veloren/server/src/sys/persistence.rs

98 lines
3.4 KiB
Rust

use crate::{persistence::character_updater, presence::Presence, sys::SysScheduler};
use common::{
comp::{
pet::{is_tameable, Pet},
ActiveAbilities, Alignment, Body, Inventory, SkillSet, Stats, Waypoint,
},
uid::Uid,
};
use common_ecs::{Job, Origin, Phase, System};
use common_net::msg::PresenceKind;
use specs::{Join, ReadStorage, Write, WriteExpect};
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
ReadStorage<'a, Alignment>,
ReadStorage<'a, Body>,
ReadStorage<'a, Presence>,
ReadStorage<'a, SkillSet>,
ReadStorage<'a, Inventory>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Waypoint>,
ReadStorage<'a, Pet>,
ReadStorage<'a, Stats>,
ReadStorage<'a, ActiveAbilities>,
WriteExpect<'a, character_updater::CharacterUpdater>,
Write<'a, SysScheduler<Self>>,
);
const NAME: &'static str = "persistence";
const ORIGIN: Origin = Origin::Server;
const PHASE: Phase = Phase::Create;
fn run(
_job: &mut Job<Self>,
(
alignments,
bodies,
presences,
player_skill_set,
player_inventories,
uids,
player_waypoints,
pets,
stats,
active_abilities,
mut updater,
mut scheduler,
): Self::SystemData,
) {
if scheduler.should_run() {
updater.batch_update(
(
&presences,
&player_skill_set,
&player_inventories,
&uids,
player_waypoints.maybe(),
&active_abilities,
)
.join()
.filter_map(
|(
presence,
skill_set,
inventory,
player_uid,
waypoint,
active_abilities,
)| match presence.kind {
PresenceKind::Character(id) => {
let pets = (&alignments, &bodies, &stats, &pets)
.join()
.filter_map(|(alignment, body, stats, pet)| match alignment {
// Don't try to persist non-tameable pets (likely spawned
// using /spawn) since there isn't any code to handle
// persisting them
Alignment::Owned(ref pet_owner)
if pet_owner == player_uid && is_tameable(body) =>
{
Some(((*pet).clone(), *body, stats.clone()))
},
_ => None,
})
.collect();
Some((id, skill_set, inventory, pets, waypoint, active_abilities))
},
PresenceKind::Spectator => None,
},
),
);
}
}
}