mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
204 lines
6.9 KiB
Rust
204 lines
6.9 KiB
Rust
use common::clock::Clock;
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use crossbeam_channel::{bounded, unbounded, Receiver, Sender, TryRecvError};
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use server::{
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persistence::{DatabaseSettings, SqlLogMode},
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Error as ServerError, Event, Input, Server,
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};
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use std::{
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sync::{
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atomic::{AtomicBool, Ordering},
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Arc,
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},
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thread::{self, JoinHandle},
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time::Duration,
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};
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use tracing::{error, info, trace, warn};
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const TPS: u64 = 30;
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/// Used to start and stop the background thread running the server
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/// when in singleplayer mode.
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pub struct Singleplayer {
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_server_thread: JoinHandle<()>,
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stop_server_s: Sender<()>,
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pub receiver: Receiver<Result<common_state::Pools, ServerError>>,
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// Wether the server is stopped or not
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paused: Arc<AtomicBool>,
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// Settings that the server was started with
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settings: server::Settings,
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}
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impl Singleplayer {
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pub fn new() -> Self {
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let (stop_server_s, stop_server_r) = unbounded();
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// Determine folder to save server data in
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let server_data_dir = {
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let mut path = common_base::userdata_dir_workspace!();
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path.push("singleplayer");
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path
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};
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// Copy saves from old folder if they don't exist in the new location
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(|| {
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let new_path = server_data_dir.join("saves");
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if new_path.exists() {
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return;
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}
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let working_dir = std::path::PathBuf::from("saves");
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let config_dir = directories_next::ProjectDirs::from("net", "veloren", "voxygen")
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.expect("System's $HOME directory path not found!")
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.config_dir()
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.join("saves");
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let old_path = if working_dir.exists() {
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working_dir
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} else if config_dir.exists() {
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config_dir
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} else {
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return;
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};
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info!(
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"Saves folder doesn't exist, but there is one in the old saves location ({}), \
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copying it to the new location",
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old_path.display()
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);
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if let Some(parent) = new_path.parent() {
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if let Err(e) = std::fs::create_dir_all(parent) {
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error!(?e, "Could not create folder to hold saves folder.");
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return;
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}
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}
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if let Err(e) = copy_dir::copy_dir(old_path, new_path) {
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error!(?e, "Failed to copy saves from the old location");
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}
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})();
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// Create server
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let settings = server::Settings::singleplayer(&server_data_dir);
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let editable_settings = server::EditableSettings::singleplayer(&server_data_dir);
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let settings2 = settings.clone();
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// Relative to data_dir
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const PERSISTENCE_DB_DIR: &str = "saves";
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let database_settings = DatabaseSettings {
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db_dir: server_data_dir.join(PERSISTENCE_DB_DIR),
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sql_log_mode: SqlLogMode::Disabled, /* Voxygen doesn't take in command-line arguments
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* so SQL logging can't be enabled for
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* singleplayer without changing this line
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* manually */
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};
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let paused = Arc::new(AtomicBool::new(false));
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let paused1 = Arc::clone(&paused);
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let (result_sender, result_receiver) = bounded(1);
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let builder = thread::Builder::new().name("singleplayer-server-thread".into());
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let thread = builder
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.spawn(move || {
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trace!("starting singleplayer server thread");
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let pools = common_state::State::pools(
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common::resources::GameMode::Singleplayer,
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tokio::runtime::Builder::new_multi_thread(),
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);
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let (server, init_result) = match Server::new(
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settings2,
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editable_settings,
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database_settings,
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&server_data_dir,
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pools.clone(),
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) {
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Ok(server) => (Some(server), Ok(pools)),
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Err(err) => (None, Err(err)),
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};
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match (result_sender.send(init_result), server) {
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(Err(e), _) => warn!(
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?e,
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"Failed to send singleplayer server initialization result. Most likely \
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the channel was closed by cancelling server creation. Stopping Server"
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),
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(Ok(()), None) => (),
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(Ok(()), Some(server)) => run_server(server, stop_server_r, paused1),
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}
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trace!("ending singleplayer server thread");
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})
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.unwrap();
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Singleplayer {
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_server_thread: thread,
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stop_server_s,
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receiver: result_receiver,
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paused,
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settings,
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}
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}
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/// Returns reference to the settings the server was started with
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pub fn settings(&self) -> &server::Settings { &self.settings }
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/// Returns wether or not the server is paused
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pub fn is_paused(&self) -> bool { self.paused.load(Ordering::SeqCst) }
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/// Pauses if true is passed and unpauses if false (Does nothing if in that
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/// state already)
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pub fn pause(&self, state: bool) { self.paused.store(state, Ordering::SeqCst); }
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}
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impl Drop for Singleplayer {
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fn drop(&mut self) {
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// Ignore the result
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let _ = self.stop_server_s.send(());
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}
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}
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fn run_server(mut server: Server, stop_server_r: Receiver<()>, paused: Arc<AtomicBool>) {
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info!("Starting server-cli...");
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Arc::clone(&server.runtime()).block_on(async {
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// Set up an fps clock
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let mut clock = Clock::new(Duration::from_secs_f64(1.0 / TPS as f64));
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loop {
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// Check any event such as stopping and pausing
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match stop_server_r.try_recv() {
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Ok(()) => break,
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Err(TryRecvError::Disconnected) => break,
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Err(TryRecvError::Empty) => (),
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}
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// Wait for the next tick.
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clock.tick().await;
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// Skip updating the server if it's paused
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if paused.load(Ordering::SeqCst) && server.number_of_players() < 2 {
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continue;
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} else if server.number_of_players() > 1 {
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paused.store(false, Ordering::SeqCst);
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}
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let events = server
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.tick(Input::default(), clock.dt())
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.expect("Failed to tick server!");
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for event in events {
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match event {
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Event::ClientConnected { .. } => info!("Client connected!"),
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Event::ClientDisconnected { .. } => info!("Client disconnected!"),
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Event::Chat { entity: _, msg } => info!("[Client] {}", msg),
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}
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}
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// Clean up the server after a tick.
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server.cleanup();
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}
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});
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}
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