veloren/server/src/persistence/character_loader.rs
2021-12-13 01:13:33 +01:00

176 lines
6.4 KiB
Rust

use crate::persistence::{
character::{load_character_data, load_character_list},
error::PersistenceError,
establish_connection, ConnectionMode, DatabaseSettings, PersistedComponents,
};
use common::character::{CharacterId, CharacterItem};
use crossbeam_channel::{self, TryIter};
use rusqlite::Connection;
use std::sync::{Arc, RwLock};
use tracing::error;
pub(crate) type CharacterListResult = Result<Vec<CharacterItem>, PersistenceError>;
pub(crate) type CharacterCreationResult =
Result<(CharacterId, Vec<CharacterItem>), PersistenceError>;
pub(crate) type CharacterEditResult = Result<(CharacterId, Vec<CharacterItem>), PersistenceError>;
pub(crate) type CharacterDataResult = Result<PersistedComponents, PersistenceError>;
type CharacterLoaderRequest = (specs::Entity, CharacterLoaderRequestKind);
/// Available database operations when modifying a player's character list
enum CharacterLoaderRequestKind {
LoadCharacterList {
player_uuid: String,
},
LoadCharacterData {
player_uuid: String,
character_id: CharacterId,
},
}
/// Wrapper for results for character actions. Can be a list of
/// characters, or component data belonging to an individual character
#[derive(Debug)]
pub enum CharacterLoaderResponseKind {
CharacterList(CharacterListResult),
CharacterData(Box<CharacterDataResult>),
CharacterCreation(CharacterCreationResult),
CharacterEdit(CharacterEditResult),
}
/// Common message format dispatched in response to an update request
#[derive(Debug)]
pub struct CharacterLoaderResponse {
pub entity: specs::Entity,
pub result: CharacterLoaderResponseKind,
}
impl CharacterLoaderResponse {
pub fn is_err(&self) -> bool {
matches!(
&self.result,
CharacterLoaderResponseKind::CharacterData(box Err(_))
| CharacterLoaderResponseKind::CharacterList(Err(_))
| CharacterLoaderResponseKind::CharacterCreation(Err(_))
)
}
}
/// A bi-directional messaging resource for making requests to modify or load
/// character data in a background thread.
///
/// This is used on the character selection screen, and after character
/// selection when loading the components associated with a character.
///
/// Requests messages are sent in the form of
/// [`CharacterLoaderRequestKind`] and are dispatched at the character select
/// screen.
///
/// Responses are polled on each server tick in the format
/// [`CharacterLoaderResponse`]
pub struct CharacterLoader {
update_rx: crossbeam_channel::Receiver<CharacterLoaderResponse>,
update_tx: crossbeam_channel::Sender<CharacterLoaderRequest>,
}
impl CharacterLoader {
pub fn new(settings: Arc<RwLock<DatabaseSettings>>) -> Result<Self, PersistenceError> {
let (update_tx, internal_rx) = crossbeam_channel::unbounded::<CharacterLoaderRequest>();
let (internal_tx, update_rx) = crossbeam_channel::unbounded::<CharacterLoaderResponse>();
let builder = std::thread::Builder::new().name("persistence_loader".into());
builder
.spawn(move || {
// Unwrap here is safe as there is no code that can panic when the write lock is
// taken that could cause the RwLock to become poisoned.
//
// This connection -must- remain read-only to avoid lock contention with the
// CharacterUpdater thread.
let mut conn =
establish_connection(&*settings.read().unwrap(), ConnectionMode::ReadOnly);
for request in internal_rx {
conn.update_log_mode(&settings);
let response = CharacterLoader::process_request(request, &conn);
if let Err(e) = internal_tx.send(response) {
error!(?e, "Could not send character loader response");
}
}
})
.unwrap();
Ok(Self {
update_rx,
update_tx,
})
}
// TODO: Refactor the way that we send errors to the client to not require a
// specific Result type per CharacterLoaderResponseKind, and remove
// CharacterLoaderResponse::is_err()
fn process_request(
request: CharacterLoaderRequest,
connection: &Connection,
) -> CharacterLoaderResponse {
let (entity, kind) = request;
CharacterLoaderResponse {
entity,
result: match kind {
CharacterLoaderRequestKind::LoadCharacterList { player_uuid } => {
CharacterLoaderResponseKind::CharacterList(load_character_list(
&player_uuid,
connection,
))
},
CharacterLoaderRequestKind::LoadCharacterData {
player_uuid,
character_id,
} => {
let result = load_character_data(player_uuid, character_id, connection);
if result.is_err() {
error!(
?result,
"Error loading character data for character_id: {}", character_id
);
}
CharacterLoaderResponseKind::CharacterData(Box::new(result))
},
},
}
}
/// Loads a list of characters belonging to the player identified by
/// `player_uuid`
pub fn load_character_list(&self, entity: specs::Entity, player_uuid: String) {
if let Err(e) = self
.update_tx
.send((entity, CharacterLoaderRequestKind::LoadCharacterList {
player_uuid,
}))
{
error!(?e, "Could not send character list load request");
}
}
/// Loads components associated with a character
pub fn load_character_data(
&self,
entity: specs::Entity,
player_uuid: String,
character_id: CharacterId,
) {
if let Err(e) =
self.update_tx
.send((entity, CharacterLoaderRequestKind::LoadCharacterData {
player_uuid,
character_id,
}))
{
error!(?e, "Could not send character data load request");
}
}
/// Returns a non-blocking iterator over CharacterLoaderResponse messages
pub fn messages(&self) -> TryIter<CharacterLoaderResponse> { self.update_rx.try_iter() }
}