veloren/server/src/presence.rs
Imbris 334937568e Add an entity view distance setting that allows limiting the distance
entities are synced from and displayed in.

NOTE: Syncing entities work at the granularity regions which are
multi-chunk squares but the display of entities in voxygen is limited in
a circle with the radiues of the supplied distance.

Additional details and changes:
* Added `ViewDistances` struct in `common` that contains separate
  terrain and entity view distances (the entity view distance will be
  clamped by the terrain view distance in uses of this).
* View distance requests from the client to the server now use this
  type.
* When requesting the character or spectate state the client now passes
  its desired view distances. This is exposed as a new parameter on
  `Client::request_character`/`Client::request_spectate`. And the client
  no longer needs to send a view distance request after entering these
  states. This also allows us to avoid needing to initialize `Presence`
  with a default view distance value on the server.
* Removed `DerefFlaggedStorage` from `Presence` and `RegionSubscription` since the
  change tracking isn't used for these components.
* Add sliders in voxygen graphics and network tabs for this new setting.
  Show the clamped value as well as the selected value next to the
  slider.
* Rename existing "Entities View Distance" slider (which AFAIK controls
  the distance at which different LOD levels apply to figures) to
  "Entities Detail Distance" so we can use the former name for this new
  slider.
2022-08-25 23:24:43 -04:00

139 lines
4.4 KiB
Rust

use common_net::msg::PresenceKind;
use hashbrown::HashSet;
use serde::{Deserialize, Serialize};
use specs::{Component, NullStorage};
use std::time::{Duration, Instant};
use vek::*;
#[derive(Debug)]
pub struct Presence {
pub terrain_view_distance: ViewDistance,
pub entity_view_distance: ViewDistance,
pub kind: PresenceKind,
pub lossy_terrain_compression: bool,
}
impl Presence {
pub fn new(view_distances: common::ViewDistances, kind: PresenceKind) -> Self {
let now = Instant::now();
Self {
terrain_view_distance: ViewDistance::new(view_distances.terrain, now),
entity_view_distance: ViewDistance::new(view_distances.entity, now),
kind,
lossy_terrain_compression: false,
}
}
}
impl Component for Presence {
type Storage = specs::DenseVecStorage<Self>;
}
// Distance from fuzzy_chunk before snapping to current chunk
pub const CHUNK_FUZZ: u32 = 2;
// Distance out of the range of a region before removing it from subscriptions
pub const REGION_FUZZ: u32 = 16;
#[derive(Clone, Debug)]
pub struct RegionSubscription {
pub fuzzy_chunk: Vec2<i32>,
pub last_entity_view_distance: u32,
pub regions: HashSet<Vec2<i32>>,
}
impl Component for RegionSubscription {
type Storage = specs::DenseVecStorage<Self>;
}
#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize)]
pub struct RepositionOnChunkLoad;
impl Component for RepositionOnChunkLoad {
type Storage = NullStorage<Self>;
}
#[derive(PartialEq, Debug, Clone, Copy)]
enum Direction {
Up,
Down,
}
/// Distance from the [Presence] from which the world is loaded and information
/// is synced to clients.
///
/// We limit the frequency that changes in the view distance change direction
/// (e.g. shifting from increasing the value to decreasing it). This is useful
/// since we want to avoid rapid cycles of shrinking and expanding of the view
/// distance.
#[derive(Debug)]
pub struct ViewDistance {
direction: Direction,
last_direction_change_time: Instant,
target: Option<u32>,
current: u32,
}
impl ViewDistance {
/// Minimum time allowed between changes in direction of value adjustments.
const TIME_PER_DIR_CHANGE: Duration = Duration::from_millis(300);
pub fn new(start_value: u32, now: Instant) -> Self {
Self {
direction: Direction::Up,
last_direction_change_time: now - Self::TIME_PER_DIR_CHANGE,
target: None,
current: start_value,
}
}
/// Returns the current value.
pub fn current(&self) -> u32 { self.current }
/// Applies deferred change based on the whether the time to apply it has
/// been reached.
pub fn update(&mut self, now: Instant) {
if let Some(target_val) = self.target {
if now.saturating_duration_since(self.last_direction_change_time)
> Self::TIME_PER_DIR_CHANGE
{
self.last_direction_change_time = now;
self.current = target_val;
self.target = None;
}
}
}
/// Sets the target value.
///
/// If this hasn't been changed recently or it is in the same direction as
/// the previous change it will be applied immediately. Otherwise, it
/// will be deferred to a later time (limiting the frequency of changes
/// in the change direction).
pub fn set_target(&mut self, new_target: u32, now: Instant) {
use core::cmp::Ordering;
let new_direction = match new_target.cmp(&self.current) {
Ordering::Equal => return, // No change needed.
Ordering::Less => Direction::Down,
Ordering::Greater => Direction::Up,
};
// Change is in the same direction as before so we can just apply it.
if new_direction == self.direction {
self.current = new_target;
self.target = None;
// If it has already been a while since the last direction change we can
// directly apply the request and switch the direction.
} else if now.saturating_duration_since(self.last_direction_change_time)
> Self::TIME_PER_DIR_CHANGE
{
self.direction = new_direction;
self.last_direction_change_time = now;
self.current = new_target;
self.target = None;
// Otherwise, we need to defer the request.
} else {
self.target = Some(new_target);
}
}
}