mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
784 lines
31 KiB
Rust
784 lines
31 KiB
Rust
#![deny(unsafe_code)]
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#![feature(label_break_value)]
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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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comp::{self, ControlEvent, Controller, ControllerInputs, InventoryManip},
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event::{EventBus, SfxEvent, SfxEventItem},
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msg::{
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validate_chat_msg, ChatMsgValidationError, ClientMsg, ClientState, PlayerListUpdate,
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RequestStateError, ServerError, ServerInfo, ServerMsg, MAX_BYTES_CHAT_MSG,
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},
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net::PostBox,
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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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ChatType,
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};
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use hashbrown::HashMap;
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use image::DynamicImage;
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use log::warn;
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use std::{
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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 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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pub enum Event {
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Chat {
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chat_type: ChatType,
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message: String,
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},
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Disconnect,
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DisconnectionNotification(u64),
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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<u64, String>,
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postbox: PostBox<ClientMsg, ServerMsg>,
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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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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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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 postbox = PostBox::to(addr)?;
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// Wait for initial sync
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let (state, entity, server_info, world_map) = match postbox.next_message() {
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Some(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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world_map: (map_size, world_map),
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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.to_string() {
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log::warn!(
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"Server is running {}[{}], you are running {}[{}], versions might be \
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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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log::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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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 = 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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log::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(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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log::debug!("Done preparing image...");
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(state, entity, server_info, (world_map, map_size))
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},
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Some(ServerMsg::Error(ServerError::TooManyPlayers)) => {
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return Err(Error::TooManyPlayers);
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},
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_ => return Err(Error::ServerWentMad),
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};
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postbox.send_message(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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postbox,
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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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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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player: comp::Player,
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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 = match &self.server_info.auth_provider {
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Some(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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authc::AuthClient::new(addr)
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.sign_in(&player.alias, &password)?
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.serialize()
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} else {
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return Err(Error::AuthServerNotTrusted);
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}
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},
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None => player.alias.clone(),
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};
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self.postbox.send_message(ClientMsg::Register {
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player,
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token_or_username,
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});
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self.client_state = ClientState::Pending;
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loop {
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match self.postbox.next_message() {
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Some(ServerMsg::StateAnswer(Err((RequestStateError::Denied, _)))) => {
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break Err(Error::InvalidAuth);
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},
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Some(ServerMsg::StateAnswer(Ok(ClientState::Registered))) => break Ok(()),
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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, name: String, body: comp::Body, main: Option<String>) {
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self.postbox
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.send_message(ClientMsg::Character { name, body, main });
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self.client_state = ClientState::Pending;
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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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self.postbox.send_message(ClientMsg::Disconnect);
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self.client_state = ClientState::Pending;
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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.postbox.send_message(ClientMsg::ExitIngame);
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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.postbox
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.send_message(ClientMsg::SetViewDistance(self.view_distance.unwrap()));
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// Can't fail
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}
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pub fn use_inventory_slot(&mut self, slot: usize) {
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self.postbox
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.send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Use(slot),
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)));
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}
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pub fn swap_inventory_slots(&mut self, a: usize, b: usize) {
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self.postbox
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.send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Swap(a, b),
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)));
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}
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pub fn drop_inventory_slot(&mut self, slot: usize) {
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self.postbox
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.send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Drop(slot),
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)));
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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.ecs().read_storage::<Uid>().get(entity).copied() {
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self.postbox
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.send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Pickup(uid),
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)));
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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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pub fn mount(&mut self, entity: EcsEntity) {
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if let Some(uid) = self.state.ecs().read_storage::<Uid>().get(entity).copied() {
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self.postbox
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.send_message(ClientMsg::ControlEvent(ControlEvent::Mount(uid)));
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}
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}
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pub fn unmount(&mut self) {
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self.postbox
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.send_message(ClientMsg::ControlEvent(ControlEvent::Unmount));
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}
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pub fn view_distance(&self) -> Option<u32> { self.view_distance }
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pub fn loaded_distance(&self) -> f32 { self.loaded_distance }
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pub fn current_chunk(&self) -> Option<Arc<TerrainChunk>> {
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let chunk_pos = Vec2::from(
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self.state
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.read_storage::<comp::Pos>()
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.get(self.entity)
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.cloned()?
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.0,
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)
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.map2(TerrainChunkSize::RECT_SIZE, |e: f32, sz| {
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(e as u32).div_euclid(sz) as i32
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});
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self.state.terrain().get_key_arc(chunk_pos).cloned()
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}
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pub fn inventories(&self) -> ReadStorage<comp::Inventory> { self.state.read_storage() }
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/// Send a chat message to the server.
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pub fn send_chat(&mut self, message: String) {
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match validate_chat_msg(&message) {
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Ok(()) => self.postbox.send_message(ClientMsg::ChatMsg { message }),
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Err(ChatMsgValidationError::TooLong) => log::warn!(
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"Attempted to send a message that's too long (Over {} bytes)",
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MAX_BYTES_CHAT_MSG
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),
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}
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}
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/// Remove all cached terrain
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pub fn clear_terrain(&mut self) {
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self.state.clear_terrain();
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self.pending_chunks.clear();
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}
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pub fn place_block(&mut self, pos: Vec3<i32>, block: Block) {
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self.postbox.send_message(ClientMsg::PlaceBlock(pos, block));
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}
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pub fn remove_block(&mut self, pos: Vec3<i32>) {
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self.postbox.send_message(ClientMsg::BreakBlock(pos));
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}
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pub fn collect_block(&mut self, pos: Vec3<i32>) {
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self.postbox
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.send_message(ClientMsg::ControlEvent(ControlEvent::InventoryManip(
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InventoryManip::Collect(pos),
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)));
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}
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/// Execute a single client tick, handle input and update the game state by
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/// the given duration.
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pub fn tick(
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&mut self,
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inputs: ControllerInputs,
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dt: Duration,
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add_foreign_systems: impl Fn(&mut DispatcherBuilder),
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) -> Result<Vec<Event>, Error> {
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// This tick function is the centre of the Veloren universe. Most client-side
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// things are managed from here, and as such it's important that it
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// stays organised. Please consult the core developers before making
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// significant changes to this code. Here is the approximate order of
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// things. Please update it as this code changes.
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//
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// 1) Collect input from the frontend, apply input effects to the state
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// of the game
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// 2) Handle messages from the server
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// 3) Go through any events (timer-driven or otherwise) that need handling
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// and apply them to the state of the game
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// 4) Perform a single LocalState tick (i.e: update the world and entities
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// in the world)
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// 5) Go through the terrain update queue and apply all changes
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// to the terrain
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// 6) Sync information to the server
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// 7) Finish the tick, passing actions of the main thread back
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// to the frontend
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// 1) Handle input from frontend.
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// Pass character actions from frontend input to the player's entity.
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if let ClientState::Character = self.client_state {
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self.state.write_component(self.entity, Controller {
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inputs: inputs.clone(),
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events: Vec::new(),
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});
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self.postbox
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.send_message(ClientMsg::ControllerInputs(inputs));
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}
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// 2) Build up a list of events for this frame, to be passed to the frontend.
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let mut frontend_events = Vec::new();
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// Prepare for new events
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{
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let ecs = self.state.ecs();
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for (entity, _) in (&ecs.entities(), &ecs.read_storage::<comp::Body>()).join() {
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let mut last_character_states =
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ecs.write_storage::<comp::Last<comp::CharacterState>>();
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if let Some(client_character_state) =
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ecs.read_storage::<comp::CharacterState>().get(entity)
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{
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if last_character_states
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.get(entity)
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.map(|&l| !client_character_state.is_same_state(&l.0))
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.unwrap_or(true)
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{
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let _ = last_character_states
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.insert(entity, comp::Last(*client_character_state));
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}
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}
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}
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}
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// Handle new messages from the server.
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frontend_events.append(&mut self.handle_new_messages()?);
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// 3) Update client local data
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// 4) Tick the client's LocalState
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self.state.tick(dt, add_foreign_systems);
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// 5) Terrain
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let pos = self
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.state
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.read_storage::<comp::Pos>()
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.get(self.entity)
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.cloned();
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if let (Some(pos), Some(view_distance)) = (pos, self.view_distance) {
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let chunk_pos = self.state.terrain().pos_key(pos.0.map(|e| e as i32));
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// Remove chunks that are too far from the player.
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let mut chunks_to_remove = Vec::new();
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self.state.terrain().iter().for_each(|(key, _)| {
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// Subtract 2 from the offset before computing squared magnitude
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// 1 for the chunks needed bordering other chunks for meshing
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// 1 as a buffer so that if the player moves back in that direction the chunks
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// don't need to be reloaded
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if (chunk_pos - key)
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.map(|e: i32| (e.abs() as u32).checked_sub(2).unwrap_or(0))
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.magnitude_squared()
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> view_distance.pow(2)
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{
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chunks_to_remove.push(key);
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}
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});
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for key in chunks_to_remove {
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self.state.remove_chunk(key);
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}
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// Request chunks from the server.
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self.loaded_distance = ((view_distance * TerrainChunkSize::RECT_SIZE.x) as f32).powi(2);
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// +1 so we can find a chunk that's outside the vd for better fog
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for dist in 0..view_distance as i32 + 1 {
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// Only iterate through chunks that need to be loaded for circular vd
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// The (dist - 2) explained:
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// -0.5 because a chunk is visible if its corner is within the view distance
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// -0.5 for being able to move to the corner of the current chunk
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// -1 because chunks are not meshed if they don't have all their neighbors
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// (notice also that view_distance is decreased by 1)
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// (this subtraction on vd is ommitted elsewhere in order to provide
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// a buffer layer of loaded chunks)
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let top = if 2 * (dist - 2).max(0).pow(2) > (view_distance - 1).pow(2) as i32 {
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((view_distance - 1).pow(2) as f32 - (dist - 2).pow(2) as f32)
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.sqrt()
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.round() as i32
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+ 1
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} else {
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dist
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};
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let mut skip_mode = false;
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for i in -top..top + 1 {
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let keys = [
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chunk_pos + Vec2::new(dist, i),
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chunk_pos + Vec2::new(i, dist),
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chunk_pos + Vec2::new(-dist, i),
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chunk_pos + Vec2::new(i, -dist),
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];
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for key in keys.iter() {
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if self.state.terrain().get_key(*key).is_none() {
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if !skip_mode && !self.pending_chunks.contains_key(key) {
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if self.pending_chunks.len() < 4 {
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self.postbox
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.send_message(ClientMsg::TerrainChunkRequest { key: *key });
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self.pending_chunks.insert(*key, Instant::now());
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} else {
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skip_mode = true;
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}
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}
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let dist_to_player =
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(self.state.terrain().key_pos(*key).map(|x| x as f32)
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+ TerrainChunkSize::RECT_SIZE.map(|x| x as f32) / 2.0)
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.distance_squared(pos.0.into());
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if dist_to_player < self.loaded_distance {
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self.loaded_distance = dist_to_player;
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}
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}
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}
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}
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}
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self.loaded_distance = self.loaded_distance.sqrt()
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- ((TerrainChunkSize::RECT_SIZE.x as f32 / 2.0).powi(2)
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+ (TerrainChunkSize::RECT_SIZE.y as f32 / 2.0).powi(2))
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.sqrt();
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// If chunks are taking too long, assume they're no longer pending.
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let now = Instant::now();
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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.postbox.send_message(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.postbox
|
|
.send_message(ClientMsg::PlayerPhysics { pos, vel, ori });
|
|
}
|
|
}
|
|
|
|
/*
|
|
// Output debug metrics
|
|
if log_enabled!(log::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();
|
|
}
|
|
|
|
/// 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 {
|
|
if 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 new_msgs = self.postbox.new_messages();
|
|
|
|
if new_msgs.len() > 0 {
|
|
for msg in new_msgs {
|
|
match msg {
|
|
ServerMsg::Error(e) => match e {
|
|
ServerError::TooManyPlayers => return Err(Error::ServerWentMad),
|
|
ServerError::InvalidAuth => return Err(Error::InvalidAuth),
|
|
ServerError::AlreadyLoggedIn => return Err(Error::AlreadyLoggedIn),
|
|
ServerError::AuthError(_) => unreachable!(),
|
|
//TODO: ServerError::InvalidAlias => return Err(Error::InvalidAlias),
|
|
},
|
|
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, name)) => {
|
|
if let Some(old_name) = self.player_list.insert(uid, name.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!",
|
|
name, uid, old_name
|
|
);
|
|
}
|
|
},
|
|
ServerMsg::PlayerListUpdate(PlayerListUpdate::Remove(uid)) => {
|
|
if self.player_list.remove(&uid).is_none() {
|
|
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(name) = self.player_list.get_mut(&uid) {
|
|
*name = 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::Ping => self.postbox.send_message(ClientMsg::Pong),
|
|
ServerMsg::Pong => {
|
|
self.last_server_pong = self.state.get_time();
|
|
|
|
self.last_ping_delta =
|
|
(self.state.get_time() - self.last_server_ping).round();
|
|
},
|
|
ServerMsg::ChatMsg { message, chat_type } => {
|
|
frontend_events.push(Event::Chat { message, chat_type })
|
|
},
|
|
ServerMsg::SetPlayerEntity(uid) => {
|
|
if let Some(entity) = self.state.ecs().entity_from_uid(uid) {
|
|
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::EcsSync(sync_package) => {
|
|
self.state.ecs_mut().apply_sync_package(sync_package);
|
|
},
|
|
ServerMsg::CreateEntity(entity_package) => {
|
|
self.state.ecs_mut().apply_entity_package(entity_package);
|
|
},
|
|
ServerMsg::DeleteEntity(entity) => {
|
|
if self
|
|
.state
|
|
.read_component_cloned::<Uid>(self.entity)
|
|
.map(|u| u.into())
|
|
!= Some(entity)
|
|
{
|
|
self.state
|
|
.ecs_mut()
|
|
.delete_entity_and_clear_from_uid_allocator(entity);
|
|
}
|
|
},
|
|
// Cleanup for when the client goes back to the `Registered` state
|
|
ServerMsg::ExitIngameCleanup => {
|
|
// Get client entity Uid
|
|
let client_uid = self
|
|
.state
|
|
.read_component_cloned::<Uid>(self.entity)
|
|
.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();
|
|
},
|
|
ServerMsg::EntityPos { entity, pos } => {
|
|
if let Some(entity) = self.state.ecs().entity_from_uid(entity) {
|
|
self.state.write_component(entity, pos);
|
|
}
|
|
},
|
|
ServerMsg::EntityVel { entity, vel } => {
|
|
if let Some(entity) = self.state.ecs().entity_from_uid(entity) {
|
|
self.state.write_component(entity, vel);
|
|
}
|
|
},
|
|
ServerMsg::EntityOri { entity, ori } => {
|
|
if let Some(entity) = self.state.ecs().entity_from_uid(entity) {
|
|
self.state.write_component(entity, ori);
|
|
}
|
|
},
|
|
ServerMsg::EntityCharacterState {
|
|
entity,
|
|
character_state,
|
|
} => {
|
|
if let Some(entity) = self.state.ecs().entity_from_uid(entity) {
|
|
self.state.write_component(entity, character_state);
|
|
}
|
|
},
|
|
ServerMsg::InventoryUpdate(inventory, event) => {
|
|
self.state.write_component(self.entity, inventory);
|
|
|
|
self.state
|
|
.ecs()
|
|
.read_resource::<EventBus<SfxEventItem>>()
|
|
.emitter()
|
|
.emit(SfxEventItem::at_player_position(SfxEvent::Inventory(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))) => {
|
|
if error == RequestStateError::Denied {
|
|
warn!("Connection denied!");
|
|
return Err(Error::InvalidAuth);
|
|
}
|
|
warn!(
|
|
"StateAnswer: {:?}. Server thinks client is in state {:?}.",
|
|
error, state
|
|
);
|
|
},
|
|
ServerMsg::Disconnect => {
|
|
frontend_events.push(Event::Disconnect);
|
|
},
|
|
}
|
|
}
|
|
} else if let Some(err) = self.postbox.error() {
|
|
return Err(err.into());
|
|
// We regularily ping in the tick method
|
|
} else if 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 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 }
|
|
|
|
/// 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()
|
|
}
|
|
}
|
|
|
|
impl Drop for Client {
|
|
fn drop(&mut self) { self.postbox.send_message(ClientMsg::Disconnect); }
|
|
}
|