veloren/client/src/lib.rs
2020-08-26 20:47:41 -04:00

1628 lines
65 KiB
Rust

#![deny(unsafe_code)]
#![feature(label_break_value, option_zip)]
pub mod cmd;
pub mod error;
// Reexports
pub use crate::error::Error;
pub use authc::AuthClientError;
pub use specs::{
join::Join,
saveload::{Marker, MarkerAllocator},
Builder, DispatcherBuilder, Entity as EcsEntity, ReadStorage, WorldExt,
};
use byteorder::{ByteOrder, LittleEndian};
use common::{
character::CharacterItem,
comp::{
self, group, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip,
InventoryManip, InventoryUpdateEvent,
},
msg::{
validate_chat_msg, ChatMsgValidationError, ClientMsg, ClientState, InviteAnswer,
Notification, PlayerInfo, PlayerListUpdate, RegisterError, RequestStateError, ServerInfo,
ServerMsg, MAX_BYTES_CHAT_MSG,
},
outcome::Outcome,
recipe::RecipeBook,
state::State,
sync::{Uid, UidAllocator, WorldSyncExt},
terrain::{block::Block, neighbors, TerrainChunk, TerrainChunkSize},
vol::RectVolSize,
};
use futures_executor::block_on;
use futures_timer::Delay;
use futures_util::{select, FutureExt};
use hashbrown::{HashMap, HashSet};
use image::DynamicImage;
use network::{Network, Participant, Pid, Promises, ProtocolAddr, Stream};
use num::traits::FloatConst;
use rayon::prelude::*;
use std::{
collections::VecDeque,
net::SocketAddr,
sync::Arc,
time::{Duration, Instant},
};
use tracing::{debug, error, trace, warn};
use uvth::{ThreadPool, ThreadPoolBuilder};
use vek::*;
// The duration of network inactivity until the player is kicked
// @TODO: in the future, this should be configurable on the server
// and be provided to the client
const SERVER_TIMEOUT: f64 = 20.0;
// After this duration has elapsed, the user will begin getting kick warnings in
// their chat window
const SERVER_TIMEOUT_GRACE_PERIOD: f64 = 14.0;
const PING_ROLLING_AVERAGE_SECS: usize = 10;
pub enum Event {
Chat(comp::ChatMsg),
Disconnect,
DisconnectionNotification(u64),
InventoryUpdated(InventoryUpdateEvent),
Notification(Notification),
SetViewDistance(u32),
Outcome(Outcome),
}
pub struct Client {
client_state: ClientState,
thread_pool: ThreadPool,
pub server_info: ServerInfo,
/// Just the "base" layer for LOD; currently includes colors and nothing
/// else. In the future we'll add more layers, like shadows, rivers, and
/// probably foliage, cities, roads, and other structures.
pub lod_base: Vec<u32>,
/// The "height" layer for LOD; currently includes only land altitudes, but
/// in the future should also water depth, and probably other
/// information as well.
pub lod_alt: Vec<u32>,
/// The "shadow" layer for LOD. Includes east and west horizon angles and
/// an approximate max occluder height, which we use to try to
/// approximate soft and volumetric shadows.
pub lod_horizon: Vec<u32>,
/// A fully rendered map image for use with the map and minimap; note that
/// this can be constructed dynamically by combining the layers of world
/// map data (e.g. with shadow map data or river data), but at present
/// we opt not to do this.
///
/// The second element of the tuple is the world size (as a 2D grid,
/// in chunks), and the third element holds the minimum height for any land
/// chunk (i.e. the sea level) in its x coordinate, and the maximum land
/// height above this height (i.e. the max height) in its y coordinate.
pub world_map: (Arc<DynamicImage>, Vec2<u16>, Vec2<f32>),
pub player_list: HashMap<Uid, PlayerInfo>,
pub character_list: CharacterList,
pub active_character_id: Option<i32>,
recipe_book: RecipeBook,
available_recipes: HashSet<String>,
max_group_size: u32,
// Client has received an invite (inviter uid, time out instant)
group_invite: Option<(Uid, std::time::Instant, std::time::Duration)>,
group_leader: Option<Uid>,
// Note: potentially representable as a client only component
group_members: HashMap<Uid, group::Role>,
// Pending invites that this client has sent out
pending_invites: HashSet<Uid>,
_network: Network,
participant: Option<Participant>,
singleton_stream: Stream,
last_server_ping: f64,
last_server_pong: f64,
last_ping_delta: f64,
ping_deltas: VecDeque<f64>,
tick: u64,
state: State,
entity: EcsEntity,
view_distance: Option<u32>,
// TODO: move into voxygen
loaded_distance: f32,
pending_chunks: HashMap<Vec2<i32>, Instant>,
}
/// Holds data related to the current players characters, as well as some
/// additional state to handle UI.
#[derive(Default)]
pub struct CharacterList {
pub characters: Vec<CharacterItem>,
pub loading: bool,
pub error: Option<String>,
}
impl Client {
/// Create a new `Client`.
pub fn new<A: Into<SocketAddr>>(addr: A, view_distance: Option<u32>) -> Result<Self, Error> {
let client_state = ClientState::Connected;
let mut thread_pool = ThreadPoolBuilder::new()
.name("veloren-worker".into())
.build();
// We reduce the thread count by 1 to keep rendering smooth
thread_pool.set_num_threads((num_cpus::get() - 1).max(1));
let (network, scheduler) = Network::new(Pid::new());
thread_pool.execute(scheduler);
let participant = block_on(network.connect(ProtocolAddr::Tcp(addr.into())))?;
let mut stream = block_on(participant.open(
10,
Promises::ORDERED | Promises::CONSISTENCY | Promises::COMPRESSED,
))?;
// Wait for initial sync
let (
state,
entity,
server_info,
lod_base,
lod_alt,
lod_horizon,
world_map,
recipe_book,
max_group_size,
) = block_on(async {
loop {
match stream.recv().await? {
ServerMsg::InitialSync {
entity_package,
server_info,
time_of_day,
max_group_size,
world_map,
recipe_book,
} => {
// TODO: Display that versions don't match in Voxygen
if server_info.git_hash != *common::util::GIT_HASH {
warn!(
"Server is running {}[{}], you are running {}[{}], versions might \
be incompatible!",
server_info.git_hash,
server_info.git_date,
common::util::GIT_HASH.to_string(),
common::util::GIT_DATE.to_string(),
);
}
debug!("Auth Server: {:?}", server_info.auth_provider);
// Initialize `State`
let mut state = State::default();
// Client-only components
state
.ecs_mut()
.register::<comp::Last<comp::CharacterState>>();
let entity = state.ecs_mut().apply_entity_package(entity_package);
*state.ecs_mut().write_resource() = time_of_day;
let map_size_lg = common::terrain::MapSizeLg::new(world_map.dimensions_lg)
.map_err(|_| {
Error::Other(format!(
"Server sent bad world map dimensions: {:?}",
world_map.dimensions_lg,
))
})?;
let map_size = map_size_lg.chunks();
let max_height = world_map.max_height;
let sea_level = world_map.sea_level;
let rgba = world_map.rgba;
let alt = world_map.alt;
let expected_size =
(u32::from(map_size.x) * u32::from(map_size.y)) as usize;
if rgba.len() != expected_size {
return Err(Error::Other("Server sent a bad world map image".into()));
}
if alt.len() != expected_size {
return Err(Error::Other("Server sent a bad altitude map.".into()));
}
let [west, east] = world_map.horizons;
let scale_angle =
|a: u8| (a as f32 / 255.0 * <f32 as FloatConst>::FRAC_PI_2()).tan();
let scale_height = |h: u8| h as f32 / 255.0 * max_height;
let scale_height_big = |h: u32| (h >> 3) as f32 / 8191.0 * max_height;
debug!("Preparing image...");
let unzip_horizons = |(angles, heights): &(Vec<_>, Vec<_>)| {
(
angles.iter().copied().map(scale_angle).collect::<Vec<_>>(),
heights
.iter()
.copied()
.map(scale_height)
.collect::<Vec<_>>(),
)
};
let horizons = [unzip_horizons(&west), unzip_horizons(&east)];
// Redraw map (with shadows this time).
let mut world_map = vec![0u32; rgba.len()];
let mut map_config = common::terrain::map::MapConfig::orthographic(
map_size_lg,
core::ops::RangeInclusive::new(0.0, max_height),
);
map_config.horizons = Some(&horizons);
let rescale_height = |h: f32| h / max_height;
let bounds_check = |pos: Vec2<i32>| {
pos.reduce_partial_min() >= 0
&& pos.x < map_size.x as i32
&& pos.y < map_size.y as i32
};
map_config.generate(
|pos| {
let (rgba, alt, downhill_wpos) = if bounds_check(pos) {
let posi =
pos.y as usize * map_size.x as usize + pos.x as usize;
let [r, g, b, a] = rgba[posi].to_le_bytes();
let alti = alt[posi];
// Compute downhill.
let downhill = {
let mut best = -1;
let mut besth = alti;
for nposi in neighbors(map_size_lg, posi) {
let nbh = alt[nposi];
if nbh < besth {
besth = nbh;
best = nposi as isize;
}
}
best
};
let downhill_wpos = if downhill < 0 {
None
} else {
Some(
Vec2::new(
(downhill as usize % map_size.x as usize) as i32,
(downhill as usize / map_size.x as usize) as i32,
) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
)
};
(Rgba::new(r, g, b, a), alti, downhill_wpos)
} else {
(Rgba::zero(), 0, None)
};
let wpos = pos * TerrainChunkSize::RECT_SIZE.map(|e| e as i32);
let downhill_wpos = downhill_wpos.unwrap_or(
wpos + TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
);
let alt = rescale_height(scale_height_big(alt));
common::terrain::map::MapSample {
rgb: Rgb::from(rgba),
alt: f64::from(alt),
downhill_wpos,
connections: None,
}
},
|wpos| {
let pos =
wpos.map2(TerrainChunkSize::RECT_SIZE, |e, f| e / f as i32);
rescale_height(if bounds_check(pos) {
let posi =
pos.y as usize * map_size.x as usize + pos.x as usize;
scale_height_big(alt[posi])
} else {
0.0
})
},
|pos, (r, g, b, a)| {
world_map[pos.y * map_size.x as usize + pos.x] =
u32::from_le_bytes([r, g, b, a]);
},
);
let make_raw = |rgba| -> Result<_, Error> {
let mut raw = vec![0u8; 4 * world_map.len()];
LittleEndian::write_u32_into(rgba, &mut raw);
Ok(Arc::new(
image::DynamicImage::ImageRgba8({
// Should not fail if the dimensions are correct.
let map =
image::ImageBuffer::from_raw(u32::from(map_size.x), u32::from(map_size.y), raw);
map.ok_or_else(|| Error::Other("Server sent a bad world map image".into()))?
})
// Flip the image, since Voxygen uses an orientation where rotation from
// positive x axis to positive y axis is counterclockwise around the z axis.
.flipv(),
))
};
let lod_base = rgba;
let lod_alt = alt;
let world_map = make_raw(&world_map)?;
let horizons = (west.0, west.1, east.0, east.1)
.into_par_iter()
.map(|(wa, wh, ea, eh)| u32::from_le_bytes([wa, wh, ea, eh]))
.collect::<Vec<_>>();
let lod_horizon = horizons;
let map_bounds = Vec2::new(sea_level, max_height);
debug!("Done preparing image...");
break Ok((
state,
entity,
server_info,
lod_base,
lod_alt,
lod_horizon,
(world_map, map_size, map_bounds),
recipe_book,
max_group_size,
));
},
ServerMsg::TooManyPlayers => break Err(Error::TooManyPlayers),
err => {
warn!("whoops, server mad {:?}, ignoring", err);
},
}
}
})?;
stream.send(ClientMsg::Ping)?;
let mut thread_pool = ThreadPoolBuilder::new()
.name("veloren-worker".into())
.build();
// We reduce the thread count by 1 to keep rendering smooth
thread_pool.set_num_threads((num_cpus::get() - 1).max(1));
Ok(Self {
client_state,
thread_pool,
server_info,
world_map,
lod_base,
lod_alt,
lod_horizon,
player_list: HashMap::new(),
character_list: CharacterList::default(),
active_character_id: None,
recipe_book,
available_recipes: HashSet::default(),
max_group_size,
group_invite: None,
group_leader: None,
group_members: HashMap::new(),
pending_invites: HashSet::new(),
_network: network,
participant: Some(participant),
singleton_stream: stream,
last_server_ping: 0.0,
last_server_pong: 0.0,
last_ping_delta: 0.0,
ping_deltas: VecDeque::new(),
tick: 0,
state,
entity,
view_distance,
loaded_distance: 0.0,
pending_chunks: HashMap::new(),
})
}
pub fn with_thread_pool(mut self, thread_pool: ThreadPool) -> Self {
self.thread_pool = thread_pool;
self
}
/// Request a state transition to `ClientState::Registered`.
pub fn register(
&mut self,
username: String,
password: String,
mut auth_trusted: impl FnMut(&str) -> bool,
) -> Result<(), Error> {
// Authentication
let token_or_username = self.server_info.auth_provider.as_ref().map(|addr|
// Query whether this is a trusted auth server
if auth_trusted(&addr) {
Ok(authc::AuthClient::new(addr)
.sign_in(&username, &password)?
.serialize())
} else {
Err(Error::AuthServerNotTrusted)
}
).unwrap_or(Ok(username))?;
self.singleton_stream.send(ClientMsg::Register {
view_distance: self.view_distance,
token_or_username,
})?;
self.client_state = ClientState::Pending;
block_on(async {
loop {
match self.singleton_stream.recv().await? {
ServerMsg::StateAnswer(Err((
RequestStateError::RegisterDenied(err),
state,
))) => {
self.client_state = state;
break Err(match err {
RegisterError::AlreadyLoggedIn => Error::AlreadyLoggedIn,
RegisterError::AuthError(err) => Error::AuthErr(err),
RegisterError::InvalidCharacter => Error::InvalidCharacter,
RegisterError::NotOnWhitelist => Error::NotOnWhitelist,
});
},
ServerMsg::StateAnswer(Ok(ClientState::Registered)) => break Ok(()),
ignore => {
warn!(
"Ignoring what the server send till registered: {:? }",
ignore
);
//return Err(Error::ServerWentMad)
},
}
}
})
}
/// Request a state transition to `ClientState::Character`.
pub fn request_character(&mut self, character_id: i32) {
self.singleton_stream
.send(ClientMsg::Character(character_id))
.unwrap();
self.active_character_id = Some(character_id);
self.client_state = ClientState::Pending;
}
/// Load the current players character list
pub fn load_character_list(&mut self) {
self.character_list.loading = true;
self.singleton_stream
.send(ClientMsg::RequestCharacterList)
.unwrap();
}
/// New character creation
pub fn create_character(&mut self, alias: String, tool: Option<String>, body: comp::Body) {
self.character_list.loading = true;
self.singleton_stream
.send(ClientMsg::CreateCharacter { alias, tool, body })
.unwrap();
}
/// Character deletion
pub fn delete_character(&mut self, character_id: i32) {
self.character_list.loading = true;
self.singleton_stream
.send(ClientMsg::DeleteCharacter(character_id))
.unwrap();
}
/// Send disconnect message to the server
pub fn request_logout(&mut self) {
debug!("Requesting logout from server");
if let Err(e) = self.singleton_stream.send(ClientMsg::Disconnect) {
error!(
?e,
"Couldn't send disconnect package to server, did server close already?"
);
}
}
/// Request a state transition to `ClientState::Registered` from an ingame
/// state.
pub fn request_remove_character(&mut self) {
self.singleton_stream.send(ClientMsg::ExitIngame).unwrap();
self.client_state = ClientState::Pending;
}
pub fn set_view_distance(&mut self, view_distance: u32) {
self.view_distance = Some(view_distance.max(1).min(65));
self.singleton_stream
.send(ClientMsg::SetViewDistance(self.view_distance.unwrap()))
.unwrap();
// Can't fail
}
pub fn use_slot(&mut self, slot: comp::slot::Slot) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Use(slot),
)))
.unwrap();
}
pub fn swap_slots(&mut self, a: comp::slot::Slot, b: comp::slot::Slot) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Swap(a, b),
)))
.unwrap();
}
pub fn drop_slot(&mut self, slot: comp::slot::Slot) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Drop(slot),
)))
.unwrap();
}
pub fn pick_up(&mut self, entity: EcsEntity) {
if let Some(uid) = self.state.read_component_copied(entity) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Pickup(uid),
)))
.unwrap();
}
}
pub fn recipe_book(&self) -> &RecipeBook { &self.recipe_book }
pub fn available_recipes(&self) -> &HashSet<String> { &self.available_recipes }
pub fn can_craft_recipe(&self, recipe: &str) -> bool {
self.recipe_book
.get(recipe)
.zip(self.inventories().get(self.entity))
.map(|(recipe, inv)| inv.contains_ingredients(&*recipe).is_ok())
.unwrap_or(false)
}
pub fn craft_recipe(&mut self, recipe: &str) -> bool {
if self.can_craft_recipe(recipe) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::CraftRecipe(recipe.to_string()),
)))
.unwrap();
true
} else {
false
}
}
fn update_available_recipes(&mut self) {
self.available_recipes = self
.recipe_book
.iter()
.map(|(name, _)| name.clone())
.filter(|name| self.can_craft_recipe(name))
.collect();
}
pub fn toggle_lantern(&mut self) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::ToggleLantern))
.unwrap();
}
pub fn max_group_size(&self) -> u32 { self.max_group_size }
pub fn group_invite(&self) -> Option<(Uid, std::time::Instant, std::time::Duration)> {
self.group_invite
}
pub fn group_info(&self) -> Option<(String, Uid)> {
self.group_leader.map(|l| ("Group".into(), l)) // TODO
}
pub fn group_members(&self) -> &HashMap<Uid, group::Role> { &self.group_members }
pub fn pending_invites(&self) -> &HashSet<Uid> { &self.pending_invites }
pub fn send_group_invite(&mut self, invitee: Uid) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
GroupManip::Invite(invitee),
)))
.unwrap()
}
pub fn accept_group_invite(&mut self) {
// Clear invite
self.group_invite.take();
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
GroupManip::Accept,
)))
.unwrap();
}
pub fn decline_group_invite(&mut self) {
// Clear invite
self.group_invite.take();
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
GroupManip::Decline,
)))
.unwrap();
}
pub fn leave_group(&mut self) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
GroupManip::Leave,
)))
.unwrap();
}
pub fn kick_from_group(&mut self, uid: Uid) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
GroupManip::Kick(uid),
)))
.unwrap();
}
pub fn assign_group_leader(&mut self, uid: Uid) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
GroupManip::AssignLeader(uid),
)))
.unwrap();
}
pub fn is_mounted(&self) -> bool {
self.state
.ecs()
.read_storage::<comp::Mounting>()
.get(self.entity)
.is_some()
}
pub fn mount(&mut self, entity: EcsEntity) {
if let Some(uid) = self.state.read_component_copied(entity) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::Mount(uid)))
.unwrap();
}
}
pub fn unmount(&mut self) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::Unmount))
.unwrap();
}
pub fn respawn(&mut self) {
if self
.state
.ecs()
.read_storage::<comp::Stats>()
.get(self.entity)
.map_or(false, |s| s.is_dead)
{
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::Respawn))
.unwrap();
}
}
/// Checks whether a player can swap their weapon+ability `Loadout` settings
/// and sends the `ControlAction` event that signals to do the swap.
pub fn swap_loadout(&mut self) { self.control_action(ControlAction::SwapLoadout) }
pub fn toggle_wield(&mut self) {
let is_wielding = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.get(self.entity)
.map(|cs| cs.is_wield());
match is_wielding {
Some(true) => self.control_action(ControlAction::Unwield),
Some(false) => self.control_action(ControlAction::Wield),
None => warn!("Can't toggle wield, client entity doesn't have a `CharacterState`"),
}
}
pub fn toggle_sit(&mut self) {
let is_sitting = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.get(self.entity)
.map(|cs| matches!(cs, comp::CharacterState::Sit));
match is_sitting {
Some(true) => self.control_action(ControlAction::Stand),
Some(false) => self.control_action(ControlAction::Sit),
None => warn!("Can't toggle sit, client entity doesn't have a `CharacterState`"),
}
}
pub fn toggle_dance(&mut self) {
let is_dancing = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.get(self.entity)
.map(|cs| matches!(cs, comp::CharacterState::Dance));
match is_dancing {
Some(true) => self.control_action(ControlAction::Stand),
Some(false) => self.control_action(ControlAction::Dance),
None => warn!("Can't toggle dance, client entity doesn't have a `CharacterState`"),
}
}
pub fn toggle_sneak(&mut self) {
let is_sneaking = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.get(self.entity)
.map(|cs| matches!(cs, comp::CharacterState::Sneak));
match is_sneaking {
Some(true) => self.control_action(ControlAction::Stand),
Some(false) => self.control_action(ControlAction::Sneak),
None => warn!("Can't toggle sneak, client entity doesn't have a `CharacterState`"),
}
}
pub fn toggle_glide(&mut self) {
let is_gliding = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.get(self.entity)
.map(|cs| {
matches!(
cs,
comp::CharacterState::GlideWield | comp::CharacterState::Glide
)
});
match is_gliding {
Some(true) => self.control_action(ControlAction::Unwield),
Some(false) => self.control_action(ControlAction::GlideWield),
None => warn!("Can't toggle glide, client entity doesn't have a `CharacterState`"),
}
}
fn control_action(&mut self, control_action: ControlAction) {
if let Some(controller) = self
.state
.ecs()
.write_storage::<Controller>()
.get_mut(self.entity)
{
controller.actions.push(control_action);
}
self.singleton_stream
.send(ClientMsg::ControlAction(control_action))
.unwrap();
}
pub fn view_distance(&self) -> Option<u32> { self.view_distance }
pub fn loaded_distance(&self) -> f32 { self.loaded_distance }
pub fn current_chunk(&self) -> Option<Arc<TerrainChunk>> {
let chunk_pos = Vec2::from(
self.state
.read_storage::<comp::Pos>()
.get(self.entity)
.cloned()?
.0,
)
.map2(TerrainChunkSize::RECT_SIZE, |e: f32, sz| {
(e as u32).div_euclid(sz) as i32
});
self.state.terrain().get_key_arc(chunk_pos).cloned()
}
pub fn inventories(&self) -> ReadStorage<comp::Inventory> { self.state.read_storage() }
pub fn loadouts(&self) -> ReadStorage<comp::Loadout> { self.state.read_storage() }
/// Send a chat message to the server.
pub fn send_chat(&mut self, message: String) {
match validate_chat_msg(&message) {
Ok(()) => self
.singleton_stream
.send(ClientMsg::ChatMsg(message))
.unwrap(),
Err(ChatMsgValidationError::TooLong) => tracing::warn!(
"Attempted to send a message that's too long (Over {} bytes)",
MAX_BYTES_CHAT_MSG
),
}
}
/// Remove all cached terrain
pub fn clear_terrain(&mut self) {
self.state.clear_terrain();
self.pending_chunks.clear();
}
pub fn place_block(&mut self, pos: Vec3<i32>, block: Block) {
self.singleton_stream
.send(ClientMsg::PlaceBlock(pos, block))
.unwrap();
}
pub fn remove_block(&mut self, pos: Vec3<i32>) {
self.singleton_stream
.send(ClientMsg::BreakBlock(pos))
.unwrap();
}
pub fn collect_block(&mut self, pos: Vec3<i32>) {
self.singleton_stream
.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
InventoryManip::Collect(pos),
)))
.unwrap();
}
/// Execute a single client tick, handle input and update the game state by
/// the given duration.
pub fn tick(
&mut self,
inputs: ControllerInputs,
dt: Duration,
add_foreign_systems: impl Fn(&mut DispatcherBuilder),
) -> Result<Vec<Event>, 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) Handle messages from the server
// 3) Go through any events (timer-driven or otherwise) that need handling
// and apply them to the state of the game
// 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) Sync information to the server
// 7) Finish the tick, passing actions of the main thread back
// to the frontend
// 1) Handle input from frontend.
// Pass character actions from frontend input to the player's entity.
if let ClientState::Character = self.client_state {
if let Err(e) = self
.state
.ecs()
.write_storage::<Controller>()
.entry(self.entity)
.map(|entry| {
entry
.or_insert_with(|| Controller {
inputs: inputs.clone(),
events: Vec::new(),
actions: Vec::new(),
})
.inputs = inputs.clone();
})
{
let entry = self.entity;
error!(
?e,
?entry,
"Couldn't access controller component on client entity"
);
}
self.singleton_stream
.send(ClientMsg::ControllerInputs(inputs))?;
}
// 2) Build up a list of events for this frame, to be passed to the frontend.
let mut frontend_events = Vec::new();
// Prepare for new events
{
let ecs = self.state.ecs();
for (entity, _) in (&ecs.entities(), &ecs.read_storage::<comp::Body>()).join() {
let mut last_character_states =
ecs.write_storage::<comp::Last<comp::CharacterState>>();
if let Some(client_character_state) =
ecs.read_storage::<comp::CharacterState>().get(entity)
{
if last_character_states
.get(entity)
.map(|l| !client_character_state.same_variant(&l.0))
.unwrap_or(true)
{
let _ = last_character_states
.insert(entity, comp::Last(client_character_state.clone()));
}
}
}
}
// Handle new messages from the server.
frontend_events.append(&mut self.handle_new_messages()?);
// 3) Update client local data
// Check if the group invite has timed out and remove if so
if self
.group_invite
.map_or(false, |(_, timeout, dur)| timeout.elapsed() > dur)
{
self.group_invite = None;
}
// 4) Tick the client's LocalState
self.state.tick(dt, add_foreign_systems, true);
// 5) Terrain
let pos = self
.state
.read_storage::<comp::Pos>()
.get(self.entity)
.cloned();
if let (Some(pos), Some(view_distance)) = (pos, self.view_distance) {
let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
// Remove chunks that are too far from the player.
let mut chunks_to_remove = Vec::new();
self.state.terrain().iter().for_each(|(key, _)| {
// Subtract 2 from the offset before computing squared magnitude
// 1 for the chunks needed bordering other chunks for meshing
// 1 as a buffer so that if the player moves back in that direction the chunks
// don't need to be reloaded
if (chunk_pos - key)
.map(|e: i32| (e.abs() as u32).saturating_sub(2))
.magnitude_squared()
> view_distance.pow(2)
{
chunks_to_remove.push(key);
}
});
for key in chunks_to_remove {
self.state.remove_chunk(key);
}
// Request chunks from the server.
self.loaded_distance = ((view_distance * TerrainChunkSize::RECT_SIZE.x) as f32).powi(2);
// +1 so we can find a chunk that's outside the vd for better fog
for dist in 0..view_distance as i32 + 1 {
// Only iterate through chunks that need to be loaded for circular vd
// The (dist - 2) explained:
// -0.5 because a chunk is visible if its corner is within the view distance
// -0.5 for being able to move to the corner of the current chunk
// -1 because chunks are not meshed if they don't have all their neighbors
// (notice also that view_distance is decreased by 1)
// (this subtraction on vd is omitted elsewhere in order to provide
// a buffer layer of loaded chunks)
let top = if 2 * (dist - 2).max(0).pow(2) > (view_distance - 1).pow(2) as i32 {
((view_distance - 1).pow(2) as f32 - (dist - 2).pow(2) as f32)
.sqrt()
.round() as i32
+ 1
} else {
dist
};
let mut skip_mode = false;
for i in -top..top + 1 {
let keys = [
chunk_pos + Vec2::new(dist, i),
chunk_pos + Vec2::new(i, dist),
chunk_pos + Vec2::new(-dist, i),
chunk_pos + Vec2::new(i, -dist),
];
for key in keys.iter() {
if self.state.terrain().get_key(*key).is_none() {
if !skip_mode && !self.pending_chunks.contains_key(key) {
if self.pending_chunks.len() < 4 {
self.singleton_stream
.send(ClientMsg::TerrainChunkRequest { key: *key })?;
self.pending_chunks.insert(*key, Instant::now());
} else {
skip_mode = true;
}
}
let dist_to_player =
(self.state.terrain().key_pos(*key).map(|x| x as f32)
+ TerrainChunkSize::RECT_SIZE.map(|x| x as f32) / 2.0)
.distance_squared(pos.0.into());
if dist_to_player < self.loaded_distance {
self.loaded_distance = dist_to_player;
}
}
}
}
}
self.loaded_distance = self.loaded_distance.sqrt()
- ((TerrainChunkSize::RECT_SIZE.x as f32 / 2.0).powi(2)
+ (TerrainChunkSize::RECT_SIZE.y as f32 / 2.0).powi(2))
.sqrt();
// If chunks are taking too long, assume they're no longer pending.
let now = Instant::now();
self.pending_chunks
.retain(|_, created| now.duration_since(*created) < Duration::from_secs(3));
}
// Send a ping to the server once every second
if self.state.get_time() - self.last_server_ping > 1. {
self.singleton_stream.send(ClientMsg::Ping)?;
self.last_server_ping = self.state.get_time();
}
// 6) Update the server about the player's physics attributes.
if let ClientState::Character = self.client_state {
if let (Some(pos), Some(vel), Some(ori)) = (
self.state.read_storage().get(self.entity).cloned(),
self.state.read_storage().get(self.entity).cloned(),
self.state.read_storage().get(self.entity).cloned(),
) {
self.singleton_stream
.send(ClientMsg::PlayerPhysics { pos, vel, ori })?;
}
}
/*
// Output debug metrics
if log_enabled!(Level::Info) && self.tick % 600 == 0 {
let metrics = self
.state
.terrain()
.iter()
.fold(ChonkMetrics::default(), |a, (_, c)| a + c.get_metrics());
info!("{:?}", metrics);
}
*/
// 7) Finish the tick, pass control back to the frontend.
self.tick += 1;
Ok(frontend_events)
}
/// Clean up the client after a tick.
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
async fn handle_message(
&mut self,
frontend_events: &mut Vec<Event>,
cnt: &mut u64,
) -> Result<(), Error> {
loop {
let msg = self.singleton_stream.recv().await?;
*cnt += 1;
match msg {
ServerMsg::TooManyPlayers => {
return Err(Error::ServerWentMad);
},
ServerMsg::Shutdown => return Err(Error::ServerShutdown),
ServerMsg::InitialSync { .. } => return Err(Error::ServerWentMad),
ServerMsg::PlayerListUpdate(PlayerListUpdate::Init(list)) => {
self.player_list = list
},
ServerMsg::PlayerListUpdate(PlayerListUpdate::Add(uid, player_info)) => {
if let Some(old_player_info) = self.player_list.insert(uid, player_info.clone())
{
warn!(
"Received msg to insert {} with uid {} into the player list but there \
was already an entry for {} with the same uid that was overwritten!",
player_info.player_alias, uid, old_player_info.player_alias
);
}
},
ServerMsg::PlayerListUpdate(PlayerListUpdate::Admin(uid, admin)) => {
if let Some(player_info) = self.player_list.get_mut(&uid) {
player_info.is_admin = admin;
} else {
warn!(
"Received msg to update admin status of uid {}, but they were not in \
the list.",
uid
);
}
},
ServerMsg::PlayerListUpdate(PlayerListUpdate::SelectedCharacter(
uid,
char_info,
)) => {
if let Some(player_info) = self.player_list.get_mut(&uid) {
player_info.character = Some(char_info);
} else {
warn!(
"Received msg to update character info for uid {}, but they were not \
in the list.",
uid
);
}
},
ServerMsg::PlayerListUpdate(PlayerListUpdate::LevelChange(uid, next_level)) => {
if let Some(player_info) = self.player_list.get_mut(&uid) {
player_info.character = match &player_info.character {
Some(character) => Some(common::msg::CharacterInfo {
name: character.name.to_string(),
level: next_level,
}),
None => {
warn!(
"Received msg to update character level info to {} for uid \
{}, but this player's character is None.",
next_level, uid
);
None
},
};
}
},
ServerMsg::PlayerListUpdate(PlayerListUpdate::Remove(uid)) => {
// Instead of removing players, mark them as offline because we need to
// remember the names of disconnected players in chat.
//
// TODO the server should re-use uids of players that log out and log back
// in.
if let Some(player_info) = self.player_list.get_mut(&uid) {
if player_info.is_online {
player_info.is_online = false;
} else {
warn!(
"Received msg to remove uid {} from the player list by they were \
already marked offline",
uid
);
}
} else {
warn!(
"Received msg to remove uid {} from the player list by they weren't \
in the list!",
uid
);
}
},
ServerMsg::PlayerListUpdate(PlayerListUpdate::Alias(uid, new_name)) => {
if let Some(player_info) = self.player_list.get_mut(&uid) {
player_info.player_alias = new_name;
} else {
warn!(
"Received msg to alias player with uid {} to {} but this uid is not \
in the player list",
uid, new_name
);
}
},
ServerMsg::GroupUpdate(change_notification) => {
use comp::group::ChangeNotification::*;
// Note: we use a hashmap since this would not work with entities outside
// the view distance
match change_notification {
Added(uid, role) => {
// Check if this is a newly formed group by looking for absence of
// other non pet group members
if !matches!(role, group::Role::Pet)
&& !self
.group_members
.values()
.any(|r| !matches!(r, group::Role::Pet))
{
frontend_events.push(Event::Chat(comp::ChatType::Meta.chat_msg(
"Type /g or /group to chat with your group members",
)));
}
if let Some(player_info) = self.player_list.get(&uid) {
frontend_events.push(Event::Chat(
comp::ChatType::GroupMeta("Group".into()).chat_msg(format!(
"[{}] joined group",
player_info.player_alias
)),
));
}
if self.group_members.insert(uid, role) == Some(role) {
warn!(
"Received msg to add uid {} to the group members but they \
were already there",
uid
);
}
},
Removed(uid) => {
if let Some(player_info) = self.player_list.get(&uid) {
frontend_events.push(Event::Chat(
comp::ChatType::GroupMeta("Group".into()).chat_msg(format!(
"[{}] left group",
player_info.player_alias
)),
));
}
if self.group_members.remove(&uid).is_none() {
warn!(
"Received msg to remove uid {} from group members but by they \
weren't in there!",
uid
);
}
},
NewLeader(leader) => {
self.group_leader = Some(leader);
},
NewGroup { leader, members } => {
self.group_leader = Some(leader);
self.group_members = members.into_iter().collect();
// Currently add/remove messages treat client as an implicit member
// of the group whereas this message explicitly includes them so to
// be consistent for now we will remove the client from the
// received hashset
if let Some(uid) = self.uid() {
self.group_members.remove(&uid);
}
},
NoGroup => {
self.group_leader = None;
self.group_members = HashMap::new();
},
}
},
ServerMsg::GroupInvite { inviter, timeout } => {
self.group_invite = Some((inviter, std::time::Instant::now(), timeout));
},
ServerMsg::InvitePending(uid) => {
if !self.pending_invites.insert(uid) {
warn!("Received message about pending invite that was already pending");
}
},
ServerMsg::InviteComplete { target, answer } => {
if !self.pending_invites.remove(&target) {
warn!(
"Received completed invite message for invite that was not in the \
list of pending invites"
)
}
// TODO: expose this as a new event variant instead of going
// through the chat
let msg = match answer {
// TODO: say who accepted/declined/timed out the invite
InviteAnswer::Accepted => "Invite accepted",
InviteAnswer::Declined => "Invite declined",
InviteAnswer::TimedOut => "Invite timed out",
};
frontend_events.push(Event::Chat(comp::ChatType::Meta.chat_msg(msg)));
},
ServerMsg::Ping => {
self.singleton_stream.send(ClientMsg::Pong)?;
},
ServerMsg::Pong => {
self.last_server_pong = self.state.get_time();
self.last_ping_delta = self.state.get_time() - self.last_server_ping;
// Maintain the correct number of deltas for calculating the rolling average
// ping. The client sends a ping to the server every second so we should be
// receiving a pong reply roughly every second.
while self.ping_deltas.len() > PING_ROLLING_AVERAGE_SECS - 1 {
self.ping_deltas.pop_front();
}
self.ping_deltas.push_back(self.last_ping_delta);
},
ServerMsg::ChatMsg(m) => frontend_events.push(Event::Chat(m)),
ServerMsg::SetPlayerEntity(uid) => {
if let Some(entity) = self.state.ecs().entity_from_uid(uid.0) {
self.entity = entity;
} else {
return Err(Error::Other("Failed to find entity from uid.".to_owned()));
}
},
ServerMsg::TimeOfDay(time_of_day) => {
*self.state.ecs_mut().write_resource() = time_of_day;
},
ServerMsg::EntitySync(entity_sync_package) => {
self.state
.ecs_mut()
.apply_entity_sync_package(entity_sync_package);
},
ServerMsg::CompSync(comp_sync_package) => {
self.state
.ecs_mut()
.apply_comp_sync_package(comp_sync_package);
},
ServerMsg::CreateEntity(entity_package) => {
self.state.ecs_mut().apply_entity_package(entity_package);
},
ServerMsg::DeleteEntity(entity) => {
if self.uid() != Some(entity) {
self.state
.ecs_mut()
.delete_entity_and_clear_from_uid_allocator(entity.0);
}
},
// Cleanup for when the client goes back to the `Registered` state
ServerMsg::ExitIngameCleanup => {
self.clean_state();
},
ServerMsg::InventoryUpdate(inventory, event) => {
match event {
InventoryUpdateEvent::CollectFailed => {},
_ => {
// Push the updated inventory component to the client
self.state.write_component(self.entity, inventory);
},
}
self.update_available_recipes();
frontend_events.push(Event::InventoryUpdated(event));
},
ServerMsg::TerrainChunkUpdate { key, chunk } => {
if let Ok(chunk) = chunk {
self.state.insert_chunk(key, *chunk);
}
self.pending_chunks.remove(&key);
},
ServerMsg::TerrainBlockUpdates(mut blocks) => {
blocks.drain().for_each(|(pos, block)| {
self.state.set_block(pos, block);
});
},
ServerMsg::StateAnswer(Ok(state)) => {
self.client_state = state;
},
ServerMsg::StateAnswer(Err((error, state))) => {
warn!(
"StateAnswer: {:?}. Server thinks client is in state {:?}.",
error, state
);
},
ServerMsg::Disconnect => {
debug!("finally sending ClientMsg::Terminate");
frontend_events.push(Event::Disconnect);
self.singleton_stream.send(ClientMsg::Terminate)?;
break Ok(());
},
ServerMsg::CharacterListUpdate(character_list) => {
self.character_list.characters = character_list;
self.character_list.loading = false;
},
ServerMsg::CharacterActionError(error) => {
warn!("CharacterActionError: {:?}.", error);
self.character_list.error = Some(error);
},
ServerMsg::Notification(n) => {
frontend_events.push(Event::Notification(n));
},
ServerMsg::CharacterDataLoadError(error) => {
self.clean_state();
self.character_list.error = Some(error);
},
ServerMsg::SetViewDistance(vd) => {
self.view_distance = Some(vd);
frontend_events.push(Event::SetViewDistance(vd));
},
ServerMsg::Outcomes(outcomes) => {
frontend_events.extend(outcomes.into_iter().map(Event::Outcome))
},
}
}
}
/// Handle new server messages.
fn handle_new_messages(&mut self) -> Result<Vec<Event>, Error> {
let mut frontend_events = Vec::new();
// Check that we have an valid connection.
// Use the last ping time as a 1s rate limiter, we only notify the user once per
// second
if self.state.get_time() - self.last_server_ping > 1. {
let duration_since_last_pong = self.state.get_time() - self.last_server_pong;
// Dispatch a notification to the HUD warning they will be kicked in {n} seconds
if duration_since_last_pong >= SERVER_TIMEOUT_GRACE_PERIOD
&& self.state.get_time() - duration_since_last_pong > 0.
{
frontend_events.push(Event::DisconnectionNotification(
(self.state.get_time() - duration_since_last_pong).round() as u64,
));
}
}
let mut handles_msg = 0;
block_on(async {
//TIMEOUT 0.01 ms for msg handling
select!(
_ = Delay::new(std::time::Duration::from_micros(10)).fuse() => Ok(()),
err = self.handle_message(&mut frontend_events, &mut handles_msg).fuse() => err,
)
})?;
if handles_msg == 0 && self.state.get_time() - self.last_server_pong > SERVER_TIMEOUT {
return Err(Error::ServerTimeout);
}
Ok(frontend_events)
}
/// Get the player's entity.
pub fn entity(&self) -> EcsEntity { self.entity }
/// Get the player's Uid.
pub fn uid(&self) -> Option<Uid> { self.state.read_component_copied(self.entity) }
/// Get the client state
pub fn get_client_state(&self) -> ClientState { self.client_state }
/// Get the current tick number.
pub fn get_tick(&self) -> u64 { self.tick }
pub fn get_ping_ms(&self) -> f64 { self.last_ping_delta * 1000.0 }
pub fn get_ping_ms_rolling_avg(&self) -> f64 {
let mut total_weight = 0.;
let pings = self.ping_deltas.len() as f64;
(self
.ping_deltas
.iter()
.enumerate()
.fold(0., |acc, (i, ping)| {
let weight = i as f64 + 1. / pings;
total_weight += weight;
acc + (weight * ping)
})
/ total_weight)
* 1000.0
}
/// 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).
pub fn thread_pool(&self) -> &ThreadPool { &self.thread_pool }
/// Get a reference to the client's game state.
pub fn state(&self) -> &State { &self.state }
/// Get a mutable reference to the client's game state.
pub fn state_mut(&mut self) -> &mut State { &mut self.state }
/// Get a vector of all the players on the server
pub fn get_players(&mut self) -> Vec<comp::Player> {
// TODO: Don't clone players.
self.state
.ecs()
.read_storage::<comp::Player>()
.join()
.cloned()
.collect()
}
/// Return true if this client is an admin on the server
pub fn is_admin(&self) -> bool {
let client_uid = self
.state
.read_component_copied::<Uid>(self.entity)
.expect("Client doesn't have a Uid!!!");
self.player_list
.get(&client_uid)
.map_or(false, |info| info.is_admin)
}
/// Clean client ECS state
fn clean_state(&mut self) {
let client_uid = self
.uid()
.map(|u| u.into())
.expect("Client doesn't have a Uid!!!");
// Clear ecs of all entities
self.state.ecs_mut().delete_all();
self.state.ecs_mut().maintain();
self.state.ecs_mut().insert(UidAllocator::default());
// Recreate client entity with Uid
let entity_builder = self.state.ecs_mut().create_entity();
let uid = entity_builder
.world
.write_resource::<UidAllocator>()
.allocate(entity_builder.entity, Some(client_uid));
self.entity = entity_builder.with(uid).build();
}
/// Format a message for the client (voxygen chat box or chat-cli)
pub fn format_message(&self, msg: &comp::ChatMsg, character_name: bool) -> String {
let comp::ChatMsg { chat_type, message } = &msg;
let alias_of_uid = |uid| {
self.player_list
.get(uid)
.map_or("<?>".to_string(), |player_info| {
if player_info.is_admin {
format!("ADMIN - {}", player_info.player_alias)
} else {
player_info.player_alias.to_string()
}
})
};
let name_of_uid = |uid| {
let ecs = self.state.ecs();
(
&ecs.read_storage::<comp::Stats>(),
&ecs.read_storage::<Uid>(),
)
.join()
.find(|(_, u)| u == &uid)
.map(|(c, _)| c.name.clone())
};
let message_format = |uid, message, group| {
let alias = alias_of_uid(uid);
let name = if character_name {
name_of_uid(uid)
} else {
None
};
match (group, name) {
(Some(group), None) => format!("({}) [{}]: {}", group, alias, message),
(None, None) => format!("[{}]: {}", alias, message),
(Some(group), Some(name)) => {
format!("({}) [{}] {}: {}", group, alias, name, message)
},
(None, Some(name)) => format!("[{}] {}: {}", alias, name, message),
}
};
match chat_type {
comp::ChatType::Online => message.to_string(),
comp::ChatType::Offline => message.to_string(),
comp::ChatType::CommandError => message.to_string(),
comp::ChatType::CommandInfo => message.to_string(),
comp::ChatType::Loot => message.to_string(),
comp::ChatType::FactionMeta(_) => message.to_string(),
comp::ChatType::GroupMeta(_) => message.to_string(),
comp::ChatType::Kill => message.to_string(),
comp::ChatType::Tell(from, to) => {
let from_alias = alias_of_uid(from);
let to_alias = alias_of_uid(to);
if Some(*from) == self.uid() {
format!("To [{}]: {}", to_alias, message)
} else {
format!("From [{}]: {}", from_alias, message)
}
},
comp::ChatType::Say(uid) => message_format(uid, message, None),
comp::ChatType::Group(uid, s) => message_format(uid, message, Some(s)),
comp::ChatType::Faction(uid, s) => message_format(uid, message, Some(s)),
comp::ChatType::Region(uid) => message_format(uid, message, None),
comp::ChatType::World(uid) => message_format(uid, message, None),
// NPCs can't talk. Should be filtered by hud/mod.rs for voxygen and should be filtered
// by server (due to not having a Pos) for chat-cli
comp::ChatType::Npc(_uid, _r) => "".to_string(),
comp::ChatType::Meta => message.to_string(),
}
}
}
impl Drop for Client {
fn drop(&mut self) {
trace!("Dropping client");
if let Err(e) = self.singleton_stream.send(ClientMsg::Disconnect) {
warn!(
?e,
"Error during drop of client, couldn't send disconnect package, is the connection \
already closed?",
);
}
if let Err(e) = block_on(self.participant.take().unwrap().disconnect()) {
warn!(?e, "error when disconnecting, couldn't send all data");
}
}
}