#![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, Arc}, time::Duration, }; use threadpool::ThreadPool; use vek::*; use world::World; const CLIENT_TIMEOUT: f64 = 20.0; // Seconds const DEFAULT_WORLD_SEED: u32 = 1337; pub enum Event { ClientConnected { entity: EcsEntity }, ClientDisconnected { entity: EcsEntity }, Chat { entity: EcsEntity, msg: String }, } #[derive(Copy, Clone)] struct SpawnPoint(Vec3); pub struct Server { state: State, world: Arc, postoffice: PostOffice, clients: Clients, thread_pool: ThreadPool, chunk_tx: mpsc::Sender<(Vec2, TerrainChunk)>, chunk_rx: mpsc::Receiver<(Vec2, 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() .add_resource(SpawnPoint(Vec3::new(16_384.0, 16_384.0, 280.0))); let mut this = Self { state, world: Arc::new(World::generate(DEFAULT_WORLD_SEED)), 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::Actions::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 } /// Build a non-player character. #[allow(dead_code)] pub fn create_npc( &mut self, pos: comp::phys::Pos, name: String, body: comp::Body, ) -> EcsEntityBuilder { self.state .ecs_mut() .create_entity_synced() .with(pos) .with(comp::Control::default()) .with(comp::phys::Vel(Vec3::zero())) .with(comp::phys::Dir(Vec3::unit_y())) .with(comp::AnimationInfo::default()) .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::Body, ) { let spawn_point = state.ecs().read_resource::().0; state.write_component(entity, comp::Actor::Character { name, body }); state.write_component(entity, comp::Stats::default()); state.write_component(entity, comp::AnimationInfo::default()); state.write_component(entity, comp::phys::Pos(spawn_point)); state.write_component(entity, comp::phys::Vel(Vec3::zero())); state.write_component(entity, comp::phys::Dir(Vec3::unit_y())); // Make sure physics are accepted. state.write_component(entity, comp::phys::ForceUpdate); // Tell the client its request was successful. client.allow_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 // 1) 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()); } // 2) // 3) Handle inputs from clients frontend_events.append(&mut self.handle_new_connections()?); frontend_events.append(&mut self.handle_new_messages()?); // 4) Tick the client's LocalState. self.state.tick(dt); // Tick the world self.world.tick(dt); // Sync deaths. let todo_kill = ( &self.state.ecs().entities(), &self.state.ecs().read_storage::(), ) .join() .map(|(entity, _)| entity) .collect::>(); for entity in todo_kill { if let Some(client) = self.clients.get_mut(&entity) { self.state .write_component(entity, comp::phys::Vel(Vec3::zero())); client.force_state(ClientState::Dead); } else { self.state.ecs_mut().delete_entity_synced(entity); } } // Handle respawns let todo_respawn = ( &self.state.ecs().entities(), &self.state.ecs().read_storage::(), ) .join() .map(|(entity, _)| entity) .collect::>(); for entity in todo_respawn { if let Some(client) = self.clients.get_mut(&entity) { client.allow_state(ClientState::Character); self.state.write_component(entity, comp::Stats::default()); self.state .ecs_mut() .write_storage::() .get_mut(entity) .map(|pos| pos.0.z += 100.0); self.state .write_component(entity, comp::phys::Vel(Vec3::zero())); self.state.write_component(entity, comp::phys::ForceUpdate); } } // 5) 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() as u32; if player.view_distance.map(|vd| dist < vd).unwrap_or(false) { 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 should_drop = true; // For each player with a position, calculate the distance. for (player, 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() as u32) .reduce_max(); if player.view_distance.map(|vd| dist <= vd).unwrap_or(false) { should_drop = false; } } if should_drop { chunks_to_remove.push(key); } }); for key in chunks_to_remove { self.state.remove_chunk(key); } // 6) Synchronise clients with the new state of the world. self.sync_clients(); // 7) Finish the tick, pass control back to the frontend. // Cleanup let ecs = self.state.ecs_mut(); for entity in ecs.entities().join() { ecs.write_storage::().remove(entity); ecs.write_storage::().remove(entity); ecs.write_storage::().remove(entity); ecs.write_storage::().remove(entity); } 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 of the components that 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 | ClientState::Dead => client.allow_state(ClientState::Registered), ClientState::Pending => {} }, 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 | ClientState::Dead => client.allow_state(ClientState::Spectator), ClientState::Pending => {} }, // Use ClientMsg::Character instead. ClientState::Character => { client.error_state(RequestStateError::WrongMessage) } ClientState::Dead => client.error_state(RequestStateError::Impossible), ClientState::Pending => {} }, 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::SetViewDistance(view_distance) => match client.client_state { ClientState::Character { .. } => { state .ecs_mut() .write_storage::() .get_mut(entity) .map(|player| player.view_distance = Some(view_distance)); } _ => {} }, ClientMsg::Character { name, body } => match client.client_state { // Become Registered first. ClientState::Connected => { client.error_state(RequestStateError::Impossible) } ClientState::Registered | ClientState::Spectator | ClientState::Dead => { Self::create_player_character(state, entity, client, name, body) } ClientState::Character => { client.error_state(RequestStateError::Already) } ClientState::Pending => {} }, ClientMsg::Attack => match client.client_state { ClientState::Character => { state.write_component(entity, comp::Attacking::start()); } _ => client.error_state(RequestStateError::Impossible), }, ClientMsg::Respawn => match client.client_state { ClientState::Dead => { state.write_component(entity, comp::Respawning); } _ => client.error_state(RequestStateError::Impossible), }, ClientMsg::Chat(msg) => match client.client_state { ClientState::Connected => { client.error_state(RequestStateError::Impossible) } ClientState::Registered | ClientState::Spectator | ClientState::Dead | ClientState::Character => new_chat_msgs.push((entity, msg)), ClientState::Pending => {} }, ClientMsg::PlayerAnimation(animation_info) => { match client.client_state { ClientState::Character => { state.write_component(entity, animation_info) } // 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 can send positions. _ => client.error_state(RequestStateError::Impossible), }, ClientMsg::TerrainChunkRequest { key } => match client.client_state { ClientState::Connected | ClientState::Registered | ClientState::Dead => { 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), } } ClientState::Pending => {} }, // 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 physics for (entity, &uid, &pos, &vel, &dir) in ( &state.ecs().entities(), &state.ecs().read_storage::(), &state.ecs().read_storage::(), &state.ecs().read_storage::(), &state.ecs().read_storage::(), ) .join() { client.notify(ServerMsg::EntityPhysics { entity: uid.into(), pos, vel, dir, }); } // Sync animations for (entity, &uid, &animation_info) in ( &state.ecs().entities(), &state.ecs().read_storage::(), &state.ecs().read_storage::(), ) .join() { client.notify(ServerMsg::EntityAnimation { entity: uid.into(), animation_info: animation_info.clone(), }); } // Tell the client its 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 physics 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_registered(msg), None => self.clients.notify_registered_except(entity, msg), } } // Sync animations for (entity, &uid, &animation_info, force_update) in ( &self.state.ecs().entities(), &self.state.ecs().read_storage::(), &self.state.ecs().read_storage::(), self.state .ecs() .read_storage::() .maybe(), ) .join() { if animation_info.changed || force_update.is_some() { let msg = ServerMsg::EntityAnimation { entity: uid.into(), animation_info: animation_info.clone(), }; match force_update { Some(_) => self.clients.notify_registered(msg), None => self.clients.notify_registered_except(entity, msg), } } } // Remove all force flags. self.state .ecs_mut() .write_storage::() .clear(); } pub fn generate_chunk(&mut self, key: Vec2) { if self.pending_chunks.insert(key) { let chunk_tx = self.chunk_tx.clone(); let world = self.world.clone(); self.thread_pool.execute(move || { let _ = 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 the 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); } }