#![feature(label_break_value)] pub mod error; pub mod input; // Reexports pub use specs::Entity as EcsEntity; pub use crate::{ error::Error, input::Input, }; use std::{ time::Duration, net::SocketAddr, }; use vek::*; use threadpool::ThreadPool; use specs::Builder; use common::{ comp, state::State, terrain::TerrainChunk, net::PostBox, msg::{ClientMsg, ServerMsg}, }; const SERVER_TIMEOUT: f64 = 5.0; // Seconds pub enum Event { Chat(String), } pub struct Client { thread_pool: ThreadPool, last_ping: f64, postbox: PostBox, tick: u64, state: State, player: Option, view_distance: u64, } impl Client { /// Create a new `Client`. #[allow(dead_code)] pub fn new>( addr: A, player: comp::Player, character: Option, view_distance: u64, ) -> Result { let mut postbox = PostBox::to_server(addr)?; // Send connection request postbox.send(ClientMsg::Connect { player, character, }); // Wait for handshake from server let (state, player) = match postbox.next_message() { Some(ServerMsg::Handshake { ecs_state, player_entity }) => { let mut state = State::from_state_package(ecs_state); let player_entity = state.ecs().entity_from_uid(player_entity); (state, player_entity) }, _ => return Err(Error::ServerWentMad), }; Ok(Self { thread_pool: threadpool::Builder::new() .thread_name("veloren-worker".into()) .build(), last_ping: state.get_time(), postbox, tick: 0, state, player, view_distance, }) } /// Get a reference to the client's worker thread pool. This pool should be used for any /// computationally expensive operations that run outside of the main thread (i.e: threads that /// block on I/O operations are exempt). #[allow(dead_code)] pub fn thread_pool(&self) -> &threadpool::ThreadPool { &self.thread_pool } /// Get a reference to the client's game state. #[allow(dead_code)] pub fn state(&self) -> &State { &self.state } /// Get a mutable reference to the client's game state. #[allow(dead_code)] pub fn state_mut(&mut self) -> &mut State { &mut self.state } /// Get the player entity #[allow(dead_code)] pub fn player(&self) -> Option { self.player } /// Get the current tick number. #[allow(dead_code)] pub fn get_tick(&self) -> u64 { self.tick } /// Send a chat message to the server #[allow(dead_code)] pub fn send_chat(&mut self, msg: String) { self.postbox.send(ClientMsg::Chat(msg)) } /// Execute a single client 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 client-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) Perform a single LocalState tick (i.e: update the world and entities in the world) // 4) Go through the terrain update queue and apply all changes to the terrain // 5) Finish the tick, passing control of the main thread back to the frontend // Build up a list of events for this frame, to be passed to the frontend let mut frontend_events = Vec::new(); // Handle new messages from the server frontend_events.append(&mut self.handle_new_messages()?); // Step 1 if let Some(ecs_entity) = self.player { // TODO: remove this const PLAYER_VELOCITY: f32 = 100.0; // TODO: Set acceleration instead self.state.write_component(ecs_entity, comp::phys::Vel(Vec3::from(input.move_dir * PLAYER_VELOCITY))); if input.move_dir.magnitude() > 0.01 { self.state.write_component(ecs_entity, comp::phys::Dir(input.move_dir.normalized().into())); } } // Tick the client's LocalState (step 3) self.state.tick(dt); // Update the server about the player's physics attributes if let Some(ecs_entity) = self.player { match ( self.state.read_storage().get(ecs_entity).cloned(), self.state.read_storage().get(ecs_entity).cloned(), self.state.read_storage().get(ecs_entity).cloned(), ) { (Some(pos), Some(vel), Some(dir)) => { self.postbox.send(ClientMsg::PlayerPhysics { pos, vel, dir }); }, _ => {}, } } // Finish the tick, pass control back to the frontend (step 6) self.tick += 1; Ok(frontend_events) } /// Clean up the client after a tick #[allow(dead_code)] pub fn cleanup(&mut self) { // Cleanup the local state self.state.cleanup(); } /// Handle new server messages fn handle_new_messages(&mut self) -> Result, Error> { let mut frontend_events = Vec::new(); // Step 1 let new_msgs = self.postbox.new_messages(); if new_msgs.len() > 0 { self.last_ping = self.state.get_time(); for msg in new_msgs { match msg { ServerMsg::Handshake { .. } => return Err(Error::ServerWentMad), ServerMsg::Shutdown => return Err(Error::ServerShutdown), ServerMsg::Ping => self.postbox.send(ClientMsg::Pong), ServerMsg::Pong => {}, ServerMsg::Chat(msg) => frontend_events.push(Event::Chat(msg)), ServerMsg::SetPlayerEntity(uid) => self.player = Some(self.state.ecs().entity_from_uid(uid).unwrap()), // TODO: Don't unwrap here! ServerMsg::EcsSync(sync_package) => self.state.ecs_mut().sync_with_package(sync_package), ServerMsg::TerrainChunkUpdate { key, chunk } => self.state.insert_chunk(key, chunk), } } } else if let Some(err) = self.postbox.error() { return Err(err.into()); } else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT { return Err(Error::ServerTimeout); } else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT * 0.5 { // Try pinging the server if the timeout is nearing self.postbox.send(ClientMsg::Ping); } Ok(frontend_events) } } impl Drop for Client { fn drop(&mut self) { self.postbox.send(ClientMsg::Disconnect); } }