use super::Event; use crate::{ client::Client, login_provider::LoginProvider, persistence, presence::Presence, state_ext::StateExt, Server, }; use common::{ comp, comp::{group, Player}, msg::{PlayerListUpdate, PresenceKind, ServerGeneral}, span, state::State, sync::{Uid, UidAllocator}, }; use futures_executor::block_on; use specs::{saveload::MarkerAllocator, Builder, Entity as EcsEntity, WorldExt}; use tracing::{debug, error, trace, warn}; pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity) { span!(_guard, "handle_exit_ingame"); let state = server.state_mut(); // Create new entity with just `Client`, `Uid`, `Player`, and `...Stream` // components Easier than checking and removing all other known components // Note: If other `ServerEvent`s are referring to this entity they will be // disrupted let maybe_admin = state.ecs().write_storage::().remove(entity); let maybe_group = state .ecs() .write_storage::() .get(entity) .cloned(); if let Some((client, uid, player)) = (|| { let ecs = state.ecs(); Some(( ecs.write_storage::().remove(entity)?, ecs.write_storage::().remove(entity)?, ecs.write_storage::().remove(entity)?, )) })() { // Tell client its request was successful client.send_fallible(ServerGeneral::ExitInGameSuccess); let entity_builder = state.ecs_mut().create_entity().with(client).with(player); // Preserve group component if present let entity_builder = match maybe_group { Some(group) => entity_builder.with(group), None => entity_builder, }; // Preserve admin component if present let entity_builder = match maybe_admin { Some(admin) => entity_builder.with(admin), None => entity_builder, }; // Ensure UidAllocator maps this uid to the new entity let uid = entity_builder .world .write_resource::() .allocate(entity_builder.entity, Some(uid.into())); let new_entity = entity_builder.with(uid).build(); if let Some(group) = maybe_group { let mut group_manager = state.ecs().write_resource::(); if group_manager .group_info(group) .map(|info| info.leader == entity) .unwrap_or(false) { group_manager.assign_leader( new_entity, &state.ecs().read_storage(), &state.ecs().entities(), &state.ecs().read_storage(), &state.ecs().read_storage(), // Nothing actually changing since Uid is transferred |_, _| {}, ); } } } // Erase group component to avoid group restructure when deleting the entity state.ecs().write_storage::().remove(entity); // Sync the player's character data to the database let entity = persist_entity(state, entity); // Delete old entity if let Err(e) = state.delete_entity_recorded(entity) { error!( ?e, ?entity, "Failed to delete entity when removing character" ); } } pub fn handle_client_disconnect(server: &mut Server, entity: EcsEntity) -> Event { span!(_guard, "handle_client_disconnect"); if let Some(client) = server .state() .ecs() .write_storage::() .get_mut(entity) { let participant = client.participant.take().unwrap(); let pid = participant.remote_pid(); std::thread::spawn(move || { let span = tracing::span!(tracing::Level::DEBUG, "client_disconnect", ?pid, ?entity); let _enter = span.enter(); let now = std::time::Instant::now(); debug!(?pid, ?entity, "Start handle disconnect of client"); if let Err(e) = block_on(participant.disconnect()) { debug!( ?e, ?pid, "Error when disconnecting client, maybe the pipe already broke" ); }; trace!(?pid, "finished disconnect"); let elapsed = now.elapsed(); if elapsed.as_millis() > 100 { warn!(?elapsed, ?pid, "disconnecting took quite long"); } else { debug!(?elapsed, ?pid, "disconnecting took"); } }); } let state = server.state_mut(); // Tell other clients to remove from player list // And send a disconnected message if let (Some(uid), Some(_)) = ( state.read_storage::().get(entity), state.read_storage::().get(entity), ) { state.notify_players(comp::ChatType::Offline(*uid).server_msg("")); state.notify_players(ServerGeneral::PlayerListUpdate(PlayerListUpdate::Remove( *uid, ))); } // Make sure to remove the player from the logged in list. (See LoginProvider) if let Some(player) = state.ecs().read_storage::().get(entity) { let mut login_provider = state.ecs().write_resource::(); login_provider.logout(player.uuid()); } // Sync the player's character data to the database let entity = persist_entity(state, entity); // Delete client entity if let Err(e) = state.delete_entity_recorded(entity) { error!(?e, ?entity, "Failed to delete disconnected client"); } Event::ClientDisconnected { entity } } fn persist_entity(state: &mut State, entity: EcsEntity) -> EcsEntity { if let (Some(presences), Some(stats), Some(inventory), Some(loadout), updater) = ( state.read_storage::().get(entity), state.read_storage::().get(entity), state.read_storage::().get(entity), state.read_storage::().get(entity), state .ecs() .read_resource::(), ) { if let PresenceKind::Character(character_id) = presences.kind { let waypoint_read = state.read_storage::(); let waypoint = waypoint_read.get(entity); updater.update(character_id, stats, inventory, loadout, waypoint); } } entity }