veloren/server/src/lib.rs
Joshua Barretto c16a257ae3 Added server-cli, UI tests
Former-commit-id: 93bf5b39138920aa7a4a773a8247d716866c4a05
2019-01-30 12:11:34 +00:00

72 lines
2.4 KiB
Rust

// Standard
use std::time::Duration;
// Internal
use common::state::State;
use world::World;
#[derive(Debug)]
pub enum Error {
Other(String),
}
pub struct Input {
// TODO: Use this type to manage server input
}
pub struct Server {
state: State,
world: World,
// TODO: Add "meta" state here
}
impl Server {
/// Create a new `Server`.
pub fn new() -> Self {
Self {
state: State::new(),
world: World::new(),
}
}
/// 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 mutable reference to the server's world.
pub fn world_mut(&mut self) -> &mut World { &mut self.world }
/// 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<(), Error> {
// 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) Finish the tick, passing control of the main thread back to the frontend
// Tick the client's LocalState (step 3)
self.state.tick(dt);
// Finish the tick, pass control back to the frontend (step 6)
Ok(())
}
/// Clean up the server after a tick
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
}