mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
893da3622a
Particles See merge request veloren/veloren!1156
1466 lines
56 KiB
Rust
1466 lines
56 KiB
Rust
#![deny(unsafe_code)]
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#![feature(label_break_value, option_zip)]
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pub mod cmd;
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pub mod error;
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// Reexports
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pub use crate::error::Error;
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pub use authc::AuthClientError;
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pub use specs::{
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join::Join,
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saveload::{Marker, MarkerAllocator},
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Builder, DispatcherBuilder, Entity as EcsEntity, ReadStorage, WorldExt,
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};
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use byteorder::{ByteOrder, LittleEndian};
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use common::{
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character::CharacterItem,
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comp::{
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self, group, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip,
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InventoryManip, InventoryUpdateEvent,
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},
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msg::{
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validate_chat_msg, ChatMsgValidationError, ClientMsg, ClientState, InviteAnswer,
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Notification, PlayerInfo, PlayerListUpdate, RegisterError, RequestStateError, ServerInfo,
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ServerMsg, MAX_BYTES_CHAT_MSG,
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},
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outcome::Outcome,
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recipe::RecipeBook,
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state::State,
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sync::{Uid, UidAllocator, WorldSyncExt},
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terrain::{block::Block, TerrainChunk, TerrainChunkSize},
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vol::RectVolSize,
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};
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use futures_executor::block_on;
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use futures_timer::Delay;
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use futures_util::{select, FutureExt};
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use hashbrown::{HashMap, HashSet};
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use image::DynamicImage;
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use network::{
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Network, Participant, Pid, ProtocolAddr, Stream, PROMISES_CONSISTENCY, PROMISES_ORDERED,
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};
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use std::{
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collections::VecDeque,
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net::SocketAddr,
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sync::Arc,
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time::{Duration, Instant},
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};
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use tracing::{debug, error, trace, warn};
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use uvth::{ThreadPool, ThreadPoolBuilder};
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use vek::*;
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// The duration of network inactivity until the player is kicked
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// @TODO: in the future, this should be configurable on the server
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// and be provided to the client
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const SERVER_TIMEOUT: f64 = 20.0;
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// After this duration has elapsed, the user will begin getting kick warnings in
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// their chat window
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const SERVER_TIMEOUT_GRACE_PERIOD: f64 = 14.0;
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const PING_ROLLING_AVERAGE_SECS: usize = 10;
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pub enum Event {
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Chat(comp::ChatMsg),
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Disconnect,
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DisconnectionNotification(u64),
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InventoryUpdated(InventoryUpdateEvent),
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Notification(Notification),
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SetViewDistance(u32),
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Outcome(Outcome),
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}
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pub struct Client {
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client_state: ClientState,
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thread_pool: ThreadPool,
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pub server_info: ServerInfo,
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pub world_map: (Arc<DynamicImage>, Vec2<u32>),
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pub player_list: HashMap<Uid, PlayerInfo>,
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pub character_list: CharacterList,
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pub active_character_id: Option<i32>,
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recipe_book: RecipeBook,
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available_recipes: HashSet<String>,
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max_group_size: u32,
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// Client has received an invite (inviter uid, time out instant)
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group_invite: Option<(Uid, std::time::Instant, std::time::Duration)>,
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group_leader: Option<Uid>,
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// Note: potentially representable as a client only component
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group_members: HashMap<Uid, group::Role>,
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// Pending invites that this client has sent out
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pending_invites: HashSet<Uid>,
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_network: Network,
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participant: Option<Participant>,
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singleton_stream: Stream,
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last_server_ping: f64,
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last_server_pong: f64,
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last_ping_delta: f64,
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ping_deltas: VecDeque<f64>,
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tick: u64,
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state: State,
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entity: EcsEntity,
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view_distance: Option<u32>,
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// TODO: move into voxygen
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loaded_distance: f32,
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pending_chunks: HashMap<Vec2<i32>, Instant>,
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}
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/// Holds data related to the current players characters, as well as some
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/// additional state to handle UI.
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#[derive(Default)]
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pub struct CharacterList {
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pub characters: Vec<CharacterItem>,
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pub loading: bool,
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pub error: Option<String>,
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}
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impl Client {
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/// Create a new `Client`.
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pub fn new<A: Into<SocketAddr>>(addr: A, view_distance: Option<u32>) -> Result<Self, Error> {
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let client_state = ClientState::Connected;
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let mut thread_pool = ThreadPoolBuilder::new()
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.name("veloren-worker".into())
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.build();
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// We reduce the thread count by 1 to keep rendering smooth
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thread_pool.set_num_threads((num_cpus::get() - 1).max(1));
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let (network, f) = Network::new(Pid::new());
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thread_pool.execute(f);
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let participant = block_on(network.connect(ProtocolAddr::Tcp(addr.into())))?;
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let mut stream = block_on(participant.open(10, PROMISES_ORDERED | PROMISES_CONSISTENCY))?;
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// Wait for initial sync
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let (state, entity, server_info, world_map, recipe_book, max_group_size) = block_on(
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async {
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loop {
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match stream.recv().await? {
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ServerMsg::InitialSync {
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entity_package,
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server_info,
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time_of_day,
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max_group_size,
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world_map: (map_size, world_map),
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recipe_book,
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} => {
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// TODO: Display that versions don't match in Voxygen
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if &server_info.git_hash != *common::util::GIT_HASH {
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warn!(
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"Server is running {}[{}], you are running {}[{}], versions \
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might be incompatible!",
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server_info.git_hash,
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server_info.git_date,
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common::util::GIT_HASH.to_string(),
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common::util::GIT_DATE.to_string(),
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);
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}
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debug!("Auth Server: {:?}", server_info.auth_provider);
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// Initialize `State`
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let mut state = State::default();
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// Client-only components
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state
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.ecs_mut()
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.register::<comp::Last<comp::CharacterState>>();
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let entity = state.ecs_mut().apply_entity_package(entity_package);
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*state.ecs_mut().write_resource() = time_of_day;
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assert_eq!(world_map.len(), (map_size.x * map_size.y) as usize);
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let mut world_map_raw =
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vec![0u8; 4 * world_map.len()/*map_size.x * map_size.y*/];
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LittleEndian::write_u32_into(&world_map, &mut world_map_raw);
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debug!("Preparing image...");
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let world_map = Arc::new(
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image::DynamicImage::ImageRgba8({
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// Should not fail if the dimensions are correct.
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let world_map =
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image::ImageBuffer::from_raw(map_size.x, map_size.y, world_map_raw);
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world_map.ok_or_else(|| Error::Other("Server sent a bad world map image".into()))?
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})
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// Flip the image, since Voxygen uses an orientation where rotation from
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// positive x axis to positive y axis is counterclockwise around the z axis.
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.flipv(),
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);
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debug!("Done preparing image...");
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break Ok((
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state,
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entity,
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server_info,
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(world_map, map_size),
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recipe_book,
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max_group_size,
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));
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},
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ServerMsg::TooManyPlayers => break Err(Error::TooManyPlayers),
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err => {
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warn!("whoops, server mad {:?}, ignoring", err);
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},
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}
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}
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},
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)?;
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stream.send(ClientMsg::Ping)?;
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let mut thread_pool = ThreadPoolBuilder::new()
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.name("veloren-worker".into())
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.build();
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// We reduce the thread count by 1 to keep rendering smooth
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thread_pool.set_num_threads((num_cpus::get() - 1).max(1));
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Ok(Self {
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client_state,
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thread_pool,
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server_info,
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world_map,
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player_list: HashMap::new(),
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character_list: CharacterList::default(),
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active_character_id: None,
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recipe_book,
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available_recipes: HashSet::default(),
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max_group_size,
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group_invite: None,
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group_leader: None,
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group_members: HashMap::new(),
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pending_invites: HashSet::new(),
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_network: network,
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participant: Some(participant),
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singleton_stream: stream,
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last_server_ping: 0.0,
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last_server_pong: 0.0,
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last_ping_delta: 0.0,
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ping_deltas: VecDeque::new(),
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tick: 0,
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state,
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entity,
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view_distance,
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loaded_distance: 0.0,
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pending_chunks: HashMap::new(),
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})
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}
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pub fn with_thread_pool(mut self, thread_pool: ThreadPool) -> Self {
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self.thread_pool = thread_pool;
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self
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}
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/// Request a state transition to `ClientState::Registered`.
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pub fn register(
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&mut self,
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username: String,
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password: String,
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mut auth_trusted: impl FnMut(&str) -> bool,
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) -> Result<(), Error> {
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// Authentication
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let token_or_username = self.server_info.auth_provider.as_ref().map(|addr|
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// Query whether this is a trusted auth server
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if auth_trusted(&addr) {
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Ok(authc::AuthClient::new(addr)
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.sign_in(&username, &password)?
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.serialize())
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} else {
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Err(Error::AuthServerNotTrusted)
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}
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).unwrap_or(Ok(username))?;
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self.singleton_stream.send(ClientMsg::Register {
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view_distance: self.view_distance,
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token_or_username,
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})?;
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self.client_state = ClientState::Pending;
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block_on(async {
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loop {
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match self.singleton_stream.recv().await? {
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ServerMsg::StateAnswer(Err((
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RequestStateError::RegisterDenied(err),
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state,
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))) => {
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self.client_state = state;
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break Err(match err {
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RegisterError::AlreadyLoggedIn => Error::AlreadyLoggedIn,
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RegisterError::AuthError(err) => Error::AuthErr(err),
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RegisterError::InvalidCharacter => Error::InvalidCharacter,
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RegisterError::NotOnWhitelist => Error::NotOnWhitelist,
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});
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},
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ServerMsg::StateAnswer(Ok(ClientState::Registered)) => break Ok(()),
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ignore => {
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warn!(
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"Ignoring what the server send till registered: {:? }",
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ignore
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);
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//return Err(Error::ServerWentMad)
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},
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}
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}
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})
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}
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/// Request a state transition to `ClientState::Character`.
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pub fn request_character(&mut self, character_id: i32) {
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self.singleton_stream
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.send(ClientMsg::Character(character_id))
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.unwrap();
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self.active_character_id = Some(character_id);
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self.client_state = ClientState::Pending;
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}
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/// Load the current players character list
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pub fn load_character_list(&mut self) {
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self.character_list.loading = true;
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self.singleton_stream
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.send(ClientMsg::RequestCharacterList)
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.unwrap();
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}
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/// New character creation
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pub fn create_character(&mut self, alias: String, tool: Option<String>, body: comp::Body) {
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self.character_list.loading = true;
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self.singleton_stream
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.send(ClientMsg::CreateCharacter { alias, tool, body })
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.unwrap();
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}
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/// Character deletion
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pub fn delete_character(&mut self, character_id: i32) {
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self.character_list.loading = true;
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self.singleton_stream
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.send(ClientMsg::DeleteCharacter(character_id))
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.unwrap();
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}
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/// Send disconnect message to the server
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pub fn request_logout(&mut self) {
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debug!("Requesting logout from server");
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if let Err(e) = self.singleton_stream.send(ClientMsg::Disconnect) {
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error!(
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?e,
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"Couldn't send disconnect package to server, did server close already?"
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);
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}
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}
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/// Request a state transition to `ClientState::Registered` from an ingame
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/// state.
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pub fn request_remove_character(&mut self) {
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self.singleton_stream.send(ClientMsg::ExitIngame).unwrap();
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self.client_state = ClientState::Pending;
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}
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pub fn set_view_distance(&mut self, view_distance: u32) {
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self.view_distance = Some(view_distance.max(1).min(65));
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self.singleton_stream
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.send(ClientMsg::SetViewDistance(self.view_distance.unwrap()))
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.unwrap();
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// Can't fail
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}
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pub fn use_slot(&mut self, slot: comp::slot::Slot) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Use(slot),
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)))
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.unwrap();
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}
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pub fn swap_slots(&mut self, a: comp::slot::Slot, b: comp::slot::Slot) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Swap(a, b),
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)))
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.unwrap();
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}
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pub fn drop_slot(&mut self, slot: comp::slot::Slot) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Drop(slot),
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)))
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.unwrap();
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}
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pub fn pick_up(&mut self, entity: EcsEntity) {
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if let Some(uid) = self.state.read_component_copied(entity) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Pickup(uid),
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)))
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.unwrap();
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}
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}
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pub fn recipe_book(&self) -> &RecipeBook { &self.recipe_book }
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pub fn available_recipes(&self) -> &HashSet<String> { &self.available_recipes }
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pub fn can_craft_recipe(&self, recipe: &str) -> bool {
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self.recipe_book
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.get(recipe)
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.zip(self.inventories().get(self.entity))
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.map(|(recipe, inv)| inv.contains_ingredients(&*recipe).is_ok())
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.unwrap_or(false)
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}
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pub fn craft_recipe(&mut self, recipe: &str) -> bool {
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if self.can_craft_recipe(recipe) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::CraftRecipe(recipe.to_string()),
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)))
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.unwrap();
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true
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} else {
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false
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}
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}
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fn update_available_recipes(&mut self) {
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self.available_recipes = self
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.recipe_book
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.iter()
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.map(|(name, _)| name.clone())
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.filter(|name| self.can_craft_recipe(name))
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.collect();
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}
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pub fn toggle_lantern(&mut self) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::ToggleLantern))
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.unwrap();
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}
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pub fn max_group_size(&self) -> u32 { self.max_group_size }
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pub fn group_invite(&self) -> Option<(Uid, std::time::Instant, std::time::Duration)> {
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self.group_invite
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}
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pub fn group_info(&self) -> Option<(String, Uid)> {
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self.group_leader.map(|l| ("Group".into(), l)) // TODO
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}
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pub fn group_members(&self) -> &HashMap<Uid, group::Role> { &self.group_members }
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|
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pub fn pending_invites(&self) -> &HashSet<Uid> { &self.pending_invites }
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pub fn send_group_invite(&mut self, invitee: Uid) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
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GroupManip::Invite(invitee),
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)))
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.unwrap()
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}
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pub fn accept_group_invite(&mut self) {
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// Clear invite
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self.group_invite.take();
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
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GroupManip::Accept,
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)))
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.unwrap();
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}
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pub fn decline_group_invite(&mut self) {
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// Clear invite
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self.group_invite.take();
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
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GroupManip::Decline,
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)))
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.unwrap();
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}
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pub fn leave_group(&mut self) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
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GroupManip::Leave,
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)))
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.unwrap();
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}
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pub fn kick_from_group(&mut self, uid: Uid) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
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GroupManip::Kick(uid),
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)))
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.unwrap();
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}
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|
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pub fn assign_group_leader(&mut self, uid: Uid) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::GroupManip(
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GroupManip::AssignLeader(uid),
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)))
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.unwrap();
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}
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|
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pub fn is_mounted(&self) -> bool {
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self.state
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.ecs()
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|
.read_storage::<comp::Mounting>()
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.get(self.entity)
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.is_some()
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}
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|
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pub fn mount(&mut self, entity: EcsEntity) {
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if let Some(uid) = self.state.read_component_copied(entity) {
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self.singleton_stream
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.send(ClientMsg::ControlEvent(ControlEvent::Mount(uid)))
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.unwrap();
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}
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}
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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 ommitted 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 => {
|
|
frontend_events.push(Event::Disconnect);
|
|
self.singleton_stream.send(ClientMsg::Terminate)?;
|
|
},
|
|
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");
|
|
}
|
|
}
|
|
}
|