use crate::{ client::Client, persistence::PersistedComponents, sys::sentinel::DeletedEntities, SpawnPoint, }; use common::{ character::CharacterId, comp, effect::Effect, msg::{CharacterInfo, ClientInGame, PlayerListUpdate, ServerGeneral, ServerMsg}, state::State, sync::{Uid, UidAllocator, WorldSyncExt}, util::Dir, }; use specs::{ saveload::MarkerAllocator, Builder, Entity as EcsEntity, EntityBuilder as EcsEntityBuilder, Join, WorldExt, }; use tracing::warn; use vek::*; pub trait StateExt { /// Updates a component associated with the entity based on the `Effect` fn apply_effect(&mut self, entity: EcsEntity, effect: Effect); /// Build a non-player character fn create_npc( &mut self, pos: comp::Pos, stats: comp::Stats, loadout: comp::Loadout, body: comp::Body, ) -> EcsEntityBuilder; /// Build a static object entity fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder; /// Build a projectile fn create_projectile( &mut self, pos: comp::Pos, vel: comp::Vel, body: comp::Body, projectile: comp::Projectile, ) -> EcsEntityBuilder; /// Build a shockwave entity fn create_shockwave( &mut self, properties: comp::shockwave::Properties, pos: comp::Pos, ori: comp::Ori, ) -> EcsEntityBuilder; /// Build a beam entity fn create_beam( &mut self, properties: comp::beam::Properties, pos: comp::Pos, ori: comp::Ori, ) -> EcsEntityBuilder; /// Insert common/default components for a new character joining the server fn initialize_character_data(&mut self, entity: EcsEntity, character_id: CharacterId); /// Update the components associated with the entity's current character. /// Performed after loading component data from the database fn update_character_data(&mut self, entity: EcsEntity, components: PersistedComponents); /// Iterates over registered clients and send each `ServerMsg` fn send_chat(&self, msg: comp::UnresolvedChatMsg); fn notify_registered_clients(&self, msg: ServerGeneral); fn notify_in_game_clients(&self, msg: ServerGeneral); /// Delete an entity, recording the deletion in [`DeletedEntities`] fn delete_entity_recorded( &mut self, entity: EcsEntity, ) -> Result<(), specs::error::WrongGeneration>; } impl StateExt for State { fn apply_effect(&mut self, entity: EcsEntity, effect: Effect) { match effect { Effect::Health(change) => { self.ecs() .write_storage::() .get_mut(entity) .map(|stats| stats.health.change_by(change)); }, Effect::Xp(xp) => { self.ecs() .write_storage::() .get_mut(entity) .map(|stats| stats.exp.change_by(xp)); }, } } fn create_npc( &mut self, pos: comp::Pos, stats: comp::Stats, loadout: comp::Loadout, body: comp::Body, ) -> EcsEntityBuilder { self.ecs_mut() .create_entity_synced() .with(pos) .with(comp::Vel(Vec3::zero())) .with(comp::Ori::default()) .with(comp::Collider::Box { radius: body.radius(), z_min: 0.0, z_max: body.height(), }) .with(comp::Controller::default()) .with(body) .with(stats) .with(comp::Alignment::Npc) .with(comp::Energy::new(body.base_energy())) .with(comp::Gravity(1.0)) .with(comp::CharacterState::default()) .with(loadout) } fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder { self.ecs_mut() .create_entity_synced() .with(pos) .with(comp::Vel(Vec3::zero())) .with(comp::Ori::default()) .with(comp::Mass(5.0)) .with(comp::Collider::Box { radius: comp::Body::Object(object).radius(), z_min: 0.0, z_max: comp::Body::Object(object).height(), }) .with(comp::Body::Object(object)) .with(comp::Gravity(1.0)) } fn create_projectile( &mut self, pos: comp::Pos, vel: comp::Vel, body: comp::Body, projectile: comp::Projectile, ) -> EcsEntityBuilder { self.ecs_mut() .create_entity_synced() .with(pos) .with(vel) .with(comp::Ori(Dir::from_unnormalized(vel.0).unwrap_or_default())) .with(comp::Mass(0.0)) .with(comp::Collider::Point) .with(body) .with(projectile) .with(comp::Sticky) } fn create_shockwave( &mut self, properties: comp::shockwave::Properties, pos: comp::Pos, ori: comp::Ori, ) -> EcsEntityBuilder { self.ecs_mut() .create_entity_synced() .with(pos) .with(ori) .with(comp::Shockwave { properties, creation: None, }) .with(comp::ShockwaveHitEntities { hit_entities: Vec::::new(), }) } fn create_beam( &mut self, properties: comp::beam::Properties, pos: comp::Pos, ori: comp::Ori, ) -> EcsEntityBuilder { self.ecs_mut() .create_entity_synced() .with(pos) .with(ori) .with(comp::BeamSegment { properties, creation: None, }) } fn initialize_character_data(&mut self, entity: EcsEntity, character_id: CharacterId) { let spawn_point = self.ecs().read_resource::().0; self.write_component(entity, comp::Energy::new(1000)); self.write_component(entity, comp::Controller::default()); self.write_component(entity, comp::Pos(spawn_point)); self.write_component(entity, comp::Vel(Vec3::zero())); self.write_component(entity, comp::Ori::default()); self.write_component(entity, comp::Collider::Box { radius: 0.4, z_min: 0.0, z_max: 1.75, }); self.write_component(entity, comp::Gravity(1.0)); self.write_component(entity, comp::CharacterState::default()); self.write_component( entity, comp::Alignment::Owned(self.read_component_copied(entity).unwrap()), ); // Make sure physics components are updated self.write_component(entity, comp::ForceUpdate); // Set the character id for the player // TODO this results in a warning in the console: "Error modifying synced // component, it doesn't seem to exist" // It appears to be caused by the player not yet existing on the client at this // point, despite being able to write the data on the server self.ecs() .write_storage::() .get_mut(entity) .map(|player| { player.character_id = Some(character_id); }); // Tell the client its request was successful. if let Some(client) = self.ecs().write_storage::().get_mut(entity) { client.in_game = Some(ClientInGame::Character); client.send_msg(ServerGeneral::CharacterSuccess) } } fn update_character_data(&mut self, entity: EcsEntity, components: PersistedComponents) { let (body, stats, inventory, loadout) = components; if let Some(player_uid) = self.read_component_copied::(entity) { // Notify clients of a player list update self.notify_registered_clients(ServerGeneral::PlayerListUpdate( PlayerListUpdate::SelectedCharacter(player_uid, CharacterInfo { name: String::from(&stats.name), level: stats.level.level(), }), )); self.write_component(entity, comp::Collider::Box { radius: body.radius(), z_min: 0.0, z_max: body.height(), }); self.write_component(entity, body); self.write_component(entity, stats); self.write_component(entity, inventory); self.write_component(entity, loadout); self.write_component( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::default()), ); } } /// Send the chat message to the proper players. Say and region are limited /// by location. Faction and group are limited by component. fn send_chat(&self, msg: comp::UnresolvedChatMsg) { let ecs = self.ecs(); let is_within = |target, a: &comp::Pos, b: &comp::Pos| a.0.distance_squared(b.0) < target * target; let group_manager = ecs.read_resource::(); let resolved_msg = msg.clone().map_group(|group_id| { group_manager .group_info(group_id) .map_or_else(|| "???".into(), |i| i.name.clone()) }); match &msg.chat_type { comp::ChatType::Offline(_) | comp::ChatType::CommandInfo | comp::ChatType::CommandError | comp::ChatType::Loot | comp::ChatType::Kill(_, _) | comp::ChatType::Meta | comp::ChatType::World(_) => { self.notify_registered_clients(ServerGeneral::ChatMsg(resolved_msg)) }, comp::ChatType::Online(u) => { for (client, uid) in ( &mut ecs.write_storage::(), &ecs.read_storage::(), ) .join() { if uid != u { client.send_msg(ServerGeneral::ChatMsg(resolved_msg.clone())); } } }, comp::ChatType::Tell(u, t) => { for (client, uid) in ( &mut ecs.write_storage::(), &ecs.read_storage::(), ) .join() { if uid == u || uid == t { client.send_msg(ServerGeneral::ChatMsg(resolved_msg.clone())); } } }, comp::ChatType::Say(uid) => { let entity_opt = (*ecs.read_resource::()).retrieve_entity_internal(uid.0); let positions = ecs.read_storage::(); if let Some(speaker_pos) = entity_opt.and_then(|e| positions.get(e)) { for (client, pos) in (&mut ecs.write_storage::(), &positions).join() { if is_within(comp::ChatMsg::SAY_DISTANCE, pos, speaker_pos) { client.send_msg(ServerGeneral::ChatMsg(resolved_msg.clone())); } } } }, comp::ChatType::Region(uid) => { let entity_opt = (*ecs.read_resource::()).retrieve_entity_internal(uid.0); let positions = ecs.read_storage::(); if let Some(speaker_pos) = entity_opt.and_then(|e| positions.get(e)) { for (client, pos) in (&mut ecs.write_storage::(), &positions).join() { if is_within(comp::ChatMsg::REGION_DISTANCE, pos, speaker_pos) { client.send_msg(ServerGeneral::ChatMsg(resolved_msg.clone())); } } } }, comp::ChatType::Npc(uid, _r) => { let entity_opt = (*ecs.read_resource::()).retrieve_entity_internal(uid.0); let positions = ecs.read_storage::(); if let Some(speaker_pos) = entity_opt.and_then(|e| positions.get(e)) { for (client, pos) in (&mut ecs.write_storage::(), &positions).join() { if is_within(comp::ChatMsg::NPC_DISTANCE, pos, speaker_pos) { client.send_msg(ServerGeneral::ChatMsg(resolved_msg.clone())); } } } }, comp::ChatType::FactionMeta(s) | comp::ChatType::Faction(_, s) => { for (client, faction) in ( &mut ecs.write_storage::(), &ecs.read_storage::(), ) .join() { if s == &faction.0 { client.send_msg(ServerGeneral::ChatMsg(resolved_msg.clone())); } } }, comp::ChatType::GroupMeta(g) | comp::ChatType::Group(_, g) => { for (client, group) in ( &mut ecs.write_storage::(), &ecs.read_storage::(), ) .join() { if g == group { client.send_msg(ServerGeneral::ChatMsg(resolved_msg.clone())); } } }, } } /// Sends the message to all connected clients fn notify_registered_clients(&self, msg: ServerGeneral) { let msg: ServerMsg = msg.into(); for client in (&mut self.ecs().write_storage::()) .join() .filter(|c| c.registered) { client.send_msg(msg.clone()); } } /// Sends the message to all clients playing in game fn notify_in_game_clients(&self, msg: ServerGeneral) { let msg: ServerMsg = msg.into(); for client in (&mut self.ecs().write_storage::()) .join() .filter(|c| c.in_game.is_some()) { client.send_msg(msg.clone()); } } fn delete_entity_recorded( &mut self, entity: EcsEntity, ) -> Result<(), specs::error::WrongGeneration> { // Remove entity from a group if they are in one { let mut clients = self.ecs().write_storage::(); let uids = self.ecs().read_storage::(); let mut group_manager = self.ecs().write_resource::(); group_manager.entity_deleted( entity, &mut self.ecs().write_storage(), &self.ecs().read_storage(), &uids, &self.ecs().entities(), &mut |entity, group_change| { clients .get_mut(entity) .and_then(|c| { group_change .try_map(|e| uids.get(e).copied()) .map(|g| (g, c)) }) .map(|(g, c)| c.send_msg(ServerGeneral::GroupUpdate(g))); }, ); } let (maybe_uid, maybe_pos) = ( self.ecs().read_storage::().get(entity).copied(), self.ecs().read_storage::().get(entity).copied(), ); let res = self.ecs_mut().delete_entity(entity); if res.is_ok() { if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) { if let Some(region_key) = self .ecs() .read_resource::() .find_region(entity, pos.0) { self.ecs() .write_resource::() .record_deleted_entity(uid, region_key); } else { // Don't panic if the entity wasn't found in a region maybe it was just created // and then deleted before the region manager had a chance to assign it a // region warn!( ?uid, ?pos, "Failed to find region containing entity during entity deletion, assuming \ it wasn't sent to any clients and so deletion doesn't need to be \ recorded for sync purposes" ); } } } res } }