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266 lines
8.8 KiB
Rust
266 lines
8.8 KiB
Rust
// Reexports
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pub use sphynx::Uid;
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use crate::{
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comp, inventory,
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msg::{EcsCompPacket, EcsResPacket},
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sys,
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terrain::{TerrainChunk, TerrainMap},
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};
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use rayon::{ThreadPool, ThreadPoolBuilder};
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use serde_derive::{Deserialize, Serialize};
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use specs::{
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shred::{Fetch, FetchMut},
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storage::{MaskedStorage as EcsMaskedStorage, Storage as EcsStorage},
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Component, DispatcherBuilder, Entity as EcsEntity,
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};
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use sphynx;
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use std::{collections::HashSet, sync::Arc, time::Duration};
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use vek::*;
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/// How much faster should an in-game day be compared to a real day?
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// TODO: Don't hard-code this.
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const DAY_CYCLE_FACTOR: f64 = 24.0 * 60.0;
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/// A resource that stores the time of day.
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct TimeOfDay(f64);
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/// A resource that stores the tick (i.e: physics) time.
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#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize)]
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pub struct Time(pub f64);
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/// A resource that stores the time since the previous tick.
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#[derive(Default)]
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pub struct DeltaTime(pub f32);
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/// At what point should we stop speeding up physics to compensate for lag? If we speed physics up
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/// too fast, we'd skip important physics events like collisions. This constant determines the
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/// upper limit. If delta time exceeds this value, the game's physics will begin to produce time
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/// lag. Ideally, we'd avoid such a situation.
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const MAX_DELTA_TIME: f32 = 0.15;
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pub struct Changes {
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pub new_chunks: HashSet<Vec2<i32>>,
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pub changed_chunks: HashSet<Vec2<i32>>,
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pub removed_chunks: HashSet<Vec2<i32>>,
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}
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impl Changes {
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pub fn default() -> Self {
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Self {
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new_chunks: HashSet::new(),
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changed_chunks: HashSet::new(),
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removed_chunks: HashSet::new(),
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}
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}
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pub fn cleanup(&mut self) {
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self.new_chunks.clear();
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self.changed_chunks.clear();
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self.removed_chunks.clear();
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}
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}
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/// A type used to represent game state stored on both the client and the server. This includes
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/// things like entity components, terrain data, and global states like weather, time of day, etc.
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pub struct State {
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ecs: sphynx::World<EcsCompPacket, EcsResPacket>,
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// Avoid lifetime annotation by storing a thread pool instead of the whole dispatcher
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thread_pool: Arc<ThreadPool>,
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changes: Changes,
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}
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impl State {
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/// Create a new `State`.
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pub fn new() -> Self {
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Self {
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ecs: sphynx::World::new(specs::World::new(), Self::setup_sphynx_world),
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thread_pool: Arc::new(ThreadPoolBuilder::new().build().unwrap()),
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changes: Changes::default(),
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}
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}
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/// Create a new `State` from an ECS state package.
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pub fn from_state_package(
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state_package: sphynx::StatePackage<EcsCompPacket, EcsResPacket>,
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) -> Self {
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Self {
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ecs: sphynx::World::from_state_package(
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specs::World::new(),
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Self::setup_sphynx_world,
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state_package,
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),
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thread_pool: Arc::new(ThreadPoolBuilder::new().build().unwrap()),
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changes: Changes::default(),
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}
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}
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// Create a new Sphynx ECS world.
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fn setup_sphynx_world(ecs: &mut sphynx::World<EcsCompPacket, EcsResPacket>) {
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// Register synced components.
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ecs.register_synced::<comp::Actor>();
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ecs.register_synced::<comp::Player>();
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ecs.register_synced::<comp::Stats>();
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ecs.register_synced::<comp::Attacking>(); // TODO: Don't send this to the client?
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ecs.register_synced::<comp::Rolling>(); // TODO: Don't send this to the client?
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ecs.register::<comp::ForceUpdate>();
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// Register components synced by other means
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ecs.register::<comp::Pos>();
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ecs.register::<comp::Vel>();
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ecs.register::<comp::Ori>();
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ecs.register::<comp::MoveDir>();
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ecs.register::<comp::OnGround>();
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ecs.register::<comp::AnimationInfo>();
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ecs.register::<comp::Controller>();
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// Register client-local components
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ecs.register::<comp::Jumping>();
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// Register server-local components
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ecs.register::<comp::Agent>();
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ecs.register::<comp::Respawning>();
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ecs.register::<comp::Gliding>();
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ecs.register::<comp::Dying>();
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ecs.register::<inventory::Inventory>();
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// Register synced resources used by the ECS.
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ecs.add_resource_synced(TimeOfDay(0.0));
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// Register unsynced resources used by the ECS.
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ecs.add_resource(Time(0.0));
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ecs.add_resource(DeltaTime(0.0));
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ecs.add_resource(TerrainMap::new().unwrap());
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}
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/// Register a component with the state's ECS.
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pub fn with_component<T: Component>(mut self) -> Self
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where
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<T as Component>::Storage: Default,
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{
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self.ecs.register::<T>();
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self
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}
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/// Write a component attributed to a particular entity.
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pub fn write_component<C: Component>(&mut self, entity: EcsEntity, comp: C) {
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let _ = self.ecs.write_storage().insert(entity, comp);
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}
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/// Read a component attributed to a particular entity.
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pub fn read_component_cloned<C: Component + Clone>(&self, entity: EcsEntity) -> Option<C> {
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self.ecs.read_storage().get(entity).cloned()
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}
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/// Get a read-only reference to the storage of a particular component type.
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pub fn read_storage<C: Component>(&self) -> EcsStorage<C, Fetch<EcsMaskedStorage<C>>> {
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self.ecs.read_storage::<C>()
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}
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/// Get a reference to the internal ECS world.
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pub fn ecs(&self) -> &sphynx::World<EcsCompPacket, EcsResPacket> {
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&self.ecs
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}
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/// Get a mutable reference to the internal ECS world.
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pub fn ecs_mut(&mut self) -> &mut sphynx::World<EcsCompPacket, EcsResPacket> {
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&mut self.ecs
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}
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/// Get a reference to the `Changes` structure of the state. This contains
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/// information about state that has changed since the last game tick.
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pub fn changes(&self) -> &Changes {
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&self.changes
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}
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/// Get the current in-game time of day.
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///
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/// Note that this should not be used for physics, animations or other such localised timings.
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pub fn get_time_of_day(&self) -> f64 {
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self.ecs.read_resource::<TimeOfDay>().0
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}
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/// Get the current in-game time.
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///
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/// Note that this does not correspond to the time of day.
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pub fn get_time(&self) -> f64 {
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self.ecs.read_resource::<Time>().0
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}
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/// Get a reference to this state's terrain.
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pub fn terrain(&self) -> Fetch<TerrainMap> {
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self.ecs.read_resource::<TerrainMap>()
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}
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/// Get a writable reference to this state's terrain.
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pub fn terrain_mut(&self) -> FetchMut<TerrainMap> {
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self.ecs.write_resource::<TerrainMap>()
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}
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/// Removes every chunk of the terrain.
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pub fn clear_terrain(&mut self) {
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let keys = self
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.terrain_mut()
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.drain()
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.map(|(key, _)| key)
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.collect::<Vec<_>>();
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for key in keys {
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self.remove_chunk(key);
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}
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}
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/// Insert the provided chunk into this state's terrain.
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pub fn insert_chunk(&mut self, key: Vec2<i32>, chunk: TerrainChunk) {
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if self
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.ecs
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.write_resource::<TerrainMap>()
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.insert(key, Arc::new(chunk))
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.is_some()
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{
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self.changes.changed_chunks.insert(key);
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} else {
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self.changes.new_chunks.insert(key);
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}
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}
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/// Remove the chunk with the given key from this state's terrain, if it exists.
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pub fn remove_chunk(&mut self, key: Vec2<i32>) {
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if self
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.ecs
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.write_resource::<TerrainMap>()
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.remove(key)
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.is_some()
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{
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self.changes.removed_chunks.insert(key);
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}
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}
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/// Execute a single tick, simulating the game state by the given duration.
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pub fn tick(&mut self, dt: Duration) {
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// Change the time accordingly.
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self.ecs.write_resource::<TimeOfDay>().0 += dt.as_secs_f64() * DAY_CYCLE_FACTOR;
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self.ecs.write_resource::<Time>().0 += dt.as_secs_f64();
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// Update delta time.
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// Beyond a delta time of MAX_DELTA_TIME, start lagging to avoid skipping important physics events.
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self.ecs.write_resource::<DeltaTime>().0 = dt.as_secs_f32().min(MAX_DELTA_TIME);
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// Run systems to update the world.
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// Create and run a dispatcher for ecs systems.
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let mut dispatch_builder = DispatcherBuilder::new().with_pool(self.thread_pool.clone());
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sys::add_local_systems(&mut dispatch_builder);
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// This dispatches all the systems in parallel.
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dispatch_builder.build().dispatch(&self.ecs.res);
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self.ecs.maintain();
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}
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/// Clean up the state after a tick.
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pub fn cleanup(&mut self) {
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// Clean up data structures from the last tick.
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self.changes.cleanup();
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}
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}
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