mirror of
https://gitlab.com/veloren/veloren.git
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103 lines
4.0 KiB
Rust
103 lines
4.0 KiB
Rust
use super::Event;
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use crate::{
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client::Client, login_provider::LoginProvider, persistence, state_ext::StateExt, Server,
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};
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use common::{
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comp,
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comp::Player,
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msg::{ClientState, PlayerListUpdate, ServerMsg},
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sync::{Uid, UidAllocator},
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};
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use futures_executor::block_on;
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use specs::{saveload::MarkerAllocator, Builder, Entity as EcsEntity, WorldExt};
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use tracing::{debug, error, trace};
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pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity) {
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let state = server.state_mut();
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// Create new entity with just `Client`, `Uid`, and `Player` components
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// Easier than checking and removing all other known components
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// Note: If other `ServerEvent`s are referring to this entity they will be
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// disrupted
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let maybe_client = state.ecs().write_storage::<Client>().remove(entity);
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let maybe_uid = state.read_component_cloned::<Uid>(entity);
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let maybe_player = state.ecs().write_storage::<comp::Player>().remove(entity);
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if let (Some(mut client), Some(uid), Some(player)) = (maybe_client, maybe_uid, maybe_player) {
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// Tell client its request was successful
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client.allow_state(ClientState::Registered);
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// Tell client to clear out other entities and its own components
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client.notify(ServerMsg::ExitIngameCleanup);
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let entity_builder = state.ecs_mut().create_entity().with(client).with(player);
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// Ensure UidAllocator maps this uid to the new entity
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let uid = entity_builder
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.world
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.write_resource::<UidAllocator>()
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.allocate(entity_builder.entity, Some(uid.into()));
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entity_builder.with(uid).build();
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}
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// Delete old entity
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if let Err(e) = state.delete_entity_recorded(entity) {
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error!(
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?e,
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?entity,
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"Failed to delete entity when removing character"
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);
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}
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}
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pub fn handle_client_disconnect(server: &mut Server, entity: EcsEntity) -> Event {
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if let Some(client) = server.state().read_storage::<Client>().get(entity) {
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trace!("Closing participant of client");
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let participant = client.participant.lock().unwrap().take().unwrap();
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if let Err(e) = block_on(participant.disconnect()) {
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debug!(
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?e,
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"Error when disconnecting client, maybe the pipe already broke"
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);
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};
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}
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let state = server.state_mut();
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// Tell other clients to remove from player list
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if let (Some(uid), Some(_)) = (
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state.read_storage::<Uid>().get(entity),
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state.read_storage::<comp::Player>().get(entity),
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) {
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state.notify_registered_clients(ServerMsg::PlayerListUpdate(PlayerListUpdate::Remove(*uid)))
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}
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// Make sure to remove the player from the logged in list. (See LoginProvider)
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// And send a disconnected message
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if let Some(player) = state.ecs().read_storage::<Player>().get(entity) {
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let mut login_provider = state.ecs().write_resource::<LoginProvider>();
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login_provider.logout(player.uuid());
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let msg = comp::ChatType::Offline.server_msg(format!("[{}] went offline.", &player.alias));
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state.notify_registered_clients(msg);
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}
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// Sync the player's character data to the database
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if let (Some(player), Some(stats), Some(inventory), Some(loadout), updater) = (
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state.read_storage::<Player>().get(entity),
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state.read_storage::<comp::Stats>().get(entity),
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state.read_storage::<comp::Inventory>().get(entity),
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state.read_storage::<comp::Loadout>().get(entity),
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state
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.ecs()
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.read_resource::<persistence::character::CharacterUpdater>(),
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) {
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if let Some(character_id) = player.character_id {
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updater.update(character_id, stats, inventory, loadout);
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}
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}
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// Delete client entity
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if let Err(e) = state.delete_entity_recorded(entity) {
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error!(?e, ?entity, "Failed to delete disconnected client");
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}
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Event::ClientDisconnected { entity }
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}
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