veloren/server/src/lib.rs

1191 lines
47 KiB
Rust

#![feature(drain_filter, bind_by_move_pattern_guards)]
pub mod auth_provider;
pub mod client;
pub mod cmd;
pub mod error;
pub mod input;
pub mod settings;
// Reexports
pub use crate::{error::Error, input::Input, settings::ServerSettings};
use crate::{
auth_provider::AuthProvider,
client::{Client, Clients},
cmd::CHAT_COMMANDS,
};
use common::{
comp,
event::{Event as GameEvent, EventBus},
msg::{ClientMsg, ClientState, RequestStateError, ServerError, ServerInfo, ServerMsg},
net::PostOffice,
state::{BlockChange, State, TimeOfDay, Uid},
terrain::{block::Block, TerrainChunk, TerrainChunkSize, TerrainMap},
vol::Vox,
vol::{ReadVol, VolSize},
};
use crossbeam::channel;
use hashbrown::HashSet;
use log::debug;
use rand::Rng;
use specs::{join::Join, world::EntityBuilder as EcsEntityBuilder, Builder, Entity as EcsEntity};
use std::{i32, net::SocketAddr, sync::Arc, time::Duration};
use uvth::{ThreadPool, ThreadPoolBuilder};
use vek::*;
use world::{ChunkSupplement, World};
const CLIENT_TIMEOUT: f64 = 20.0; // Seconds
pub enum Event {
ClientConnected {
entity: EcsEntity,
},
ClientDisconnected {
entity: EcsEntity,
},
Chat {
entity: Option<EcsEntity>,
msg: String,
},
}
#[derive(Copy, Clone)]
struct SpawnPoint(Vec3<f32>);
pub struct Server {
state: State,
world: Arc<World>,
postoffice: PostOffice<ServerMsg, ClientMsg>,
clients: Clients,
thread_pool: ThreadPool,
chunk_tx: channel::Sender<(Vec2<i32>, (TerrainChunk, ChunkSupplement))>,
chunk_rx: channel::Receiver<(Vec2<i32>, (TerrainChunk, ChunkSupplement))>,
pending_chunks: HashSet<Vec2<i32>>,
server_settings: ServerSettings,
server_info: ServerInfo,
// TODO: anything but this
accounts: AuthProvider,
}
impl Server {
/// Create a new `Server` bound to the default socket.
pub fn new(settings: ServerSettings) -> Result<Self, Error> {
Self::bind(settings.address, settings)
}
/// Create a new server bound to the given socket.
pub fn bind<A: Into<SocketAddr>>(addrs: A, settings: ServerSettings) -> Result<Self, Error> {
let (chunk_tx, chunk_rx) = channel::unbounded();
let mut state = State::default();
state
.ecs_mut()
.add_resource(SpawnPoint(Vec3::new(16_384.0, 16_384.0, 512.0)));
state.ecs_mut().add_resource(EventBus::default());
// Set starting time for the server.
state.ecs_mut().write_resource::<TimeOfDay>().0 = settings.start_time;
let this = Self {
state,
world: Arc::new(World::generate(settings.world_seed)),
postoffice: PostOffice::bind(addrs.into())?,
clients: Clients::empty(),
thread_pool: ThreadPoolBuilder::new()
.name("veloren-worker".into())
.build(),
chunk_tx,
chunk_rx,
pending_chunks: HashSet::new(),
server_info: ServerInfo {
name: settings.server_name.clone(),
description: settings.server_description.clone(),
git_hash: common::util::GIT_HASH.to_string(),
},
accounts: AuthProvider::new(),
server_settings: settings,
};
Ok(this)
}
pub fn with_thread_pool(mut self, thread_pool: ThreadPool) -> Self {
self.thread_pool = thread_pool;
self
}
/// Get a reference to the server's game state.
pub fn state(&self) -> &State {
&self.state
}
/// Get a mutable reference to the server's game state.
pub fn state_mut(&mut self) -> &mut State {
&mut self.state
}
/// Get a reference to the server's world.
pub fn world(&self) -> &World {
&self.world
}
/// Build a non-player character.
pub fn create_npc(
&mut self,
pos: comp::Pos,
name: String,
body: comp::Body,
) -> EcsEntityBuilder {
self.state
.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Controller::default())
.with(body)
.with(comp::Stats::new(name))
.with(comp::ActionState::default())
.with(comp::ForceUpdate)
}
/// Build a static object entity
pub fn create_object(
&mut self,
pos: comp::Pos,
object: comp::object::Body,
) -> EcsEntityBuilder {
self.state
.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Body::Object(object))
.with(comp::LightEmitter {
offset: Vec3::unit_z(),
..comp::LightEmitter::default()
})
//.with(comp::LightEmitter::default())
.with(comp::ActionState::default())
.with(comp::ForceUpdate)
}
pub fn create_player_character(
state: &mut State,
entity: EcsEntity,
client: &mut Client,
name: String,
body: comp::Body,
server_settings: &ServerSettings,
) {
let spawn_point = state.ecs().read_resource::<SpawnPoint>().0;
state.write_component(entity, body);
state.write_component(entity, comp::Stats::new(name));
state.write_component(entity, comp::Controller::default());
state.write_component(entity, comp::Pos(spawn_point));
state.write_component(entity, comp::Vel(Vec3::zero()));
state.write_component(entity, comp::Ori(Vec3::unit_y()));
state.write_component(entity, comp::ActionState::default());
state.write_component(entity, comp::Inventory::default());
state.write_component(entity, comp::InventoryUpdate);
// Make sure physics are accepted.
state.write_component(entity, comp::ForceUpdate);
// Give the Admin component to the player if their name exists in admin list
if server_settings.admins.contains(
&state
.ecs()
.read_storage::<comp::Player>()
.get(entity)
.unwrap()
.alias,
) {
state.write_component(entity, comp::Admin);
}
// Tell the client its request was successful.
client.allow_state(ClientState::Character);
}
/// Handle events coming through via the event bus
fn handle_events(&mut self) {
let terrain = self.state.ecs().read_resource::<TerrainMap>();
let mut block_change = self.state.ecs().write_resource::<BlockChange>();
let mut stats = self.state.ecs().write_storage::<comp::Stats>();
for event in self.state.ecs().read_resource::<EventBus>().recv_all() {
match event {
GameEvent::LandOnGround { entity, vel } => {
if let Some(stats) = stats.get_mut(entity) {
let falldmg = (vel.z / 1.5 + 10.0) as i32;
if falldmg < 0 {
stats.health.change_by(falldmg, comp::HealthSource::World);
}
}
}
GameEvent::Explosion { pos, radius } => {
const RAYS: usize = 500;
for _ in 0..RAYS {
let dir = Vec3::new(
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
)
.normalized();
let _ = terrain
.ray(pos, pos + dir * radius)
.until(|_| rand::random::<f32>() < 0.05)
.for_each(|pos| block_change.set(pos, Block::empty()))
.cast();
}
}
}
}
}
/// Execute a single server tick, handle input and update the game state by the given duration.
pub fn tick(&mut self, _input: Input, dt: Duration) -> Result<Vec<Event>, Error> {
// This tick function is the centre of the Veloren universe. Most server-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) Go through all incoming client network communications, apply them to the game state
// 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) Send relevant state updates to all clients
// 7) Finish the tick, passing control of the main thread back to the frontend
// 1) Build up a list of events for this frame, to be passed to the frontend.
let mut frontend_events = Vec::new();
// If networking has problems, handle them.
if let Some(err) = self.postoffice.error() {
return Err(err.into());
}
// 2)
// 3) Handle inputs from clients
frontend_events.append(&mut self.handle_new_connections()?);
frontend_events.append(&mut self.handle_new_messages()?);
// Handle game events
self.handle_events();
// 4) Tick the client's LocalState.
self.state.tick(dt);
// Tick the world
self.world.tick(dt);
// 5) Fetch any generated `TerrainChunk`s and insert them into the terrain.
// Also, send the chunk data to anybody that is close by.
if let Ok((key, (chunk, supplement))) = self.chunk_rx.try_recv() {
// Send the chunk to all nearby players.
for (entity, view_distance, pos) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Player>(),
&self.state.ecs().read_storage::<comp::Pos>(),
)
.join()
.filter_map(|(entity, player, pos)| {
player.view_distance.map(|vd| (entity, vd, pos))
})
{
let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
let adjusted_dist_sqr = (Vec2::from(chunk_pos) - Vec2::from(key))
.map(|e: i32| (e.abs() as u32).checked_sub(2).unwrap_or(0))
.magnitude_squared();
if adjusted_dist_sqr <= view_distance.pow(2) {
self.clients.notify(
entity,
ServerMsg::TerrainChunkUpdate {
key,
chunk: Box::new(chunk.clone()),
},
);
}
}
self.state.insert_chunk(key, chunk);
self.pending_chunks.remove(&key);
// Handle chunk supplement
for npc in supplement.npcs {
let (mut stats, mut body) = if rand::random() {
let stats = comp::Stats::new("Humanoid".to_string());
let body = comp::Body::Humanoid(comp::humanoid::Body::random());
(stats, body)
} else {
let stats = comp::Stats::new("Wolf".to_string());
let body = comp::Body::QuadrupedMedium(comp::quadruped_medium::Body::random());
(stats, body)
};
let mut scale = 1.0;
if npc.boss {
if rand::random::<f32>() < 0.8 {
stats = comp::Stats::new("Humanoid".to_string());
body = comp::Body::Humanoid(comp::humanoid::Body::random());
}
stats = stats.with_max_health(500 + rand::random::<u32>() % 400);
scale = 2.5 + rand::random::<f32>();
}
self.state
.ecs_mut()
.create_entity_synced()
.with(comp::Pos(npc.pos))
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori(Vec3::unit_y()))
.with(comp::Controller::default())
.with(body)
.with(stats)
.with(comp::ActionState::default())
.with(comp::Agent::enemy())
.with(comp::Scale(scale))
.build();
}
}
fn chunk_in_vd(
player_pos: Vec3<f32>,
chunk_pos: Vec2<i32>,
terrain: &TerrainMap,
vd: u32,
) -> bool {
let player_chunk_pos = terrain.pos_key(player_pos.map(|e| e as i32));
let adjusted_dist_sqr = Vec2::from(player_chunk_pos - chunk_pos)
.map(|e: i32| (e.abs() as u32).checked_sub(2).unwrap_or(0))
.magnitude_squared();
adjusted_dist_sqr <= vd.pow(2)
}
// Remove chunks that are too far from players.
let mut chunks_to_remove = Vec::new();
self.state.terrain().iter().for_each(|(chunk_key, _)| {
let mut should_drop = true;
// For each player with a position, calculate the distance.
for (player, pos) in (
&self.state.ecs().read_storage::<comp::Player>(),
&self.state.ecs().read_storage::<comp::Pos>(),
)
.join()
{
if player
.view_distance
.map(|vd| chunk_in_vd(pos.0, chunk_key, &self.state.terrain(), vd))
.unwrap_or(false)
{
should_drop = false;
break;
}
}
if should_drop {
chunks_to_remove.push(chunk_key);
}
});
for key in chunks_to_remove {
self.state.remove_chunk(key);
}
// 6) Synchronise clients with the new state of the world.
self.sync_clients();
// Sync changed chunks
'chunk: for chunk_key in &self.state.terrain_changes().modified_chunks {
let terrain = self.state.terrain();
for (entity, player, pos) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Player>(),
&self.state.ecs().read_storage::<comp::Pos>(),
)
.join()
{
if player
.view_distance
.map(|vd| chunk_in_vd(pos.0, *chunk_key, &terrain, vd))
.unwrap_or(false)
{
self.clients.notify(
entity,
ServerMsg::TerrainChunkUpdate {
key: *chunk_key,
chunk: Box::new(match self.state.terrain().get_key(*chunk_key) {
Some(chunk) => chunk.clone(),
None => break 'chunk,
}),
},
);
}
}
}
// Sync changed blocks
let msg =
ServerMsg::TerrainBlockUpdates(self.state.terrain_changes().modified_blocks.clone());
for (entity, player) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Player>(),
)
.join()
{
if player.view_distance.is_some() {
self.clients.notify(entity, msg.clone());
}
}
// Remove NPCs that are outside the view distances of all players
let to_delete = {
let terrain = self.state.terrain();
(
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Pos>(),
&self.state.ecs().read_storage::<comp::Agent>(),
)
.join()
.filter(|(_, pos, _)| terrain.get(pos.0.map(|e| e.floor() as i32)).is_err())
.map(|(entity, _, _)| entity)
.collect::<Vec<_>>()
};
for entity in to_delete {
let _ = self.state.ecs_mut().delete_entity(entity);
}
// 7) Finish the tick, pass control back to the frontend.
// Cleanup
let ecs = self.state.ecs_mut();
for entity in ecs.entities().join() {
ecs.write_storage::<comp::Dying>().remove(entity);
ecs.write_storage::<comp::Respawning>().remove(entity);
}
Ok(frontend_events)
}
/// Clean up the server after a tick.
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
/// Handle new client connections.
fn handle_new_connections(&mut self) -> Result<Vec<Event>, Error> {
let mut frontend_events = Vec::new();
for postbox in self.postoffice.new_postboxes() {
let entity = self.state.ecs_mut().create_entity_synced().build();
let mut client = Client {
client_state: ClientState::Connected,
postbox,
last_ping: self.state.get_time(),
};
if self.server_settings.max_players <= self.clients.len() {
client.notify(ServerMsg::Error(ServerError::TooManyPlayers));
} else {
// Return the state of the current world (all of the components that Sphynx tracks).
client.notify(ServerMsg::InitialSync {
ecs_state: self.state.ecs().gen_state_package(),
entity_uid: self.state.ecs().uid_from_entity(entity).unwrap().into(), // Can't fail.
server_info: self.server_info.clone(),
});
frontend_events.push(Event::ClientConnected { entity });
}
self.clients.add(entity, client);
}
Ok(frontend_events)
}
/// Handle new client messages.
fn handle_new_messages(&mut self) -> Result<Vec<Event>, Error> {
let mut frontend_events = Vec::new();
let accounts = &mut self.accounts;
let server_settings = &self.server_settings;
let state = &mut self.state;
let mut new_chat_msgs = Vec::new();
let mut disconnected_clients = Vec::new();
let mut requested_chunks = Vec::new();
let mut modified_blocks = Vec::new();
let mut dropped_items = Vec::new();
self.clients.remove_if(|entity, client| {
let mut disconnect = false;
let new_msgs = client.postbox.new_messages();
// Update client ping.
if new_msgs.len() > 0 {
client.last_ping = state.get_time();
// Process incoming messages.
for msg in new_msgs {
match msg {
ClientMsg::RequestState(requested_state) => match requested_state {
ClientState::Connected => disconnect = true, // Default state
ClientState::Registered => match client.client_state {
// Use ClientMsg::Register instead.
ClientState::Connected => {
client.error_state(RequestStateError::WrongMessage)
}
ClientState::Registered => {
client.error_state(RequestStateError::Already)
}
ClientState::Spectator
| ClientState::Character
| ClientState::Dead => client.allow_state(ClientState::Registered),
ClientState::Pending => {}
},
ClientState::Spectator => match requested_state {
// Become Registered first.
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Spectator => {
client.error_state(RequestStateError::Already)
}
ClientState::Registered
| ClientState::Character
| ClientState::Dead => client.allow_state(ClientState::Spectator),
ClientState::Pending => {}
},
// Use ClientMsg::Character instead.
ClientState::Character => {
client.error_state(RequestStateError::WrongMessage)
}
ClientState::Dead => client.error_state(RequestStateError::Impossible),
ClientState::Pending => {}
},
// Valid player
ClientMsg::Register { player, password } if player.is_valid() => {
if !accounts.query(player.alias.clone(), password) {
client.error_state(RequestStateError::Denied);
break;
}
match client.client_state {
ClientState::Connected => {
Self::initialize_player(state, entity, client, player);
}
// Use RequestState instead (No need to send `player` again).
_ => client.error_state(RequestStateError::Impossible),
}
//client.allow_state(ClientState::Registered);
}
// Invalid player
ClientMsg::Register { .. } => {
client.error_state(RequestStateError::Impossible)
}
ClientMsg::SetViewDistance(view_distance) => match client.client_state {
ClientState::Character { .. } => {
state
.ecs_mut()
.write_storage::<comp::Player>()
.get_mut(entity)
.map(|player| player.view_distance = Some(view_distance));
}
_ => {}
},
ClientMsg::SwapInventorySlots(a, b) => {
state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.swap_slots(a, b));
state.write_component(entity, comp::InventoryUpdate);
}
ClientMsg::DropInventorySlot(x) => {
let item = state
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.and_then(|inv| inv.remove(x));
state.write_component(entity, comp::InventoryUpdate);
if let (Some(item), Some(pos)) =
(item, state.ecs().read_storage::<comp::Pos>().get(entity))
{
dropped_items.push((
*pos,
state
.ecs()
.read_storage::<comp::Ori>()
.get(entity)
.copied()
.unwrap_or(comp::Ori(Vec3::unit_y())),
item,
));
}
}
ClientMsg::PickUp(uid) => {
let item_entity = state.ecs_mut().entity_from_uid(uid);
let ecs = state.ecs_mut();
let item_entity = if let (Some((item, item_entity)), Some(inv)) = (
item_entity.and_then(|item_entity| {
ecs.write_storage::<comp::Item>()
.get_mut(item_entity)
.map(|item| (*item, item_entity))
}),
ecs.write_storage::<comp::Inventory>().get_mut(entity),
) {
if inv.insert(item).is_none() {
Some(item_entity)
} else {
None
}
} else {
None
};
if let Some(item_entity) = item_entity {
let _ = ecs.delete_entity_synced(item_entity);
}
state.write_component(entity, comp::InventoryUpdate);
}
ClientMsg::Character { name, body } => match client.client_state {
// Become Registered first.
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Registered
| ClientState::Spectator
| ClientState::Dead => {
Self::create_player_character(
state,
entity,
client,
name,
body,
&server_settings,
);
if let Some(player) =
state.ecs().read_storage::<comp::Player>().get(entity)
{
new_chat_msgs.push((
None,
ServerMsg::broadcast(format!(
"[{}] is now online.",
&player.alias
)),
));
}
}
ClientState::Character => {
client.error_state(RequestStateError::Already)
}
ClientState::Pending => {}
},
ClientMsg::Controller(controller) => match client.client_state {
ClientState::Connected
| ClientState::Registered
| ClientState::Spectator => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Dead | ClientState::Character => {
state.write_component(entity, controller);
}
ClientState::Pending => {}
},
ClientMsg::ChatMsg { chat_type, message } => match client.client_state {
ClientState::Connected => {
client.error_state(RequestStateError::Impossible)
}
ClientState::Registered
| ClientState::Spectator
| ClientState::Dead
| ClientState::Character => new_chat_msgs
.push((Some(entity), ServerMsg::ChatMsg { chat_type, message })),
ClientState::Pending => {}
},
ClientMsg::PlayerPhysics { pos, vel, ori } => match client.client_state {
ClientState::Character => {
state.write_component(entity, pos);
state.write_component(entity, vel);
state.write_component(entity, ori);
}
// Only characters can send positions.
_ => client.error_state(RequestStateError::Impossible),
},
ClientMsg::BreakBlock(pos) => {
if state
.ecs_mut()
.read_storage::<comp::CanBuild>()
.get(entity)
.is_some()
{
modified_blocks.push((pos, Block::empty()));
}
}
ClientMsg::PlaceBlock(pos, block) => {
if state
.ecs_mut()
.read_storage::<comp::CanBuild>()
.get(entity)
.is_some()
{
modified_blocks.push((pos, block));
}
}
ClientMsg::TerrainChunkRequest { key } => match client.client_state {
ClientState::Connected
| ClientState::Registered
| ClientState::Dead => {
client.error_state(RequestStateError::Impossible);
}
ClientState::Spectator | ClientState::Character => {
match state.terrain().get_key(key) {
Some(chunk) => {
client.postbox.send_message(ServerMsg::TerrainChunkUpdate {
key,
chunk: Box::new(chunk.clone()),
})
}
None => requested_chunks.push(key),
}
}
ClientState::Pending => {}
},
// Always possible.
ClientMsg::Ping => client.postbox.send_message(ServerMsg::Pong),
ClientMsg::Pong => {}
ClientMsg::Disconnect => {
disconnect = true;
}
}
}
} else if state.get_time() - client.last_ping > CLIENT_TIMEOUT || // Timeout
client.postbox.error().is_some()
// Postbox error
{
disconnect = true;
} else if state.get_time() - client.last_ping > CLIENT_TIMEOUT * 0.5 {
// Try pinging the client if the timeout is nearing.
client.postbox.send_message(ServerMsg::Ping);
}
if disconnect {
if let Some(player) = state.ecs().read_storage::<comp::Player>().get(entity) {
new_chat_msgs.push((
None,
ServerMsg::broadcast(format!("{} went offline.", &player.alias)),
));
}
disconnected_clients.push(entity);
client.postbox.send_message(ServerMsg::Disconnect);
true
} else {
false
}
});
// Handle new chat messages.
for (entity, msg) in new_chat_msgs {
match msg {
ServerMsg::ChatMsg { chat_type, message } => {
if let Some(entity) = entity {
// Handle chat commands.
if message.starts_with("/") && message.len() > 1 {
let argv = String::from(&message[1..]);
self.process_chat_cmd(entity, argv);
} else {
let message =
match self.state.ecs().read_storage::<comp::Player>().get(entity) {
Some(player) => {
if self.entity_is_admin(entity) {
format!("[ADMIN][{}] {}", &player.alias, message)
} else {
format!("[{}] {}", &player.alias, message)
}
}
None => format!("[<Unknown>] {}", message),
};
self.clients
.notify_registered(ServerMsg::ChatMsg { chat_type, message });
}
} else {
self.clients
.notify_registered(ServerMsg::ChatMsg { chat_type, message });
}
}
_ => {
panic!("Invalid message type.");
}
}
}
// Handle client disconnects.
for entity in disconnected_clients {
if let Err(err) = self.state.ecs_mut().delete_entity_synced(entity) {
debug!("Failed to delete disconnected client: {:?}", err);
}
frontend_events.push(Event::ClientDisconnected { entity });
}
// Generate requested chunks.
for key in requested_chunks {
self.generate_chunk(key);
}
for (pos, block) in modified_blocks {
self.state.set_block(pos, block);
}
for (pos, ori, item) in dropped_items {
let vel = ori.0.normalized() * 5.0
+ Vec3::unit_z() * 10.0
+ Vec3::<f32>::zero().map(|_| rand::thread_rng().gen::<f32>() - 0.5) * 4.0;
self.create_object(Default::default(), comp::object::Body::Pouch)
.with(comp::Pos(pos.0 + Vec3::unit_z() * 0.25))
.with(item)
.with(comp::Vel(vel))
.build();
}
Ok(frontend_events)
}
/// Initialize a new client states with important information.
fn initialize_player(
state: &mut State,
entity: specs::Entity,
client: &mut Client,
player: comp::Player,
) {
// Save player metadata (for example the username).
state.write_component(entity, player);
// Sync physics of all entities
for (&uid, &pos, vel, ori, action_state) in (
&state.ecs().read_storage::<Uid>(),
&state.ecs().read_storage::<comp::Pos>(), // We assume all these entities have a position
state.ecs().read_storage::<comp::Vel>().maybe(),
state.ecs().read_storage::<comp::Ori>().maybe(),
state.ecs().read_storage::<comp::ActionState>().maybe(),
)
.join()
{
client.notify(ServerMsg::EntityPos {
entity: uid.into(),
pos,
});
if let Some(vel) = vel.copied() {
client.notify(ServerMsg::EntityVel {
entity: uid.into(),
vel,
});
}
if let Some(ori) = ori.copied() {
client.notify(ServerMsg::EntityOri {
entity: uid.into(),
ori,
});
}
if let Some(action_state) = action_state.copied() {
client.notify(ServerMsg::EntityActionState {
entity: uid.into(),
action_state,
});
}
}
// Tell the client its request was successful.
client.allow_state(ClientState::Registered);
}
/// Sync client states with the most up to date information.
fn sync_clients(&mut self) {
// Sync 'logical' state using Sphynx.
self.clients
.notify_registered(ServerMsg::EcsSync(self.state.ecs_mut().next_sync_package()));
// TODO: Move this into some new method like `handle_sys_outputs` right after ticking the world
// Handle deaths.
let ecs = self.state.ecs_mut();
let clients = &mut self.clients;
let todo_kill = (&ecs.entities(), &ecs.read_storage::<comp::Dying>())
.join()
.map(|(entity, dying)| {
// Chat message
if let Some(player) = ecs.read_storage::<comp::Player>().get(entity) {
let msg = if let comp::HealthSource::Attack { by } = dying.cause {
ecs.entity_from_uid(by.into()).and_then(|attacker| {
ecs.read_storage::<comp::Player>()
.get(attacker)
.map(|attacker_alias| {
format!(
"{} was killed by {}",
&player.alias, &attacker_alias.alias
)
})
})
} else {
None
}
.unwrap_or(format!("{} died", &player.alias));
clients.notify_registered(ServerMsg::kill(msg));
}
// Give EXP to the client
let mut stats = ecs.write_storage::<comp::Stats>();
if let Some(entity_stats) = stats.get(entity).cloned() {
if let comp::HealthSource::Attack { by } = dying.cause {
ecs.entity_from_uid(by.into()).map(|attacker| {
if let Some(attacker_stats) = stats.get_mut(attacker) {
// TODO: Discuss whether we should give EXP by Player Killing or not.
attacker_stats.exp.change_by(
entity_stats.health.maximum() as f64 / 10.0
+ entity_stats.level.level() as f64 * 10.0,
);
}
});
}
}
entity
})
.collect::<Vec<_>>();
// Actually kill them
for entity in todo_kill {
if let Some(client) = self.clients.get_mut(&entity) {
let _ = ecs.write_storage().insert(entity, comp::Vel(Vec3::zero()));
let _ = ecs.write_storage().insert(entity, comp::ForceUpdate);
client.force_state(ClientState::Dead);
} else {
let _ = ecs.delete_entity_synced(entity);
continue;
}
}
// Handle respawns
let todo_respawn = (&ecs.entities(), &ecs.read_storage::<comp::Respawning>())
.join()
.map(|(entity, _)| entity)
.collect::<Vec<EcsEntity>>();
for entity in todo_respawn {
if let Some(client) = self.clients.get_mut(&entity) {
client.allow_state(ClientState::Character);
ecs.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.revive());
ecs.write_storage::<comp::Pos>()
.get_mut(entity)
.map(|pos| pos.0.z += 20.0);
let _ = ecs.write_storage().insert(entity, comp::ForceUpdate);
}
}
// Sync physics
for (entity, &uid, &pos, force_update) in (
&ecs.entities(),
&ecs.read_storage::<Uid>(),
&ecs.read_storage::<comp::Pos>(),
ecs.read_storage::<comp::ForceUpdate>().maybe(),
)
.join()
{
let clients = &mut self.clients;
let in_vd = |entity| {
if let (Some(client_pos), Some(client_vd)) = (
ecs.read_storage::<comp::Pos>().get(entity),
ecs.read_storage::<comp::Player>()
.get(entity)
.map(|pl| pl.view_distance)
.and_then(|v| v),
) {
{
// Check if the entity is in the client's range
(pos.0 - client_pos.0)
.map2(TerrainChunkSize::SIZE, |d, sz| {
(d.abs() as u32 / sz).checked_sub(2).unwrap_or(0)
})
.magnitude_squared()
< client_vd.pow(2)
}
} else {
false
}
};
let mut last_pos = ecs.write_storage::<comp::Last<comp::Pos>>();
let mut last_vel = ecs.write_storage::<comp::Last<comp::Vel>>();
let mut last_ori = ecs.write_storage::<comp::Last<comp::Ori>>();
let mut last_action_state = ecs.write_storage::<comp::Last<comp::ActionState>>();
if let Some(client_pos) = ecs.read_storage::<comp::Pos>().get(entity) {
if last_pos
.get(entity)
.map(|&l| l != *client_pos)
.unwrap_or(true)
{
let _ = last_pos.insert(entity, comp::Last(*client_pos));
let msg = ServerMsg::EntityPos {
entity: uid.into(),
pos: *client_pos,
};
match force_update {
Some(_) => clients.notify_ingame_if(msg, in_vd),
None => clients.notify_ingame_if_except(entity, msg, in_vd),
}
}
}
if let Some(client_vel) = ecs.read_storage::<comp::Vel>().get(entity) {
if last_vel
.get(entity)
.map(|&l| l != *client_vel)
.unwrap_or(true)
{
let _ = last_vel.insert(entity, comp::Last(*client_vel));
let msg = ServerMsg::EntityVel {
entity: uid.into(),
vel: *client_vel,
};
match force_update {
Some(_) => clients.notify_ingame_if(msg, in_vd),
None => clients.notify_ingame_if_except(entity, msg, in_vd),
}
}
}
if let Some(client_ori) = ecs.read_storage::<comp::Ori>().get(entity) {
if last_ori
.get(entity)
.map(|&l| l != *client_ori)
.unwrap_or(true)
{
let _ = last_ori.insert(entity, comp::Last(*client_ori));
let msg = ServerMsg::EntityOri {
entity: uid.into(),
ori: *client_ori,
};
match force_update {
Some(_) => clients.notify_ingame_if(msg, in_vd),
None => clients.notify_ingame_if_except(entity, msg, in_vd),
}
}
}
if let Some(client_action_state) = ecs.read_storage::<comp::ActionState>().get(entity) {
if last_action_state
.get(entity)
.map(|&l| l != *client_action_state)
.unwrap_or(true)
{
let _ = last_action_state.insert(entity, comp::Last(*client_action_state));
let msg = ServerMsg::EntityActionState {
entity: uid.into(),
action_state: *client_action_state,
};
match force_update {
Some(_) => clients.notify_ingame_if(msg, in_vd),
None => clients.notify_ingame_if_except(entity, msg, in_vd),
}
}
}
}
// Sync inventories
for (entity, inventory, _) in (
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Inventory>(),
&self.state.ecs().read_storage::<comp::InventoryUpdate>(),
)
.join()
{
self.clients
.notify(entity, ServerMsg::InventoryUpdate(inventory.clone()));
}
// Remove all force flags.
self.state
.ecs_mut()
.write_storage::<comp::ForceUpdate>()
.clear();
self.state
.ecs_mut()
.write_storage::<comp::InventoryUpdate>()
.clear();
}
pub fn generate_chunk(&mut self, key: Vec2<i32>) {
if self.pending_chunks.insert(key) {
let chunk_tx = self.chunk_tx.clone();
let world = self.world.clone();
self.thread_pool.execute(move || {
let _ = chunk_tx.send((key, world.generate_chunk(key)));
});
}
}
fn process_chat_cmd(&mut self, entity: EcsEntity, cmd: String) {
// Separate string into keyword and arguments.
let sep = cmd.find(' ');
let (kwd, args) = match sep {
Some(i) => (cmd[..i].to_string(), cmd[(i + 1)..].to_string()),
None => (cmd, "".to_string()),
};
// Find the command object and run its handler.
let action_opt = CHAT_COMMANDS.iter().find(|x| x.keyword == kwd);
match action_opt {
Some(action) => action.execute(self, entity, args),
// Unknown command
None => {
self.clients.notify(
entity,
ServerMsg::private(format!(
"Unrecognised command: '/{}'\ntype '/help' for a list of available commands",
kwd
)),
);
}
}
}
fn entity_is_admin(&self, entity: EcsEntity) -> bool {
self.state
.read_storage::<comp::Admin>()
.get(entity)
.is_some()
}
}
impl Drop for Server {
fn drop(&mut self) {
self.clients.notify_registered(ServerMsg::Shutdown);
}
}