mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
631df59083
Fixed chonk memory usage bug, added block manipulation See merge request veloren/veloren!278
326 lines
10 KiB
Rust
326 lines
10 KiB
Rust
// Reexports
|
|
pub use sphynx::Uid;
|
|
|
|
use crate::{
|
|
comp,
|
|
msg::{EcsCompPacket, EcsResPacket},
|
|
sys,
|
|
terrain::{Block, TerrainChunk, TerrainMap},
|
|
vol::WriteVol,
|
|
};
|
|
use rayon::{ThreadPool, ThreadPoolBuilder};
|
|
use serde_derive::{Deserialize, Serialize};
|
|
use specs::{
|
|
shred::{Fetch, FetchMut},
|
|
storage::{MaskedStorage as EcsMaskedStorage, Storage as EcsStorage},
|
|
Component, DispatcherBuilder, Entity as EcsEntity,
|
|
};
|
|
use sphynx;
|
|
use std::{
|
|
collections::{HashMap, HashSet},
|
|
sync::Arc,
|
|
time::Duration,
|
|
};
|
|
use vek::*;
|
|
|
|
/// How much faster should an in-game day be compared to a real day?
|
|
// TODO: Don't hard-code this.
|
|
const DAY_CYCLE_FACTOR: f64 = 24.0 * 2.0;
|
|
|
|
/// A resource that stores the time of day.
|
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
|
pub struct TimeOfDay(pub f64);
|
|
|
|
/// A resource that stores the tick (i.e: physics) time.
|
|
#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize)]
|
|
pub struct Time(pub f64);
|
|
|
|
/// A resource that stores the time since the previous tick.
|
|
#[derive(Default)]
|
|
pub struct DeltaTime(pub f32);
|
|
|
|
/// At what point should we stop speeding up physics to compensate for lag? If we speed physics up
|
|
/// too fast, we'd skip important physics events like collisions. This constant determines the
|
|
/// upper limit. If delta time exceeds this value, the game's physics will begin to produce time
|
|
/// lag. Ideally, we'd avoid such a situation.
|
|
const MAX_DELTA_TIME: f32 = 1.0;
|
|
|
|
pub struct TerrainChange {
|
|
blocks: HashMap<Vec3<i32>, Block>,
|
|
}
|
|
|
|
impl Default for TerrainChange {
|
|
fn default() -> Self {
|
|
Self {
|
|
blocks: HashMap::new(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl TerrainChange {
|
|
pub fn set(&mut self, pos: Vec3<i32>, block: Block) {
|
|
self.blocks.insert(pos, block);
|
|
}
|
|
|
|
pub fn clear(&mut self) {
|
|
self.blocks.clear();
|
|
}
|
|
}
|
|
|
|
pub struct ChunkChanges {
|
|
pub new_chunks: HashSet<Vec2<i32>>,
|
|
pub modified_chunks: HashSet<Vec2<i32>>,
|
|
pub removed_chunks: HashSet<Vec2<i32>>,
|
|
}
|
|
|
|
impl Default for ChunkChanges {
|
|
fn default() -> Self {
|
|
Self {
|
|
new_chunks: HashSet::new(),
|
|
modified_chunks: HashSet::new(),
|
|
removed_chunks: HashSet::new(),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ChunkChanges {
|
|
pub fn clear(&mut self) {
|
|
self.new_chunks.clear();
|
|
self.modified_chunks.clear();
|
|
self.removed_chunks.clear();
|
|
}
|
|
}
|
|
|
|
/// A type used to represent game state stored on both the client and the server. This includes
|
|
/// things like entity components, terrain data, and global states like weather, time of day, etc.
|
|
pub struct State {
|
|
ecs: sphynx::World<EcsCompPacket, EcsResPacket>,
|
|
// Avoid lifetime annotation by storing a thread pool instead of the whole dispatcher
|
|
thread_pool: Arc<ThreadPool>,
|
|
}
|
|
|
|
impl State {
|
|
/// Create a new `State`.
|
|
pub fn new() -> Self {
|
|
Self {
|
|
ecs: sphynx::World::new(specs::World::new(), Self::setup_sphynx_world),
|
|
thread_pool: Arc::new(ThreadPoolBuilder::new().build().unwrap()),
|
|
}
|
|
}
|
|
|
|
/// Create a new `State` from an ECS state package.
|
|
pub fn from_state_package(
|
|
state_package: sphynx::StatePackage<EcsCompPacket, EcsResPacket>,
|
|
) -> Self {
|
|
Self {
|
|
ecs: sphynx::World::from_state_package(
|
|
specs::World::new(),
|
|
Self::setup_sphynx_world,
|
|
state_package,
|
|
),
|
|
thread_pool: Arc::new(ThreadPoolBuilder::new().build().unwrap()),
|
|
}
|
|
}
|
|
|
|
// Create a new Sphynx ECS world.
|
|
fn setup_sphynx_world(ecs: &mut sphynx::World<EcsCompPacket, EcsResPacket>) {
|
|
// Register server->client synced components.
|
|
ecs.register_synced::<comp::Body>();
|
|
ecs.register_synced::<comp::Player>();
|
|
ecs.register_synced::<comp::Stats>();
|
|
|
|
// Register components synced by other means
|
|
ecs.register::<comp::Pos>();
|
|
ecs.register::<comp::Vel>();
|
|
ecs.register::<comp::Ori>();
|
|
ecs.register::<comp::MoveDir>();
|
|
ecs.register::<comp::OnGround>();
|
|
ecs.register::<comp::Controller>();
|
|
ecs.register::<comp::Attacking>();
|
|
ecs.register::<comp::Wielding>();
|
|
ecs.register::<comp::Rolling>();
|
|
ecs.register::<comp::Gliding>();
|
|
ecs.register::<comp::ActionState>();
|
|
|
|
// Register client-local components
|
|
ecs.register::<comp::AnimationInfo>();
|
|
ecs.register::<comp::Jumping>();
|
|
|
|
// Register server-local components
|
|
ecs.register::<comp::Agent>();
|
|
ecs.register::<comp::Respawning>();
|
|
ecs.register::<comp::Dying>();
|
|
ecs.register::<comp::ForceUpdate>();
|
|
ecs.register::<comp::Inventory>();
|
|
|
|
// Register synced resources used by the ECS.
|
|
ecs.add_resource_synced(TimeOfDay(0.0));
|
|
|
|
// Register unsynced resources used by the ECS.
|
|
ecs.add_resource(Time(0.0));
|
|
ecs.add_resource(DeltaTime(0.0));
|
|
ecs.add_resource(TerrainMap::new().unwrap());
|
|
ecs.add_resource(TerrainChange::default());
|
|
ecs.add_resource(ChunkChanges::default());
|
|
}
|
|
|
|
/// Register a component with the state's ECS.
|
|
pub fn with_component<T: Component>(mut self) -> Self
|
|
where
|
|
<T as Component>::Storage: Default,
|
|
{
|
|
self.ecs.register::<T>();
|
|
self
|
|
}
|
|
|
|
/// Write a component attributed to a particular entity.
|
|
pub fn write_component<C: Component>(&mut self, entity: EcsEntity, comp: C) {
|
|
let _ = self.ecs.write_storage().insert(entity, comp);
|
|
}
|
|
|
|
/// Read a component attributed to a particular entity.
|
|
pub fn read_component_cloned<C: Component + Clone>(&self, entity: EcsEntity) -> Option<C> {
|
|
self.ecs.read_storage().get(entity).cloned()
|
|
}
|
|
|
|
/// Get a read-only reference to the storage of a particular component type.
|
|
pub fn read_storage<C: Component>(&self) -> EcsStorage<C, Fetch<EcsMaskedStorage<C>>> {
|
|
self.ecs.read_storage::<C>()
|
|
}
|
|
|
|
/// Get a reference to the internal ECS world.
|
|
pub fn ecs(&self) -> &sphynx::World<EcsCompPacket, EcsResPacket> {
|
|
&self.ecs
|
|
}
|
|
|
|
/// Get a mutable reference to the internal ECS world.
|
|
pub fn ecs_mut(&mut self) -> &mut sphynx::World<EcsCompPacket, EcsResPacket> {
|
|
&mut self.ecs
|
|
}
|
|
|
|
/// Get a reference to the `Changes` structure of the state. This contains
|
|
/// information about state that has changed since the last game tick.
|
|
pub fn chunk_changes(&self) -> Fetch<ChunkChanges> {
|
|
self.ecs.read_resource()
|
|
}
|
|
|
|
/// Get the current in-game time of day.
|
|
///
|
|
/// Note that this should not be used for physics, animations or other such localised timings.
|
|
pub fn get_time_of_day(&self) -> f64 {
|
|
self.ecs.read_resource::<TimeOfDay>().0
|
|
}
|
|
|
|
/// Get the current in-game time.
|
|
///
|
|
/// Note that this does not correspond to the time of day.
|
|
pub fn get_time(&self) -> f64 {
|
|
self.ecs.read_resource::<Time>().0
|
|
}
|
|
|
|
/// Get the current delta time.
|
|
pub fn get_delta_time(&self) -> f32 {
|
|
self.ecs.read_resource::<DeltaTime>().0
|
|
}
|
|
|
|
/// Get a reference to this state's terrain.
|
|
pub fn terrain(&self) -> Fetch<TerrainMap> {
|
|
self.ecs.read_resource()
|
|
}
|
|
|
|
/// Get a writable reference to this state's terrain.
|
|
pub fn terrain_mut(&self) -> FetchMut<TerrainMap> {
|
|
self.ecs.write_resource()
|
|
}
|
|
|
|
/// Removes every chunk of the terrain.
|
|
pub fn clear_terrain(&mut self) {
|
|
let keys = self
|
|
.terrain_mut()
|
|
.drain()
|
|
.map(|(key, _)| key)
|
|
.collect::<Vec<_>>();
|
|
|
|
for key in keys {
|
|
self.remove_chunk(key);
|
|
}
|
|
}
|
|
|
|
/// Insert the provided chunk into this state's terrain.
|
|
pub fn insert_chunk(&mut self, key: Vec2<i32>, chunk: TerrainChunk) {
|
|
if self
|
|
.ecs
|
|
.write_resource::<TerrainMap>()
|
|
.insert(key, Arc::new(chunk))
|
|
.is_some()
|
|
{
|
|
self.ecs
|
|
.write_resource::<ChunkChanges>()
|
|
.modified_chunks
|
|
.insert(key);
|
|
} else {
|
|
self.ecs
|
|
.write_resource::<ChunkChanges>()
|
|
.new_chunks
|
|
.insert(key);
|
|
}
|
|
}
|
|
|
|
/// Remove the chunk with the given key from this state's terrain, if it exists.
|
|
pub fn remove_chunk(&mut self, key: Vec2<i32>) {
|
|
if self
|
|
.ecs
|
|
.write_resource::<TerrainMap>()
|
|
.remove(key)
|
|
.is_some()
|
|
{
|
|
self.ecs
|
|
.write_resource::<ChunkChanges>()
|
|
.removed_chunks
|
|
.insert(key);
|
|
}
|
|
}
|
|
|
|
/// Execute a single tick, simulating the game state by the given duration.
|
|
pub fn tick(&mut self, dt: Duration) {
|
|
// Change the time accordingly.
|
|
self.ecs.write_resource::<TimeOfDay>().0 += dt.as_secs_f64() * DAY_CYCLE_FACTOR;
|
|
self.ecs.write_resource::<Time>().0 += dt.as_secs_f64();
|
|
|
|
// Update delta time.
|
|
// Beyond a delta time of MAX_DELTA_TIME, start lagging to avoid skipping important physics events.
|
|
self.ecs.write_resource::<DeltaTime>().0 = dt.as_secs_f32().min(MAX_DELTA_TIME);
|
|
|
|
// Run systems to update the world.
|
|
// Create and run a dispatcher for ecs systems.
|
|
let mut dispatch_builder = DispatcherBuilder::new().with_pool(self.thread_pool.clone());
|
|
sys::add_local_systems(&mut dispatch_builder);
|
|
// This dispatches all the systems in parallel.
|
|
dispatch_builder.build().dispatch(&self.ecs.res);
|
|
|
|
self.ecs.maintain();
|
|
|
|
// Apply terrain changes
|
|
let mut terrain = self.ecs.write_resource::<TerrainMap>();
|
|
let mut chunk_changes = self.ecs.write_resource::<ChunkChanges>();
|
|
self.ecs
|
|
.write_resource::<TerrainChange>()
|
|
.blocks
|
|
.drain()
|
|
.for_each(|(pos, block)| {
|
|
if terrain.set(pos, block).is_ok() {
|
|
chunk_changes.modified_chunks.insert(terrain.pos_key(pos));
|
|
} else {
|
|
warn!("Tried to modify block outside of terrain at {:?}", pos);
|
|
}
|
|
});
|
|
}
|
|
|
|
/// Clean up the state after a tick.
|
|
pub fn cleanup(&mut self) {
|
|
// Clean up data structures from the last tick.
|
|
self.ecs.write_resource::<TerrainChange>().clear();
|
|
self.ecs.write_resource::<ChunkChanges>().clear();
|
|
}
|
|
}
|