable_settings: EditableSettings, database_settings: DatabaseSettings, data_dir: &std::path::Path, runtime: Arc, ) -> Result { info!("Server is data dir is: {}", data_dir.display()); if settings.auth_server_address.is_none() { info!("Authentication is disabled"); } // Run pending DB migrations (if any) debug!("Running DB migrations..."); persistence::run_migrations(&database_settings); let database_settings = Arc::new(RwLock::new(database_settings)); let registry = Arc::new(Registry::new()); let chunk_gen_metrics = metrics::ChunkGenMetrics::new(®istry).unwrap(); let network_request_metrics = metrics::NetworkRequestMetrics::new(®istry).unwrap(); let player_metrics = metrics::PlayerMetrics::new(®istry).unwrap(); let ecs_system_metrics = EcsSystemMetrics::new(®istry).unwrap(); let tick_metrics = TickMetrics::new(®istry).unwrap(); let physics_metrics = PhysicsMetrics::new(®istry).unwrap(); let mut state = State::server(); state.ecs_mut().insert(settings.clone()); state.ecs_mut().insert(editable_settings); state.ecs_mut().insert(DataDir { path: data_dir.to_owned(), }); state.ecs_mut().insert(EventBus::::default()); state.ecs_mut().insert(LoginProvider::new( settings.auth_server_address.clone(), Arc::clone(&runtime), )); state.ecs_mut().insert(HwStats { hardware_threads: num_cpus::get() as u32, rayon_threads: num_cpus::get() as u32, }); state.ecs_mut().insert(Tick(0)); state.ecs_mut().insert(TickStart(Instant::now())); state.ecs_mut().insert(network_request_metrics); state.ecs_mut().insert(player_metrics); state.ecs_mut().insert(ecs_system_metrics); state.ecs_mut().insert(tick_metrics); state.ecs_mut().insert(physics_metrics); state .ecs_mut() .write_resource::() .configure("CHUNK_GENERATOR", |n| n / 2 + n / 4); state .ecs_mut() .insert(ChunkGenerator::new(chunk_gen_metrics)); state.ecs_mut().insert(CharacterUpdater::new( Arc::>::clone(&database_settings), )?); let ability_map = comp::item::tool::AbilityMap::::load_expect_cloned( "common.abilities.weapon_ability_manifest", ); state.ecs_mut().insert(ability_map); let msm = comp::inventory::item::MaterialStatManifest::default(); state.ecs_mut().insert(msm); state.ecs_mut().insert(CharacterLoader::new( Arc::>::clone(&database_settings), )?); // 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::(); state.ecs_mut().register::(); 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: Grid::new(Vec2::new(1, 1), 1), horizons: [(vec![0], vec![0]), (vec![0], vec![0])], sea_level: 0.0, alt: Grid::new(Vec2::new(1, 1), 1), sites: Vec::new(), }; #[cfg(feature = "worldgen")] let spawn_point = SpawnPoint({ 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) // Search for town defined by spawn_town server setting. If this fails, or is // None, set spawn to the nearest town to the centre of the world let spawn_chunk = match settings.spawn_town.as_ref().and_then(|spawn_town| { world.civs().sites().find(|site| { site.site_tmp .map_or(false, |id| index.sites[id].name() == spawn_town) }) }) { Some(t) => t.center, None => { let center_chunk = world.sim().map_size_lg().chunks().map(i32::from) / 2; world .civs() .sites() .filter(|site| matches!(site.kind, world::civ::SiteKind::Settlement)) .map(|site| site.center) .min_by_key(|site_pos| site_pos.distance_squared(center_chunk)) .unwrap_or(center_chunk) }, }; world.find_lowest_accessible_pos(index, spawn_chunk) }); #[cfg(not(feature = "worldgen"))] let spawn_point = SpawnPoint::default(); // Set the spawn point we calculated above state.ecs_mut().insert(spawn_point); // Insert a default AABB for the world // TODO: prevent this from being deleted { #[cfg(feature = "worldgen")] let size = world.sim().get_size(); #[cfg(not(feature = "worldgen"))] let size = Vec2::new(40, 40); let world_size = size.map(|e| e as i32) * TerrainChunk::RECT_SIZE.map(|e| e as i32); let world_aabb = Aabb { min: Vec3::new(0, 0, -32768), max: Vec3::new(world_size.x, world_size.y, 32767), } .made_valid(); state .ecs() .write_resource::() .insert("world".to_string(), world_aabb) .expect("The initial insert should always work."); } // Insert the world into the ECS (todo: Maybe not an Arc?) let world = Arc::new(world); state.ecs_mut().insert(Arc::clone(&world)); state.ecs_mut().insert(index.clone()); // 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 network = Network::new_with_registry(Pid::new(), &runtime, ®istry); let metrics_shutdown = Arc::new(Notify::new()); let metrics_shutdown_clone = Arc::clone(&metrics_shutdown); let addr = settings.metrics_address; runtime.spawn(async move { PrometheusServer::run( Arc::clone(®istry), addr, metrics_shutdown_clone.notified(), ) .await }); runtime.block_on(network.listen(ProtocolAddr::Tcp(settings.gameserver_address)))?; runtime.block_on(network.listen(ProtocolAddr::Mpsc(14004)))?; let connection_handler = ConnectionHandler::new(network, &runtime); // Initiate real-time world simulation #[cfg(feature = "worldgen")] rtsim::init(&mut state, &world); #[cfg(not(feature = "worldgen"))] rtsim::init(&mut state); let this = Self { state, world, index, map, connection_handler, runtime, metrics_shutdown, database_settings, disconnect_all_clients_requested: false, }; 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::(); let editable_settings = self.state.ecs().fetch::(); ServerInfo { name: settings.server_name.clone(), description: (&*editable_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(), } } /// 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(&self) -> impl DerefMut + '_ { self.state.ecs().fetch_mut::() } /// Get a mutable reference to the server's editable settings pub fn editable_settings_mut(&self) -> impl DerefMut + '_ { self.state.ecs().fetch_mut::() } /// Get a reference to the server's editable settings pub fn editable_settings(&self) -> impl Deref + '_ { self.state.ecs().fetch::() } /// Get path to the directory that the server info into pub fn data_dir(&self) -> impl Deref + '_ { self.state.ecs().fetch::() } /// 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; self.state.ecs().write_resource::().0 = Instant::now(); // 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 self.handle_new_connections(&mut frontend_events); 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, |dispatcher_builder| { add_local_systems(dispatcher_builder); sys::msg::add_server_systems(dispatcher_builder); sys::add_server_systems(dispatcher_builder); #[cfg(feature = "worldgen")] rtsim::add_server_systems(dispatcher_builder); }, false, ); let before_handle_events = Instant::now(); // Process any pending request to disconnect all clients, the disconnections // will be processed once handle_events() is called below let disconnect_type = self.disconnect_all_clients_if_requested(); // 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(); // In the event of a request to disconnect all players without persistence, we // must run the terrain system a second time after the messages to // perform client disconnections have been processed. This ensures that any // items on the ground are deleted. if let Some(DisconnectType::WithoutPersistence) = disconnect_type { run_now::(self.state.ecs_mut()); } // 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::(), self.state.ecs().read_storage::().maybe(), ) .join() .filter(|(_, pos, _, home_chunk)| { let chunk_key = terrain.pos_key(pos.0.map(|e| e.floor() as i32)); // Check if both this chunk and the NPCs `home_chunk` is unloaded. If so, // we delete them. We check for `home_chunk` in order to avoid duplicating // the entity under some circumstances. terrain.get_key(chunk_key).is_none() && home_chunk.map_or(true, |hc| terrain.get_key(hc.0).is_none()) }) .map(|(entity, _, _, _)| entity) .collect::>() }; for entity in to_delete { // Assimilate entities that are part of the real-time world simulation if let Some(rtsim_entity) = self .state .ecs() .read_storage::() .get(entity) .copied() { self.state .ecs() .write_resource::() .assimilate_entity(rtsim_entity.0); } if let Err(e) = self.state.delete_entity_recorded(entity) { error!(?e, "Failed to delete agent outside the terrain"); } } if let Some(DisconnectType::WithoutPersistence) = disconnect_type { info!( "Disconnection of all players without persistence complete, signalling to \ persistence thread that character updates may continue to be processed" ); self.state .ecs() .fetch_mut::() .disconnected_success(); } // 7 Persistence updates let before_persistence_updates = Instant::now(); let character_loader = self .state .ecs() .read_resource::(); let character_updater = self .state .ecs() .read_resource::(); // Get character-related database responses and notify the requesting client character_loader .messages() .chain(character_updater.messages()) .for_each(|query_result| match query_result.result { CharacterLoaderResponseKind::CharacterList(result) => match result { Ok(character_list_data) => self.notify_client( query_result.entity, ServerGeneral::CharacterListUpdate(character_list_data), ), Err(error) => self.notify_client( query_result.entity, ServerGeneral::CharacterActionError(error.to_string()), ), }, CharacterLoaderResponseKind::CharacterCreation(result) => match result { Ok((character_id, list)) => { self.notify_client( query_result.entity, ServerGeneral::CharacterListUpdate(list), ); self.notify_client( query_result.entity, ServerGeneral::CharacterCreated(character_id), ); }, Err(error) => self.notify_client( query_result.entity, ServerGeneral::CharacterActionError(error.to_string()), ), }, CharacterLoaderResponseKind::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, ServerGeneral::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); }, }); drop(character_loader); drop(character_updater); { // 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 world = &mut self.world; let ecs = self.state.ecs_mut(); let slow_jobs = ecs.write_resource::(); 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, &slow_jobs, Arc::clone(&world), index.clone(), *ecs.read_resource::(), ); }); } }); } let end_of_server_tick = Instant::now(); // 8) Update Metrics run_now::(&self.state.ecs()); { // Report timing info let tick_metrics = self.state.ecs().read_resource::(); let tt = &tick_metrics.tick_time; tt.with_label_values(&["new connections"]) .set((before_state_tick - before_new_connections).as_nanos() as i64); tt.with_label_values(&["handle server events"]) .set((before_update_terrain_and_regions - before_handle_events).as_nanos() as i64); tt.with_label_values(&["update terrain and region map"]) .set((before_sync - before_update_terrain_and_regions).as_nanos() as i64); tt.with_label_values(&["state"]) .set((before_handle_events - before_state_tick).as_nanos() as i64); tt.with_label_values(&["world tick"]) .set((before_entity_cleanup - before_world_tick).as_nanos() as i64); tt.with_label_values(&["entity cleanup"]) .set((before_persistence_updates - before_entity_cleanup).as_nanos() as i64); tt.with_label_values(&["persistence_updates"]) .set((end_of_server_tick - before_persistence_updates).as_nanos() as i64); tick_metrics.tick_time_hist.observe( end_of_server_tick .duration_since(before_state_tick) .as_secs_f64(), ); } // 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(); } fn initialize_client( &mut self, client: crate::connection_handler::IncomingClient, ) -> Result, Error> { if self.settings().max_players <= self.state.ecs().read_storage::().join().count() { trace!( ?client.participant, "to many players, wont allow participant to connect" ); client.send(ServerInit::TooManyPlayers)?; return Ok(None); } 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() .read_storage::() .get(entity) .expect( "We just created this entity with a Client component using build(), and we have \ &mut access to the ecs so it can't have been deleted yet.", ) .send(ServerInit::GameSync { // Send client their entity entity_package: TrackedComps::fetch(&self.state.ecs()) .create_entity_package(entity, None, None, None) .expect( "We just created this entity as marked() (using create_entity_synced) so \ it definitely has a uid", ), 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().cloned(), material_stats: MaterialStatManifest::default(), ability_map: (&*self .state .ecs() .read_resource::()) .clone(), })?; Ok(Some(entity)) } /// Disconnects all clients if requested by either an admin command or /// due to a persistence transaction failure and returns the processed /// DisconnectionType fn disconnect_all_clients_if_requested(&mut self) -> Option { let mut character_updater = self.state.ecs().fetch_mut::(); let disconnect_type = self.get_disconnect_all_clients_requested(&mut character_updater); if let Some(disconnect_type) = disconnect_type { let with_persistence = disconnect_type == DisconnectType::WithPersistence; let clients = self.state.ecs().read_storage::(); let entities = self.state.ecs().entities(); info!( "Disconnecting all clients ({} persistence) as requested", if with_persistence { "with" } else { "without" } ); for (_, entity) in (&clients, &entities).join() { info!("Emitting client disconnect event for entity: {:?}", entity); let event = if with_persistence { ServerEvent::ClientDisconnect(entity) } else { ServerEvent::ClientDisconnectWithoutPersistence(entity) }; self.state .ecs() .read_resource::>() .emitter() .emit(event); } self.disconnect_all_clients_requested = false; } disconnect_type } fn get_disconnect_all_clients_requested( &self, character_updater: &mut CharacterUpdater, ) -> Option { let without_persistence_requested = character_updater.disconnect_all_clients_requested(); let with_persistence_requested = self.disconnect_all_clients_requested; if without_persistence_requested { return Some(DisconnectType::WithoutPersistence); }; if with_persistence_requested { return Some(DisconnectType::WithPersistence); }; None } /// Handle new client connections. fn handle_new_connections(&mut self, frontend_events: &mut Vec) { while let Ok(sender) = self.connection_handler.info_requester_receiver.try_recv() { // can fail, e.g. due to timeout or network prob. trace!("sending info to connection_handler"); let _ = sender.send(crate::connection_handler::ServerInfoPacket { info: self.get_server_info(), time: self.state.get_time(), }); } while let Ok(incoming) = self.connection_handler.client_receiver.try_recv() { match self.initialize_client(incoming) { Ok(None) => (), Ok(Some(entity)) => { frontend_events.push(Event::ClientConnected { entity }); debug!("Done initial sync with client."); }, Err(e) => { debug!(?e, "failed initializing a new client"); }, } } } pub fn notify_client(&self, entity: EcsEntity, msg: S) where S: Into, { self.state .ecs() .read_storage::() .get(entity) .map(|c| c.send(msg)); } pub fn notify_players(&mut self, msg: ServerGeneral) { self.state.notify_players(msg); } pub fn generate_chunk(&mut self, entity: EcsEntity, key: Vec2) { let ecs = self.state.ecs(); let slow_jobs = ecs.write_resource::(); ecs.write_resource::().generate_chunk( Some(entity), key, &slow_jobs, Arc::clone(&self.world), self.index.clone(), *ecs.read_resource::(), ); } 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 { #[cfg(feature = "plugins")] { let plugin_manager = self.state.ecs().read_resource::(); let ecs_world = EcsWorld { entities: &self.state.ecs().entities(), health: self.state.ecs().read_component().into(), uid: self.state.ecs().read_component().into(), uid_allocator: &self.state.ecs().read_resource::().into(), player: self.state.ecs().read_component().into(), }; let uid = if let Some(uid) = ecs_world.uid.get(entity).copied() { uid } else { self.notify_client( entity, ServerGeneral::server_msg( comp::ChatType::CommandError, "Can't get player UUID (player may be disconnected?)", ), ); return; }; let rs = plugin_manager.execute_event( &ecs_world, &plugin_api::event::ChatCommandEvent { command: kwd.clone(), command_args: args.split(' ').map(|x| x.to_owned()).collect(), player: plugin_api::event::Player { id: uid }, }, ); match rs { Ok(e) => { if e.is_empty() { self.notify_client( entity, ServerGeneral::server_msg( comp::ChatType::CommandError, format!( "Unknown command '/{}'.\nType '/help' for available \ commands", kwd ), ), ); } else { e.into_iter().for_each(|e| match e { Ok(e) => { if !e.is_empty() { self.notify_client( entity, ServerGeneral::server_msg( comp::ChatType::CommandInfo, e.join("\n"), ), ); } }, Err(e) => { self.notify_client( entity, ServerGeneral::server_msg( comp::ChatType::CommandError, format!( "Error occurred while executing command '/{}'.\n{}", kwd, e ), ), ); }, }); } }, Err(e) => { error!(?e, "Can't execute command {} {}", kwd, args); self.notify_client( entity, ServerGeneral::server_msg( comp::ChatType::CommandError, format!( "Internal error while executing '/{}'.\nContact the server \ administrator", 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 } pub fn add_admin(&self, username: &str) { let mut editable_settings = self.editable_settings_mut(); let login_provider = self.state.ecs().fetch::(); let data_dir = self.data_dir(); if let Some(entity) = add_admin( username, &login_provider, &mut editable_settings, &data_dir.path, ) .and_then(|uuid| { let state = &self.state; ( &state.ecs().entities(), &state.read_storage::(), ) .join() .find(|(_, player)| player.uuid() == uuid) .map(|(e, _)| e) }) { // Add admin component if the player is ingame let _ = self.state.ecs().write_storage().insert(entity, comp::Admin); }; } pub fn remove_admin(&self, username: &str) { let mut editable_settings = self.editable_settings_mut(); let login_provider = self.state.ecs().fetch::(); let data_dir = self.data_dir(); if let Some(entity) = remove_admin( username, &login_provider, &mut editable_settings, &data_dir.path, ) .and_then(|uuid| { let state = &self.state; ( &state.ecs().entities(), &state.read_storage::(), ) .join() .find(|(_, player)| player.uuid() == uuid) .map(|(e, _)| e) }) { // Remove admin component if the player is ingame self.state .ecs() .write_storage::() .remove(entity); }; } /// Useful for testing without a client /// view_distance: distance in chunks that are persisted, this acts like the /// player view distance so it is actually a bit farther due to a buffer /// zone #[cfg(feature = "worldgen")] pub fn create_centered_persister(&mut self, view_distance: u32) { let world_dims_chunks = self.world.sim().get_size(); let world_dims_blocks = TerrainChunkSize::blocks(world_dims_chunks); // NOTE: origin is in the corner of the map // TODO: extend this function to have picking a random position or specifiying a // position as options //let mut rng = rand::thread_rng(); // // Pick a random position but not to close to the edge // let rand_pos = world_dims_blocks.map(|e| e as i32).map(|e| e / 2 + // rng.gen_range(-e/2..e/2 + 1)); let pos = comp::Pos(Vec3::from(world_dims_blocks.map(|e| e as f32 / 2.0))); self.state .create_persister(pos, view_distance, &self.world, &self.index) .build(); } /// Sets the SQL log mode at runtime pub fn set_sql_log_mode(&mut self, sql_log_mode: SqlLogMode) { // Unwrap is safe here because we only perform a variable assignment with the // RwLock taken meaning that no panic can occur that would cause the // RwLock to become poisoned. This justification also means that calling // unwrap() on the associated read() calls for this RwLock is also safe // as long as no code that can panic is introduced here. let mut database_settings = self.database_settings.write().unwrap(); database_settings.sql_log_mode = sql_log_mode; // Drop the RwLockWriteGuard to avoid performing unnecessary actions (logging) // with the lock taken. drop(database_settings); info!("SQL log mode changed to {:?}", sql_log_mode); } pub fn disconnect_all_clients(&mut self) { info!("Disconnecting all clients due to local console command"); self.disconnect_all_clients_requested = true; } } impl Drop for Server { fn drop(&mut self) { self.metrics_shutdown.notify_one(); self.state .notify_players(ServerGeneral::Disconnect(DisconnectReason::Shutdown)); } } /// If successful returns the Some(uuid) of the added admin pub fn add_admin( username: &str, login_provider: &LoginProvider, editable_settings: &mut EditableSettings, data_dir: &std::path::Path, ) -> Option { use crate::settings::EditableSetting; match login_provider.username_to_uuid(username) { Ok(uuid) => editable_settings.admins.edit(data_dir, |admins| { if admins.insert(uuid) { info!("Successfully added {} ({}) as an admin!", username, uuid); Some(uuid) } else { info!("{} ({}) is already an admin!", username, uuid); None } }), Err(err) => { error!( ?err, "Could not find uuid for this name either the user does not exist or there was an \ error communicating with the auth server." ); None }, } } /// If successful returns the Some(uuid) of the removed admin pub fn remove_admin( username: &str, login_provider: &LoginProvider, editable_settings: &mut EditableSettings, data_dir: &std::path::Path, ) -> Option { use crate::settings::EditableSetting; match login_provider.username_to_uuid(username) { Ok(uuid) => editable_settings.admins.edit(data_dir, |admins| { if admins.remove(&uuid) { info!( "Successfully removed {} ({}) from the admins", username, uuid ); Some(uuid) } else { info!("{} ({}) is not an admin!", username, uuid); None } }), Err(err) => { error!( ?err, "Could not find uuid for this name either the user does not exist or there was an \ error communicating with the auth server." ); None }, } }