use client::Client; use common::clock::Clock; use crossbeam::channel::{unbounded, Receiver, Sender, TryRecvError}; use log::info; use server::{Event, Input, Server, ServerSettings}; use std::{ sync::{ atomic::{AtomicBool, Ordering}, Arc, }, thread::{self, JoinHandle}, time::Duration, }; const TPS: u64 = 30; enum Msg { Stop, } /// Used to start and stop the background thread running the server /// when in singleplayer mode. pub struct Singleplayer { _server_thread: JoinHandle<()>, sender: Sender, // Wether the server is stopped or not paused: Arc, } impl Singleplayer { pub fn new(client: Option<&Client>) -> (Self, ServerSettings) { let (sender, receiver) = unbounded(); // Create server let settings = ServerSettings::singleplayer(); let thread_pool = client.map(|c| c.thread_pool().clone()); let settings2 = settings.clone(); let paused = Arc::new(AtomicBool::new(false)); let paused1 = paused.clone(); let thread = thread::spawn(move || { let server = Server::new(settings2).expect("Failed to create server instance!"); let server = match thread_pool { Some(pool) => server.with_thread_pool(pool), None => server, }; run_server(server, receiver, paused1); }); ( Singleplayer { _server_thread: thread, sender, paused, }, settings, ) } /// Returns wether or not the server is paused pub fn is_paused(&self) -> bool { self.paused.load(Ordering::SeqCst) } /// Pauses if true is passed and unpauses if false (Does nothing if in that /// state already) pub fn pause(&self, state: bool) { self.paused.store(state, Ordering::SeqCst); } } impl Drop for Singleplayer { fn drop(&mut self) { // Ignore the result let _ = self.sender.send(Msg::Stop); } } fn run_server(mut server: Server, rec: Receiver, paused: Arc) { info!("Starting server-cli..."); // Set up an fps clock let mut clock = Clock::start(); loop { // Check any event such as stopping and pausing match rec.try_recv() { Ok(msg) => match msg { Msg::Stop => break, }, Err(err) => match err { TryRecvError::Empty => (), TryRecvError::Disconnected => break, }, } // Wait for the next tick. clock.tick(Duration::from_millis(1000 / TPS)); // Skip updating the server if it's paused if paused.load(Ordering::SeqCst) && server.number_of_players() < 2 { continue; } else if server.number_of_players() > 1 { paused.store(false, Ordering::SeqCst); } let events = server .tick(Input::default(), clock.get_last_delta()) .expect("Failed to tick server!"); for event in events { match event { Event::ClientConnected { .. } => info!("Client connected!"), Event::ClientDisconnected { .. } => info!("Client disconnected!"), Event::Chat { entity: _, msg } => info!("[Client] {}", msg), } } // Clean up the server after a tick. server.cleanup(); } }