mirror of
https://gitlab.com/veloren/veloren.git
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3d9f8105e6
Former-commit-id: 84a6bd7358f67a77043c4b11c787538f073c8d28
222 lines
7.2 KiB
Rust
222 lines
7.2 KiB
Rust
#![feature(label_break_value)]
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pub mod error;
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pub mod input;
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// Reexports
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pub use specs::Entity as EcsEntity;
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pub use crate::{
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error::Error,
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input::Input,
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};
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use std::{
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time::Duration,
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net::SocketAddr,
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};
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use vek::*;
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use threadpool::ThreadPool;
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use specs::Builder;
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use common::{
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comp,
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state::State,
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terrain::TerrainChunk,
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net::PostBox,
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msg::{ClientMsg, ServerMsg},
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};
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const SERVER_TIMEOUT: f64 = 5.0; // Seconds
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pub enum Event {
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Chat(String),
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}
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pub struct Client {
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thread_pool: ThreadPool,
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last_ping: f64,
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postbox: PostBox<ClientMsg, ServerMsg>,
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tick: u64,
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state: State,
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player: Option<EcsEntity>,
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view_distance: u64,
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}
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impl Client {
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/// Create a new `Client`.
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#[allow(dead_code)]
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pub fn new<A: Into<SocketAddr>>(
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addr: A,
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player: comp::Player,
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character: Option<comp::Character>,
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view_distance: u64,
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) -> Result<Self, Error> {
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let mut postbox = PostBox::to_server(addr)?;
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// Send connection request
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postbox.send(ClientMsg::Connect {
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player,
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character,
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});
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// Wait for handshake from server
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let (state, player) = match postbox.next_message() {
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Some(ServerMsg::Handshake { ecs_state, player_entity }) => {
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let mut state = State::from_state_package(ecs_state);
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let player_entity = state.ecs().entity_from_uid(player_entity);
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(state, player_entity)
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},
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_ => return Err(Error::ServerWentMad),
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};
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Ok(Self {
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thread_pool: threadpool::Builder::new()
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.thread_name("veloren-worker".into())
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.build(),
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last_ping: state.get_time(),
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postbox,
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tick: 0,
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state,
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player,
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view_distance,
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})
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}
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/// Get a reference to the client's worker thread pool. This pool should be used for any
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/// computationally expensive operations that run outside of the main thread (i.e: threads that
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/// block on I/O operations are exempt).
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#[allow(dead_code)]
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pub fn thread_pool(&self) -> &threadpool::ThreadPool { &self.thread_pool }
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/// Get a reference to the client's game state.
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#[allow(dead_code)]
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pub fn state(&self) -> &State { &self.state }
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/// Get a mutable reference to the client's game state.
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#[allow(dead_code)]
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pub fn state_mut(&mut self) -> &mut State { &mut self.state }
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/// Get the player entity
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#[allow(dead_code)]
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pub fn player(&self) -> Option<EcsEntity> {
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self.player
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}
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/// Get the current tick number.
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#[allow(dead_code)]
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pub fn get_tick(&self) -> u64 {
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self.tick
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}
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/// Send a chat message to the server
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#[allow(dead_code)]
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pub fn send_chat(&mut self, msg: String) {
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self.postbox.send(ClientMsg::Chat(msg))
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}
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/// Execute a single client tick, handle input and update the game state by the given duration
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#[allow(dead_code)]
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pub fn tick(&mut self, input: Input, dt: Duration) -> Result<Vec<Event>, Error> {
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// This tick function is the centre of the Veloren universe. Most client-side things are
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// managed from here, and as such it's important that it stays organised. Please consult
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// the core developers before making significant changes to this code. Here is the
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// approximate order of 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 of the game
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// 2) Go through any events (timer-driven or otherwise) that need handling and apply them
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// to the state of the game
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// 3) Perform a single LocalState tick (i.e: update the world and entities in the world)
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// 4) Go through the terrain update queue and apply all changes to the terrain
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// 5) Finish the tick, passing control of the main thread back to the frontend
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// 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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// Handle new messages from the server
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frontend_events.append(&mut self.handle_new_messages()?);
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// Step 1
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if let Some(ecs_entity) = self.player {
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// TODO: remove this
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const PLAYER_VELOCITY: f32 = 100.0;
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// TODO: Set acceleration instead
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self.state.write_component(ecs_entity, comp::phys::Vel(Vec3::from(input.move_dir * PLAYER_VELOCITY)));
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if input.move_dir.magnitude() > 0.01 {
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self.state.write_component(ecs_entity, comp::phys::Dir(input.move_dir.normalized().into()));
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}
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}
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// Tick the client's LocalState (step 3)
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self.state.tick(dt);
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// Update the server about the player's physics attributes
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if let Some(ecs_entity) = self.player {
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match (
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self.state.read_storage().get(ecs_entity).cloned(),
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self.state.read_storage().get(ecs_entity).cloned(),
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self.state.read_storage().get(ecs_entity).cloned(),
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) {
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(Some(pos), Some(vel), Some(dir)) => {
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self.postbox.send(ClientMsg::PlayerPhysics { pos, vel, dir });
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},
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_ => {},
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}
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}
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// Finish the tick, pass control back to the frontend (step 6)
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self.tick += 1;
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Ok(frontend_events)
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}
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/// Clean up the client after a tick
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#[allow(dead_code)]
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pub fn cleanup(&mut self) {
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// Cleanup the local state
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self.state.cleanup();
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}
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/// Handle new server messages
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fn handle_new_messages(&mut self) -> Result<Vec<Event>, Error> {
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let mut frontend_events = Vec::new();
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// Step 1
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let new_msgs = self.postbox.new_messages();
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if new_msgs.len() > 0 {
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self.last_ping = self.state.get_time();
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for msg in new_msgs {
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match msg {
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ServerMsg::Handshake { .. } => return Err(Error::ServerWentMad),
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ServerMsg::Shutdown => return Err(Error::ServerShutdown),
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ServerMsg::Ping => self.postbox.send(ClientMsg::Pong),
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ServerMsg::Pong => {},
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ServerMsg::Chat(msg) => frontend_events.push(Event::Chat(msg)),
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ServerMsg::SetPlayerEntity(uid) => self.player = Some(self.state.ecs().entity_from_uid(uid).unwrap()), // TODO: Don't unwrap here!
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ServerMsg::EcsSync(sync_package) => self.state.ecs_mut().sync_with_package(sync_package),
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ServerMsg::TerrainChunkUpdate { key, chunk } => self.state.insert_chunk(key, chunk),
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}
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}
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} else if let Some(err) = self.postbox.error() {
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return Err(err.into());
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} else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT {
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return Err(Error::ServerTimeout);
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} else if self.state.get_time() - self.last_ping > SERVER_TIMEOUT * 0.5 {
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// Try pinging the server if the timeout is nearing
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self.postbox.send(ClientMsg::Ping);
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}
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Ok(frontend_events)
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}
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}
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impl Drop for Client {
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fn drop(&mut self) {
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self.postbox.send(ClientMsg::Disconnect);
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}
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}
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