veloren/server/src/persistence/character_loader.rs
2021-03-22 16:41:04 +01:00

243 lines
9.0 KiB
Rust

use crate::persistence::{
character::{create_character, delete_character, load_character_data, load_character_list},
error::Error,
establish_connection, PersistedComponents,
};
use common::{
character::{CharacterId, CharacterItem},
comp::inventory::item::MaterialStatManifest,
};
use crossbeam_channel::{self, TryIter};
use lazy_static::lazy_static;
use std::path::Path;
use tracing::error;
pub(crate) type CharacterListResult = Result<Vec<CharacterItem>, Error>;
pub(crate) type CharacterCreationResult = Result<(CharacterId, Vec<CharacterItem>), Error>;
pub(crate) type CharacterDataResult = Result<PersistedComponents, Error>;
type CharacterLoaderRequest = (specs::Entity, CharacterLoaderRequestKind);
/// Available database operations when modifying a player's character list
enum CharacterLoaderRequestKind {
CreateCharacter {
player_uuid: String,
character_alias: String,
persisted_components: PersistedComponents,
},
DeleteCharacter {
player_uuid: String,
character_id: CharacterId,
},
LoadCharacterList {
player_uuid: String,
},
LoadCharacterData {
player_uuid: String,
character_id: CharacterId,
},
}
/// Wrapper for results for character actions. Can be a list of
/// characters, or component data belonging to an individual character
#[derive(Debug)]
pub enum CharacterLoaderResponseKind {
CharacterList(CharacterListResult),
CharacterData(Box<CharacterDataResult>),
CharacterCreation(CharacterCreationResult),
}
/// Common message format dispatched in response to an update request
#[derive(Debug)]
pub struct CharacterLoaderResponse {
pub entity: specs::Entity,
pub result: CharacterLoaderResponseKind,
}
/// A bi-directional messaging resource for making requests to modify or load
/// character data in a background thread.
///
/// This is used on the character selection screen, and after character
/// selection when loading the components associated with a character.
///
/// Requests messages are sent in the form of
/// [`CharacterLoaderRequestKind`] and are dispatched at the character select
/// screen.
///
/// Responses are polled on each server tick in the format
/// [`CharacterLoaderResponse`]
pub struct CharacterLoader {
update_rx: crossbeam_channel::Receiver<CharacterLoaderResponse>,
update_tx: crossbeam_channel::Sender<CharacterLoaderRequest>,
}
// Decoupled from the ECS resource because the plumbing is getting complicated;
// shouldn't matter unless someone's hot-reloading material stats on the live
// server
lazy_static! {
pub static ref MATERIAL_STATS_MANIFEST: MaterialStatManifest = MaterialStatManifest::default();
}
impl CharacterLoader {
pub fn new(db_dir: &Path) -> diesel::QueryResult<Self> {
let (update_tx, internal_rx) = crossbeam_channel::unbounded::<CharacterLoaderRequest>();
let (internal_tx, update_rx) = crossbeam_channel::unbounded::<CharacterLoaderResponse>();
let mut conn = establish_connection(db_dir)?;
let builder = std::thread::Builder::new().name("persistence_loader".into());
builder
.spawn(move || {
for request in internal_rx {
let (entity, kind) = request;
if let Err(e) = internal_tx.send(CharacterLoaderResponse {
entity,
result: match kind {
CharacterLoaderRequestKind::CreateCharacter {
player_uuid,
character_alias,
persisted_components,
} => CharacterLoaderResponseKind::CharacterCreation(conn.transaction(
|txn| {
create_character(
&player_uuid,
&character_alias,
persisted_components,
txn,
&MATERIAL_STATS_MANIFEST,
)
},
)),
CharacterLoaderRequestKind::DeleteCharacter {
player_uuid,
character_id,
} => CharacterLoaderResponseKind::CharacterList(conn.transaction(
|txn| {
delete_character(
&player_uuid,
character_id,
txn,
&MATERIAL_STATS_MANIFEST,
)
},
)),
CharacterLoaderRequestKind::LoadCharacterList { player_uuid } => {
CharacterLoaderResponseKind::CharacterList(conn.transaction(
|txn| {
load_character_list(
&player_uuid,
txn,
&MATERIAL_STATS_MANIFEST,
)
},
))
},
CharacterLoaderRequestKind::LoadCharacterData {
player_uuid,
character_id,
} => {
let result = conn.transaction(|txn| {
load_character_data(
player_uuid,
character_id,
txn,
&MATERIAL_STATS_MANIFEST,
)
});
if result.is_err() {
error!(
?result,
"Error loading character data for character_id: {}",
character_id
);
}
CharacterLoaderResponseKind::CharacterData(Box::new(result))
},
},
}) {
error!(?e, "Could not send send persistence request");
}
}
})
.unwrap();
Ok(Self {
update_rx,
update_tx,
})
}
/// Create a new character belonging to the player identified by
/// `player_uuid`
pub fn create_character(
&self,
entity: specs::Entity,
player_uuid: String,
character_alias: String,
persisted_components: PersistedComponents,
) {
if let Err(e) = self
.update_tx
.send((entity, CharacterLoaderRequestKind::CreateCharacter {
player_uuid,
character_alias,
persisted_components,
}))
{
error!(?e, "Could not send character creation request");
}
}
/// Delete a character by `id` and `player_uuid`
pub fn delete_character(
&self,
entity: specs::Entity,
player_uuid: String,
character_id: CharacterId,
) {
if let Err(e) = self
.update_tx
.send((entity, CharacterLoaderRequestKind::DeleteCharacter {
player_uuid,
character_id,
}))
{
error!(?e, "Could not send character deletion request");
}
}
/// Loads a list of characters belonging to the player identified by
/// `player_uuid`
pub fn load_character_list(&self, entity: specs::Entity, player_uuid: String) {
if let Err(e) = self
.update_tx
.send((entity, CharacterLoaderRequestKind::LoadCharacterList {
player_uuid,
}))
{
error!(?e, "Could not send character list load request");
}
}
/// Loads components associated with a character
pub fn load_character_data(
&self,
entity: specs::Entity,
player_uuid: String,
character_id: CharacterId,
) {
if let Err(e) =
self.update_tx
.send((entity, CharacterLoaderRequestKind::LoadCharacterData {
player_uuid,
character_id,
}))
{
error!(?e, "Could not send character data load request");
}
}
/// Returns a non-blocking iterator over CharacterLoaderResponse messages
pub fn messages(&self) -> TryIter<CharacterLoaderResponse> { self.update_rx.try_iter() }
}