veloren/server/src/lib.rs
Marcel Märtens 8eec46424f switching veloren naming scheme, to either one of the following:
`stable-0.7.0 (<hash>-<datetime>)` for release versions.
And
`nightly-<date> (<hash>)` for nightly and master versions

Reason is, many players only give information that they are running `0.x.0` but are not giving us the information which day, or commit they are running. So we should make master builds less confusing.
2020-09-22 11:47:18 +02:00

898 lines
35 KiB
Rust

#![deny(unsafe_code)]
#![allow(clippy::option_map_unit_fn)]
#![feature(bool_to_option, drain_filter, option_zip)]
#![cfg_attr(not(feature = "worldgen"), feature(const_panic))]
pub mod alias_validator;
mod character_creator;
pub mod chunk_generator;
pub mod client;
pub mod cmd;
pub mod error;
pub mod events;
pub mod input;
pub mod login_provider;
pub mod metrics;
pub mod persistence;
pub mod settings;
pub mod state_ext;
pub mod sys;
#[cfg(not(feature = "worldgen"))] mod test_world;
// Reexports
pub use crate::{error::Error, events::Event, input::Input, settings::ServerSettings};
use crate::{
alias_validator::AliasValidator,
chunk_generator::ChunkGenerator,
client::{Client, RegionSubscription},
cmd::ChatCommandExt,
login_provider::LoginProvider,
state_ext::StateExt,
sys::sentinel::{DeletedEntities, TrackedComps},
};
use common::{
cmd::ChatCommand,
comp::{self, ChatType},
event::{EventBus, ServerEvent},
msg::{server::WorldMapMsg, ClientState, DisconnectReason, ServerInfo, ServerMsg},
outcome::Outcome,
recipe::default_recipe_book,
state::{State, TimeOfDay},
sync::WorldSyncExt,
terrain::TerrainChunkSize,
vol::{ReadVol, RectVolSize},
};
use futures_executor::block_on;
use futures_timer::Delay;
use futures_util::{select, FutureExt};
use metrics::{ServerMetrics, StateTickMetrics, TickMetrics};
use network::{Network, Pid, ProtocolAddr};
use persistence::{
character_loader::{CharacterLoader, CharacterLoaderResponseType},
character_updater::CharacterUpdater,
};
use specs::{join::Join, Builder, Entity as EcsEntity, RunNow, SystemData, WorldExt};
use std::{
i32,
ops::{Deref, DerefMut},
sync::{atomic::Ordering, Arc},
time::{Duration, Instant},
};
#[cfg(not(feature = "worldgen"))]
use test_world::{IndexOwned, World};
use tracing::{debug, error, info, warn};
use uvth::{ThreadPool, ThreadPoolBuilder};
use vek::*;
#[cfg(feature = "worldgen")]
use world::{
civ::SiteKind,
sim::{FileOpts, WorldOpts, DEFAULT_WORLD_MAP},
IndexOwned, World,
};
#[macro_use] extern crate diesel;
#[macro_use] extern crate diesel_migrations;
#[derive(Copy, Clone)]
struct SpawnPoint(Vec3<f32>);
// Tick count used for throttling network updates
// Note this doesn't account for dt (so update rate changes with tick rate)
#[derive(Copy, Clone, Default)]
pub struct Tick(u64);
pub struct Server {
state: State,
world: Arc<World>,
index: IndexOwned,
map: WorldMapMsg,
network: Network,
thread_pool: ThreadPool,
metrics: ServerMetrics,
tick_metrics: TickMetrics,
state_tick_metrics: StateTickMetrics,
}
impl Server {
/// Create a new `Server`
#[allow(clippy::expect_fun_call)] // TODO: Pending review in #587
#[allow(clippy::needless_update)] // TODO: Pending review in #587
pub fn new(settings: ServerSettings) -> Result<Self, Error> {
// Run pending DB migrations (if any)
debug!("Running DB migrations...");
if let Some(e) = persistence::run_migrations(&settings.persistence_db_dir).err() {
panic!("Migration error: {:?}", e);
}
let (chunk_gen_metrics, registry_chunk) = metrics::ChunkGenMetrics::new().unwrap();
let (network_request_metrics, registry_network) =
metrics::NetworkRequestMetrics::new().unwrap();
let (player_metrics, registry_player) = metrics::PlayerMetrics::new().unwrap();
let mut state = State::default();
state.ecs_mut().insert(settings.clone());
state.ecs_mut().insert(EventBus::<ServerEvent>::default());
state
.ecs_mut()
.insert(LoginProvider::new(settings.auth_server_address.clone()));
state.ecs_mut().insert(Tick(0));
state.ecs_mut().insert(network_request_metrics);
state.ecs_mut().insert(player_metrics);
state
.ecs_mut()
.insert(ChunkGenerator::new(chunk_gen_metrics));
state
.ecs_mut()
.insert(CharacterUpdater::new(settings.persistence_db_dir.clone())?);
state
.ecs_mut()
.insert(CharacterLoader::new(settings.persistence_db_dir.clone())?);
state
.ecs_mut()
.insert(comp::AdminList(settings.admins.clone()));
state.ecs_mut().insert(Vec::<Outcome>::new());
// System timers for performance monitoring
state.ecs_mut().insert(sys::EntitySyncTimer::default());
state.ecs_mut().insert(sys::MessageTimer::default());
state.ecs_mut().insert(sys::SentinelTimer::default());
state.ecs_mut().insert(sys::SubscriptionTimer::default());
state.ecs_mut().insert(sys::TerrainSyncTimer::default());
state.ecs_mut().insert(sys::TerrainTimer::default());
state.ecs_mut().insert(sys::WaypointTimer::default());
state.ecs_mut().insert(sys::InviteTimeoutTimer::default());
state.ecs_mut().insert(sys::PersistenceTimer::default());
// System schedulers to control execution of systems
state
.ecs_mut()
.insert(sys::PersistenceScheduler::every(Duration::from_secs(10)));
// Server-only components
state.ecs_mut().register::<RegionSubscription>();
state.ecs_mut().register::<Client>();
//Alias validator
let banned_words_paths = &settings.banned_words_files;
let mut banned_words = Vec::new();
for path in banned_words_paths {
let mut list = match std::fs::File::open(&path) {
Ok(file) => match ron::de::from_reader(&file) {
Ok(vec) => vec,
Err(error) => {
tracing::warn!(?error, ?file, "Couldn't deserialize banned words file");
return Err(Error::Other(format!(
"Couldn't read banned words file \"{}\"",
path.to_string_lossy()
)));
},
},
Err(error) => {
tracing::warn!(?error, ?path, "Couldn't open banned words file");
return Err(Error::Other(format!(
"Couldn't open banned words file \"{}\". Error: {}",
path.to_string_lossy(),
error
)));
},
};
banned_words.append(&mut list);
}
let banned_words_count = banned_words.len();
tracing::debug!(?banned_words_count);
tracing::trace!(?banned_words);
state.ecs_mut().insert(AliasValidator::new(banned_words));
#[cfg(feature = "worldgen")]
let (world, index) = World::generate(settings.world_seed, WorldOpts {
seed_elements: true,
world_file: if let Some(ref opts) = settings.map_file {
opts.clone()
} else {
// Load default map from assets.
FileOpts::LoadAsset(DEFAULT_WORLD_MAP.into())
},
..WorldOpts::default()
});
#[cfg(feature = "worldgen")]
let map = world.get_map_data(index.as_index_ref());
#[cfg(not(feature = "worldgen"))]
let (world, index) = World::generate(settings.world_seed);
#[cfg(not(feature = "worldgen"))]
let map = WorldMapMsg {
dimensions_lg: Vec2::zero(),
max_height: 1.0,
rgba: vec![0],
horizons: [(vec![0], vec![0]), (vec![0], vec![0])],
sea_level: 0.0,
alt: vec![30],
};
#[cfg(feature = "worldgen")]
let spawn_point = {
let index = index.as_index_ref();
// NOTE: all of these `.map(|e| e as [type])` calls should compile into no-ops,
// but are needed to be explicit about casting (and to make the compiler stop
// complaining)
// spawn in the chunk, that is in the middle of the world
let center_chunk: Vec2<i32> = world.sim().map_size_lg().chunks().map(i32::from) / 2;
// Find a town to spawn in that's close to the centre of the world
let spawn_chunk = world
.civs()
.sites()
.filter(|site| matches!(site.kind, SiteKind::Settlement))
.map(|site| site.center)
.min_by_key(|site_pos| site_pos.distance_squared(center_chunk))
.unwrap_or(center_chunk);
// calculate the absolute position of the chunk in the world
// (we could add TerrainChunkSize::RECT_SIZE / 2 here, to spawn in the middle of
// the chunk)
let spawn_location = spawn_chunk.map2(TerrainChunkSize::RECT_SIZE, |e, sz| {
e as i32 * sz as i32 + sz as i32 / 2
});
// get a z cache for the column in which we want to spawn
let mut block_sampler = world.sample_blocks();
let z_cache = block_sampler
.get_z_cache(spawn_location, index)
.expect(&format!("no z_cache found for chunk: {}", spawn_chunk));
// get the minimum and maximum z values at which there could be solid blocks
let (min_z, _, max_z) = z_cache.get_z_limits(&mut block_sampler, index);
// round range outwards, so no potential air block is missed
let min_z = min_z.floor() as i32;
let max_z = max_z.ceil() as i32;
// loop over all blocks from min_z to max_z + 1
// until the first air block is found
// (up to max_z + 1, because max_z could still be a solid block)
// if no air block is found default to max_z + 1
let z = (min_z..(max_z + 1) + 1)
.find(|z| {
block_sampler
.get_with_z_cache(
Vec3::new(spawn_location.x, spawn_location.y, *z),
Some(&z_cache),
false,
index,
)
.map(|b| b.is_air())
.unwrap_or(false)
})
.unwrap_or(max_z + 1);
// build the actual spawn point and
// add 0.5, so that the player spawns in the middle of the block
Vec3::new(spawn_location.x, spawn_location.y, z).map(|e| (e as f32)) + 0.5
};
#[cfg(not(feature = "worldgen"))]
let spawn_point = Vec3::new(0.0, 0.0, 256.0);
// set the spawn point we calculated above
state.ecs_mut().insert(SpawnPoint(spawn_point));
// Set starting time for the server.
state.ecs_mut().write_resource::<TimeOfDay>().0 = settings.start_time;
// Register trackers
sys::sentinel::register_trackers(&mut state.ecs_mut());
state.ecs_mut().insert(DeletedEntities::default());
let mut metrics = ServerMetrics::new();
// register all metrics submodules here
let (tick_metrics, registry_tick) = TickMetrics::new(metrics.tick_clone())
.expect("Failed to initialize server tick metrics submodule.");
let (state_tick_metrics, registry_state) = StateTickMetrics::new().unwrap();
registry_chunk(&metrics.registry()).expect("failed to register chunk gen metrics");
registry_network(&metrics.registry()).expect("failed to register network request metrics");
registry_player(&metrics.registry()).expect("failed to register player metrics");
registry_tick(&metrics.registry()).expect("failed to register tick metrics");
registry_state(&metrics.registry()).expect("failed to register state metrics");
let thread_pool = ThreadPoolBuilder::new()
.name("veloren-worker".to_string())
.build();
let (network, f) = Network::new_with_registry(Pid::new(), &metrics.registry());
metrics
.run(settings.metrics_address)
.expect("Failed to initialize server metrics submodule.");
thread_pool.execute(f);
block_on(network.listen(ProtocolAddr::Tcp(settings.gameserver_address)))?;
let this = Self {
state,
world: Arc::new(world),
index,
map,
network,
thread_pool,
metrics,
tick_metrics,
state_tick_metrics,
};
debug!(?settings, "created veloren server with");
let git_hash = *common::util::GIT_HASH;
let git_date = common::util::GIT_DATE.clone();
let git_time = *common::util::GIT_TIME;
let version = common::util::DISPLAY_VERSION_LONG.clone();
info!(?version, "Server version");
debug!(?git_hash, ?git_date, ?git_time, "detailed Server version");
Ok(this)
}
pub fn get_server_info(&self) -> ServerInfo {
let settings = self.state.ecs().fetch::<ServerSettings>();
ServerInfo {
name: settings.server_name.clone(),
description: settings.server_description.clone(),
git_hash: common::util::GIT_HASH.to_string(),
git_date: common::util::GIT_DATE.to_string(),
auth_provider: settings.auth_server_address.clone(),
}
}
pub fn with_thread_pool(mut self, thread_pool: ThreadPool) -> Self {
self.thread_pool = thread_pool;
self
}
/// Get a reference to the server's settings
pub fn settings(&self) -> impl Deref<Target = ServerSettings> + '_ {
self.state.ecs().fetch::<ServerSettings>()
}
/// Get a mutable reference to the server's settings
pub fn settings_mut(&mut self) -> impl DerefMut<Target = ServerSettings> + '_ {
self.state.ecs_mut().fetch_mut::<ServerSettings>()
}
/// 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 }
/// Get a reference to the server's world map.
pub fn map(&self) -> &WorldMapMsg { &self.map }
/// 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> {
self.state.ecs().write_resource::<Tick>().0 += 1;
// 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) Check for persistence updates related to character data, and message the
// relevant entities
// 8) Update Metrics with current data
// 9) 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();
// 2)
let before_new_connections = Instant::now();
// 3) Handle inputs from clients
block_on(self.handle_new_connections(&mut frontend_events))?;
let before_message_system = Instant::now();
// Run message receiving sys before the systems in common for decreased latency
// (e.g. run before controller system)
sys::message::Sys.run_now(&self.state.ecs());
let before_state_tick = Instant::now();
// 4) Tick the server's LocalState.
// 5) Fetch any generated `TerrainChunk`s and insert them into the terrain.
// in sys/terrain.rs
self.state.tick(dt, sys::add_server_systems, false);
let before_handle_events = Instant::now();
// Handle game events
frontend_events.append(&mut self.handle_events());
let before_update_terrain_and_regions = Instant::now();
// Apply terrain changes and update the region map after processing server
// events so that changes made by server events will be immediately
// visible to client synchronization systems, minimizing the latency of
// `ServerEvent` mediated effects
self.state.update_region_map();
self.state.apply_terrain_changes();
let before_sync = Instant::now();
// 6) Synchronise clients with the new state of the world.
sys::run_sync_systems(self.state.ecs_mut());
let before_world_tick = Instant::now();
// Tick the world
self.world.tick(dt);
let before_entity_cleanup = Instant::now();
// Remove NPCs that are outside the view distances of all players
// This is done by removing NPCs in unloaded chunks
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::Player>(),
)
.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 {
if let Err(e) = self.state.delete_entity_recorded(entity) {
error!(?e, "Failed to delete agent outside the terrain");
}
}
// 7 Persistence updates
let before_persistence_updates = Instant::now();
// Get character-related database responses and notify the requesting client
self.state
.ecs()
.read_resource::<persistence::character_loader::CharacterLoader>()
.messages()
.for_each(|query_result| match query_result.result {
CharacterLoaderResponseType::CharacterList(result) => match result {
Ok(character_list_data) => self.notify_client(
query_result.entity,
ServerMsg::CharacterListUpdate(character_list_data),
),
Err(error) => self.notify_client(
query_result.entity,
ServerMsg::CharacterActionError(error.to_string()),
),
},
CharacterLoaderResponseType::CharacterData(result) => {
let message = match *result {
Ok(character_data) => ServerEvent::UpdateCharacterData {
entity: query_result.entity,
components: character_data,
},
Err(error) => {
// We failed to load data for the character from the DB. Notify the
// client to push the state back to character selection, with the error
// to display
self.notify_client(
query_result.entity,
ServerMsg::CharacterDataLoadError(error.to_string()),
);
// Clean up the entity data on the server
ServerEvent::ExitIngame {
entity: query_result.entity,
}
},
};
self.state
.ecs()
.read_resource::<EventBus<ServerEvent>>()
.emit_now(message);
},
});
{
// Check for new chunks; cancel and regenerate all chunks if the asset has been
// reloaded. Note that all of these assignments are no-ops, so the
// only work we do here on the fast path is perform a relaxed read on an atomic.
// boolean.
let index = &mut self.index;
let thread_pool = &mut self.thread_pool;
let world = &mut self.world;
let ecs = self.state.ecs_mut();
index.reload_colors_if_changed(|index| {
let mut chunk_generator = ecs.write_resource::<ChunkGenerator>();
let client = ecs.read_storage::<Client>();
let mut terrain = ecs.write_resource::<common::terrain::TerrainGrid>();
// Cancel all pending chunks.
chunk_generator.cancel_all();
if client.is_empty() {
// No clients, so just clear all terrain.
terrain.clear();
} else {
// There's at least one client, so regenerate all chunks.
terrain.iter().for_each(|(pos, _)| {
chunk_generator.generate_chunk(
None,
pos,
thread_pool,
world.clone(),
index.clone(),
);
});
}
});
}
let end_of_server_tick = Instant::now();
// 8) Update Metrics
// Get system timing info
let entity_sync_nanos = self
.state
.ecs()
.read_resource::<sys::EntitySyncTimer>()
.nanos as i64;
let message_nanos = self.state.ecs().read_resource::<sys::MessageTimer>().nanos as i64;
let sentinel_nanos = self.state.ecs().read_resource::<sys::SentinelTimer>().nanos as i64;
let subscription_nanos = self
.state
.ecs()
.read_resource::<sys::SubscriptionTimer>()
.nanos as i64;
let terrain_sync_nanos = self
.state
.ecs()
.read_resource::<sys::TerrainSyncTimer>()
.nanos as i64;
let terrain_nanos = self.state.ecs().read_resource::<sys::TerrainTimer>().nanos as i64;
let waypoint_nanos = self.state.ecs().read_resource::<sys::WaypointTimer>().nanos as i64;
let invite_timeout_nanos = self
.state
.ecs()
.read_resource::<sys::InviteTimeoutTimer>()
.nanos as i64;
let stats_persistence_nanos = self
.state
.ecs()
.read_resource::<sys::PersistenceTimer>()
.nanos as i64;
let total_sys_ran_in_dispatcher_nanos =
terrain_nanos + waypoint_nanos + invite_timeout_nanos;
// Report timing info
self.tick_metrics
.tick_time
.with_label_values(&["new connections"])
.set((before_message_system - before_new_connections).as_nanos() as i64);
self.tick_metrics
.tick_time
.with_label_values(&["state tick"])
.set(
(before_handle_events - before_state_tick).as_nanos() as i64
- total_sys_ran_in_dispatcher_nanos,
);
self.tick_metrics
.tick_time
.with_label_values(&["handle server events"])
.set((before_update_terrain_and_regions - before_handle_events).as_nanos() as i64);
self.tick_metrics
.tick_time
.with_label_values(&["update terrain and region map"])
.set((before_sync - before_update_terrain_and_regions).as_nanos() as i64);
self.tick_metrics
.tick_time
.with_label_values(&["world tick"])
.set((before_entity_cleanup - before_world_tick).as_nanos() as i64);
self.tick_metrics
.tick_time
.with_label_values(&["entity cleanup"])
.set((before_persistence_updates - before_entity_cleanup).as_nanos() as i64);
self.tick_metrics
.tick_time
.with_label_values(&["persistence_updates"])
.set((end_of_server_tick - before_persistence_updates).as_nanos() as i64);
self.tick_metrics
.tick_time
.with_label_values(&["entity sync"])
.set(entity_sync_nanos);
self.tick_metrics
.tick_time
.with_label_values(&["message"])
.set(message_nanos);
self.tick_metrics
.tick_time
.with_label_values(&["sentinel"])
.set(sentinel_nanos);
self.tick_metrics
.tick_time
.with_label_values(&["subscription"])
.set(subscription_nanos);
self.tick_metrics
.tick_time
.with_label_values(&["terrain sync"])
.set(terrain_sync_nanos);
self.tick_metrics
.tick_time
.with_label_values(&["terrain"])
.set(terrain_nanos);
self.tick_metrics
.tick_time
.with_label_values(&["waypoint"])
.set(waypoint_nanos);
self.tick_metrics
.tick_time
.with_label_values(&["invite timeout"])
.set(invite_timeout_nanos);
self.tick_metrics
.tick_time
.with_label_values(&["persistence:stats"])
.set(stats_persistence_nanos);
//detailed state metrics
{
let res = self
.state
.ecs()
.read_resource::<common::metrics::SysMetrics>();
let c = &self.state_tick_metrics.state_tick_time_count;
let agent_ns = res.agent_ns.load(Ordering::Relaxed);
let mount_ns = res.mount_ns.load(Ordering::Relaxed);
let controller_ns = res.controller_ns.load(Ordering::Relaxed);
let character_behavior_ns = res.character_behavior_ns.load(Ordering::Relaxed);
let stats_ns = res.stats_ns.load(Ordering::Relaxed);
let phys_ns = res.phys_ns.load(Ordering::Relaxed);
let projectile_ns = res.projectile_ns.load(Ordering::Relaxed);
let combat_ns = res.combat_ns.load(Ordering::Relaxed);
c.with_label_values(&[common::sys::AGENT_SYS])
.inc_by(agent_ns);
c.with_label_values(&[common::sys::MOUNT_SYS])
.inc_by(mount_ns);
c.with_label_values(&[common::sys::CONTROLLER_SYS])
.inc_by(controller_ns);
c.with_label_values(&[common::sys::CHARACTER_BEHAVIOR_SYS])
.inc_by(character_behavior_ns);
c.with_label_values(&[common::sys::STATS_SYS])
.inc_by(stats_ns);
c.with_label_values(&[common::sys::PHYS_SYS])
.inc_by(phys_ns);
c.with_label_values(&[common::sys::PROJECTILE_SYS])
.inc_by(projectile_ns);
c.with_label_values(&[common::sys::COMBAT_SYS])
.inc_by(combat_ns);
const NANOSEC_PER_SEC: f64 = Duration::from_secs(1).as_nanos() as f64;
let h = &self.state_tick_metrics.state_tick_time_hist;
h.with_label_values(&[common::sys::AGENT_SYS])
.observe(agent_ns as f64 / NANOSEC_PER_SEC);
h.with_label_values(&[common::sys::MOUNT_SYS])
.observe(mount_ns as f64 / NANOSEC_PER_SEC);
h.with_label_values(&[common::sys::CONTROLLER_SYS])
.observe(controller_ns as f64 / NANOSEC_PER_SEC);
h.with_label_values(&[common::sys::CHARACTER_BEHAVIOR_SYS])
.observe(character_behavior_ns as f64 / NANOSEC_PER_SEC);
h.with_label_values(&[common::sys::STATS_SYS])
.observe(stats_ns as f64 / NANOSEC_PER_SEC);
h.with_label_values(&[common::sys::PHYS_SYS])
.observe(phys_ns as f64 / NANOSEC_PER_SEC);
h.with_label_values(&[common::sys::PROJECTILE_SYS])
.observe(projectile_ns as f64 / NANOSEC_PER_SEC);
h.with_label_values(&[common::sys::COMBAT_SYS])
.observe(combat_ns as f64 / NANOSEC_PER_SEC);
}
// Report other info
self.tick_metrics
.time_of_day
.set(self.state.ecs().read_resource::<TimeOfDay>().0);
if self.tick_metrics.is_100th_tick() {
let mut chonk_cnt = 0;
let chunk_cnt = self.state.terrain().iter().fold(0, |a, (_, c)| {
chonk_cnt += 1;
a + c.sub_chunks_len()
});
self.tick_metrics.chonks_count.set(chonk_cnt as i64);
self.tick_metrics.chunks_count.set(chunk_cnt as i64);
let entity_count = self.state.ecs().entities().join().count();
self.tick_metrics.entity_count.set(entity_count as i64);
}
//self.metrics.entity_count.set(self.state.);
self.tick_metrics
.tick_time
.with_label_values(&["metrics"])
.set(end_of_server_tick.elapsed().as_nanos() as i64);
self.metrics.tick();
// 9) Finish the tick, pass control back to the frontend.
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.
async fn handle_new_connections(
&mut self,
frontend_events: &mut Vec<Event>,
) -> Result<(), Error> {
//TIMEOUT 0.1 ms for msg handling
const TIMEOUT: Duration = Duration::from_micros(100);
const SLOWLORIS_TIMEOUT: Duration = Duration::from_millis(300);
loop {
let participant = match select!(
_ = Delay::new(TIMEOUT).fuse() => None,
pr = self.network.connected().fuse() => Some(pr),
) {
None => return Ok(()),
Some(pr) => pr?,
};
debug!("New Participant connected to the server");
let singleton_stream = match select!(
_ = Delay::new(SLOWLORIS_TIMEOUT).fuse() => None,
sr = participant.opened().fuse() => Some(sr),
) {
None => {
warn!("Either Slowloris attack or very slow client, dropping");
return Ok(()); //return rather then continue to give removes a tick more to send data.
},
Some(Ok(s)) => s,
Some(Err(e)) => {
warn!(?e, "Failed to open a Stream from remote client. dropping");
continue;
},
};
let mut client = Client {
client_state: ClientState::Connected,
participant: std::sync::Mutex::new(Some(participant)),
singleton_stream,
network_error: std::sync::atomic::AtomicBool::new(false),
last_ping: self.state.get_time(),
login_msg_sent: false,
};
if self.settings().max_players
<= self.state.ecs().read_storage::<Client>().join().count()
{
// Note: in this case the client is dropped
client.notify(ServerMsg::TooManyPlayers);
} else {
let entity = self
.state
.ecs_mut()
.create_entity_synced()
.with(client)
.build();
self.state
.ecs()
.read_resource::<metrics::PlayerMetrics>()
.clients_connected
.inc();
// Send client all the tracked components currently attached to its entity as
// well as synced resources (currently only `TimeOfDay`)
debug!("Starting initial sync with client.");
self.state
.ecs()
.write_storage::<Client>()
.get_mut(entity)
.unwrap()
.notify(ServerMsg::InitialSync {
// Send client their entity
entity_package: TrackedComps::fetch(&self.state.ecs())
.create_entity_package(entity, None, None, None),
server_info: self.get_server_info(),
time_of_day: *self.state.ecs().read_resource(),
max_group_size: self.settings().max_player_group_size,
client_timeout: self.settings().client_timeout,
world_map: self.map.clone(),
recipe_book: (&*default_recipe_book()).clone(),
});
frontend_events.push(Event::ClientConnected { entity });
debug!("Done initial sync with client.");
}
}
}
pub fn notify_client<S>(&self, entity: EcsEntity, msg: S)
where
S: Into<ServerMsg>,
{
if let Some(client) = self.state.ecs().write_storage::<Client>().get_mut(entity) {
client.notify(msg.into())
}
}
pub fn generate_chunk(&mut self, entity: EcsEntity, key: Vec2<i32>) {
self.state
.ecs()
.write_resource::<ChunkGenerator>()
.generate_chunk(
Some(entity),
key,
&mut self.thread_pool,
self.world.clone(),
self.index.clone(),
);
}
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.
if let Ok(command) = kwd.parse::<ChatCommand>() {
command.execute(self, entity, args);
} else {
self.notify_client(
entity,
ChatType::CommandError.server_msg(format!(
"Unknown command '/{}'.\nType '/help' for available commands",
kwd
)),
);
}
}
fn entity_is_admin(&self, entity: EcsEntity) -> bool {
self.state
.read_storage::<comp::Admin>()
.get(entity)
.is_some()
}
pub fn number_of_players(&self) -> i64 {
self.state.ecs().read_storage::<Client>().join().count() as i64
}
}
impl Drop for Server {
fn drop(&mut self) {
self.state
.notify_registered_clients(ServerMsg::Disconnect(DisconnectReason::Shutdown));
}
}