veloren/server/src/lib.rs
2021-04-21 14:10:06 +00:00

1213 lines
46 KiB
Rust

#![deny(unsafe_code)]
#![allow(clippy::option_map_unit_fn)]
#![deny(clippy::clone_on_ref_ptr)]
#![feature(
box_patterns,
label_break_value,
bool_to_option,
drain_filter,
option_unwrap_none,
option_zip
)]
#![cfg_attr(not(feature = "worldgen"), feature(const_panic))]
pub mod alias_validator;
mod character_creator;
pub mod chunk_generator;
pub mod client;
pub mod cmd;
pub mod connection_handler;
mod data_dir;
pub mod error;
pub mod events;
pub mod input;
pub mod login_provider;
pub mod metrics;
pub mod persistence;
pub mod presence;
pub mod rtsim;
pub mod settings;
pub mod state_ext;
pub mod sys;
#[cfg(not(feature = "worldgen"))] mod test_world;
// Reexports
pub use crate::{
data_dir::DEFAULT_DATA_DIR_NAME,
error::Error,
events::Event,
input::Input,
settings::{EditableSettings, Settings},
};
use crate::{
alias_validator::AliasValidator,
chunk_generator::ChunkGenerator,
client::Client,
cmd::ChatCommandExt,
connection_handler::ConnectionHandler,
data_dir::DataDir,
login_provider::LoginProvider,
presence::{Presence, RegionSubscription},
rtsim::RtSim,
state_ext::StateExt,
sys::sentinel::{DeletedEntities, TrackedComps},
};
#[cfg(not(feature = "worldgen"))]
use common::grid::Grid;
use common::{
assets::AssetExt,
cmd::ChatCommand,
comp,
comp::{item::MaterialStatManifest, CharacterAbility},
event::{EventBus, ServerEvent},
recipe::default_recipe_book,
resources::TimeOfDay,
rtsim::RtSimEntity,
slowjob::SlowJobPool,
terrain::{TerrainChunk, TerrainChunkSize},
uid::UidAllocator,
vol::RectRasterableVol,
};
use common_ecs::run_now;
use common_net::{
msg::{
ClientType, DisconnectReason, ServerGeneral, ServerInfo, ServerInit, ServerMsg, WorldMapMsg,
},
sync::WorldSyncExt,
};
#[cfg(feature = "plugins")]
use common_state::plugin::memory_manager::EcsWorld;
#[cfg(feature = "plugins")]
use common_state::plugin::PluginMgr;
use common_state::{BuildAreas, State};
use common_sys::add_local_systems;
use metrics::{EcsSystemMetrics, PhysicsMetrics, TickMetrics};
use network::{Network, Pid, ProtocolAddr};
use persistence::{
character_loader::{CharacterLoader, CharacterLoaderResponseKind},
character_updater::CharacterUpdater,
};
use prometheus::Registry;
use prometheus_hyper::Server as PrometheusServer;
use specs::{join::Join, Builder, Entity as EcsEntity, SystemData, WorldExt};
use std::{
i32,
ops::{Deref, DerefMut},
sync::Arc,
time::{Duration, Instant},
};
#[cfg(not(feature = "worldgen"))]
use test_world::{IndexOwned, World};
use tokio::{runtime::Runtime, sync::Notify};
use tracing::{debug, error, info, trace};
use vek::*;
use crate::{
persistence::{DatabaseSettings, SqlLogMode},
sys::terrain,
};
use std::sync::RwLock;
#[cfg(feature = "worldgen")]
use world::{
sim::{FileOpts, WorldOpts, DEFAULT_WORLD_MAP},
IndexOwned, World,
};
#[derive(Copy, Clone)]
pub struct SpawnPoint(Vec3<f32>);
impl Default for SpawnPoint {
fn default() -> Self { Self(Vec3::new(0.0, 0.0, 256.0)) }
}
// Tick count used for throttling network updates
// Note this doesn't account for dt (so update rate changes with tick rate)
#[derive(Copy, Clone, Default)]
pub struct Tick(u64);
#[derive(Clone)]
pub struct HwStats {
hardware_threads: u32,
rayon_threads: u32,
}
#[derive(Clone, Copy, PartialEq)]
enum DisconnectType {
WithPersistence,
WithoutPersistence,
}
// Start of Tick, used for metrics
#[derive(Copy, Clone)]
pub struct TickStart(Instant);
pub struct Server {
state: State,
world: Arc<World>,
index: IndexOwned,
map: WorldMapMsg,
connection_handler: ConnectionHandler,
runtime: Arc<Runtime>,
metrics_shutdown: Arc<Notify>,
database_settings: Arc<RwLock<DatabaseSettings>>,
disconnect_all_clients_requested: bool,
}
impl Server {
/// Create a new `Server`
#[allow(clippy::expect_fun_call)] // TODO: Pending review in #587
#[allow(clippy::needless_update)] // TODO: Pending review in #587
pub fn new(
settings: Settings,
editable_settings: EditableSettings,
database_settings: DatabaseSettings,
data_dir: &std::path::Path,
runtime: Arc<Runtime>,
) -> Result<Self, Error> {
info!("Server is data dir is: {}", data_dir.display());
if settings.auth_server_address.is_none() {
info!("Authentication is disabled");
}
// Run pending DB migrations (if any)
debug!("Running DB migrations...");
persistence::run_migrations(&database_settings);
let database_settings = Arc::new(RwLock::new(database_settings));
let registry = Arc::new(Registry::new());
let chunk_gen_metrics = metrics::ChunkGenMetrics::new(&registry).unwrap();
let network_request_metrics = metrics::NetworkRequestMetrics::new(&registry).unwrap();
let player_metrics = metrics::PlayerMetrics::new(&registry).unwrap();
let ecs_system_metrics = EcsSystemMetrics::new(&registry).unwrap();
let tick_metrics = TickMetrics::new(&registry).unwrap();
let physics_metrics = PhysicsMetrics::new(&registry).unwrap();
let mut state = State::server();
state.ecs_mut().insert(settings.clone());
state.ecs_mut().insert(editable_settings);
state.ecs_mut().insert(DataDir {
path: data_dir.to_owned(),
});
state.ecs_mut().insert(EventBus::<ServerEvent>::default());
state.ecs_mut().insert(LoginProvider::new(
settings.auth_server_address.clone(),
Arc::clone(&runtime),
));
state.ecs_mut().insert(HwStats {
hardware_threads: num_cpus::get() as u32,
rayon_threads: num_cpus::get() as u32,
});
state.ecs_mut().insert(Tick(0));
state.ecs_mut().insert(TickStart(Instant::now()));
state.ecs_mut().insert(network_request_metrics);
state.ecs_mut().insert(player_metrics);
state.ecs_mut().insert(ecs_system_metrics);
state.ecs_mut().insert(tick_metrics);
state.ecs_mut().insert(physics_metrics);
state
.ecs_mut()
.write_resource::<SlowJobPool>()
.configure("CHUNK_GENERATOR", |n| n / 2 + n / 4);
state
.ecs_mut()
.insert(ChunkGenerator::new(chunk_gen_metrics));
state.ecs_mut().insert(CharacterUpdater::new(
Arc::<RwLock<DatabaseSettings>>::clone(&database_settings),
)?);
let ability_map = comp::item::tool::AbilityMap::<CharacterAbility>::load_expect_cloned(
"common.abilities.weapon_ability_manifest",
);
state.ecs_mut().insert(ability_map);
let msm = comp::inventory::item::MaterialStatManifest::default();
state.ecs_mut().insert(msm);
state.ecs_mut().insert(CharacterLoader::new(
Arc::<RwLock<DatabaseSettings>>::clone(&database_settings),
)?);
// System schedulers to control execution of systems
state
.ecs_mut()
.insert(sys::PersistenceScheduler::every(Duration::from_secs(10)));
// Server-only components
state.ecs_mut().register::<RegionSubscription>();
state.ecs_mut().register::<Client>();
state.ecs_mut().register::<Presence>();
state.ecs_mut().register::<comp::HomeChunk>();
state.ecs_mut().register::<login_provider::PendingLogin>();
//Alias validator
let banned_words_paths = &settings.banned_words_files;
let mut banned_words = Vec::new();
for path in banned_words_paths {
let mut list = match std::fs::File::open(&path) {
Ok(file) => match ron::de::from_reader(&file) {
Ok(vec) => vec,
Err(error) => {
tracing::warn!(?error, ?file, "Couldn't deserialize banned words file");
return Err(Error::Other(format!(
"Couldn't read banned words file \"{}\"",
path.to_string_lossy()
)));
},
},
Err(error) => {
tracing::warn!(?error, ?path, "Couldn't open banned words file");
return Err(Error::Other(format!(
"Couldn't open banned words file \"{}\". Error: {}",
path.to_string_lossy(),
error
)));
},
};
banned_words.append(&mut list);
}
let banned_words_count = banned_words.len();
tracing::debug!(?banned_words_count);
tracing::trace!(?banned_words);
state.ecs_mut().insert(AliasValidator::new(banned_words));
#[cfg(feature = "worldgen")]
let (world, index) = World::generate(settings.world_seed, WorldOpts {
seed_elements: true,
world_file: if let Some(ref opts) = settings.map_file {
opts.clone()
} else {
// Load default map from assets.
FileOpts::LoadAsset(DEFAULT_WORLD_MAP.into())
},
..WorldOpts::default()
});
#[cfg(feature = "worldgen")]
let map = world.get_map_data(index.as_index_ref());
#[cfg(not(feature = "worldgen"))]
let (world, index) = World::generate(settings.world_seed);
#[cfg(not(feature = "worldgen"))]
let map = WorldMapMsg {
dimensions_lg: Vec2::zero(),
max_height: 1.0,
rgba: Grid::new(Vec2::new(1, 1), 1),
horizons: [(vec![0], vec![0]), (vec![0], vec![0])],
sea_level: 0.0,
alt: Grid::new(Vec2::new(1, 1), 1),
sites: Vec::new(),
};
#[cfg(feature = "worldgen")]
let spawn_point = SpawnPoint({
let index = index.as_index_ref();
// NOTE: all of these `.map(|e| e as [type])` calls should compile into no-ops,
// but are needed to be explicit about casting (and to make the compiler stop
// complaining)
// Search for town defined by spawn_town server setting. If this fails, or is
// None, set spawn to the nearest town to the centre of the world
let spawn_chunk = match settings.spawn_town.as_ref().and_then(|spawn_town| {
world.civs().sites().find(|site| {
site.site_tmp
.map_or(false, |id| index.sites[id].name() == spawn_town)
})
}) {
Some(t) => t.center,
None => {
let center_chunk = world.sim().map_size_lg().chunks().map(i32::from) / 2;
world
.civs()
.sites()
.filter(|site| matches!(site.kind, world::civ::SiteKind::Settlement))
.map(|site| site.center)
.min_by_key(|site_pos| site_pos.distance_squared(center_chunk))
.unwrap_or(center_chunk)
},
};
world.find_lowest_accessible_pos(index, spawn_chunk)
});
#[cfg(not(feature = "worldgen"))]
let spawn_point = SpawnPoint::default();
// Set the spawn point we calculated above
state.ecs_mut().insert(spawn_point);
// Insert a default AABB for the world
// TODO: prevent this from being deleted
{
#[cfg(feature = "worldgen")]
let size = world.sim().get_size();
#[cfg(not(feature = "worldgen"))]
let size = Vec2::new(40, 40);
let world_size = size.map(|e| e as i32) * TerrainChunk::RECT_SIZE.map(|e| e as i32);
let world_aabb = Aabb {
min: Vec3::new(0, 0, -32768),
max: Vec3::new(world_size.x, world_size.y, 32767),
}
.made_valid();
state
.ecs()
.write_resource::<BuildAreas>()
.insert("world".to_string(), world_aabb)
.expect("The initial insert should always work.");
}
// Insert the world into the ECS (todo: Maybe not an Arc?)
let world = Arc::new(world);
state.ecs_mut().insert(Arc::clone(&world));
state.ecs_mut().insert(index.clone());
// Set starting time for the server.
state.ecs_mut().write_resource::<TimeOfDay>().0 = settings.start_time;
// Register trackers
sys::sentinel::register_trackers(&mut state.ecs_mut());
state.ecs_mut().insert(DeletedEntities::default());
let network = Network::new_with_registry(Pid::new(), &runtime, &registry);
let metrics_shutdown = Arc::new(Notify::new());
let metrics_shutdown_clone = Arc::clone(&metrics_shutdown);
let addr = settings.metrics_address;
runtime.spawn(async move {
PrometheusServer::run(
Arc::clone(&registry),
addr,
metrics_shutdown_clone.notified(),
)
.await
});
runtime.block_on(network.listen(ProtocolAddr::Tcp(settings.gameserver_address)))?;
runtime.block_on(network.listen(ProtocolAddr::Mpsc(14004)))?;
let connection_handler = ConnectionHandler::new(network, &runtime);
// Initiate real-time world simulation
#[cfg(feature = "worldgen")]
rtsim::init(&mut state, &world);
#[cfg(not(feature = "worldgen"))]
rtsim::init(&mut state);
let this = Self {
state,
world,
index,
map,
connection_handler,
runtime,
metrics_shutdown,
database_settings,
disconnect_all_clients_requested: false,
};
debug!(?settings, "created veloren server with");
let git_hash = *common::util::GIT_HASH;
let git_date = common::util::GIT_DATE.clone();
let git_time = *common::util::GIT_TIME;
let version = common::util::DISPLAY_VERSION_LONG.clone();
info!(?version, "Server version");
debug!(?git_hash, ?git_date, ?git_time, "detailed Server version");
Ok(this)
}
pub fn get_server_info(&self) -> ServerInfo {
let settings = self.state.ecs().fetch::<Settings>();
let editable_settings = self.state.ecs().fetch::<EditableSettings>();
ServerInfo {
name: settings.server_name.clone(),
description: (&*editable_settings.server_description).clone(),
git_hash: common::util::GIT_HASH.to_string(),
git_date: common::util::GIT_DATE.to_string(),
auth_provider: settings.auth_server_address.clone(),
}
}
/// Get a reference to the server's settings
pub fn settings(&self) -> impl Deref<Target = Settings> + '_ {
self.state.ecs().fetch::<Settings>()
}
/// Get a mutable reference to the server's settings
pub fn settings_mut(&self) -> impl DerefMut<Target = Settings> + '_ {
self.state.ecs().fetch_mut::<Settings>()
}
/// Get a mutable reference to the server's editable settings
pub fn editable_settings_mut(&self) -> impl DerefMut<Target = EditableSettings> + '_ {
self.state.ecs().fetch_mut::<EditableSettings>()
}
/// Get a reference to the server's editable settings
pub fn editable_settings(&self) -> impl Deref<Target = EditableSettings> + '_ {
self.state.ecs().fetch::<EditableSettings>()
}
/// Get path to the directory that the server info into
pub fn data_dir(&self) -> impl Deref<Target = DataDir> + '_ {
self.state.ecs().fetch::<DataDir>()
}
/// 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 reference to the server's world map.
pub fn map(&self) -> &WorldMapMsg { &self.map }
/// 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<Vec<Event>, Error> {
self.state.ecs().write_resource::<Tick>().0 += 1;
self.state.ecs().write_resource::<TickStart>().0 = Instant::now();
// 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) Check for persistence updates related to character data, and message the
// relevant entities
// 8) Update Metrics with current data
// 9) Finish the tick, passing control of the main thread back
// to the frontend
// 1) Build up a list of events for this frame, to be passed to the frontend.
let mut frontend_events = Vec::new();
// 2)
let before_new_connections = Instant::now();
// 3) Handle inputs from clients
self.handle_new_connections(&mut frontend_events);
let before_state_tick = Instant::now();
// 4) Tick the server's LocalState.
// 5) Fetch any generated `TerrainChunk`s and insert them into the terrain.
// in sys/terrain.rs
self.state.tick(
dt,
|dispatcher_builder| {
add_local_systems(dispatcher_builder);
sys::msg::add_server_systems(dispatcher_builder);
sys::add_server_systems(dispatcher_builder);
#[cfg(feature = "worldgen")]
rtsim::add_server_systems(dispatcher_builder);
},
false,
);
let before_handle_events = Instant::now();
// Process any pending request to disconnect all clients, the disconnections
// will be processed once handle_events() is called below
let disconnect_type = self.disconnect_all_clients_if_requested();
// Handle game events
frontend_events.append(&mut self.handle_events());
let before_update_terrain_and_regions = Instant::now();
// Apply terrain changes and update the region map after processing server
// events so that changes made by server events will be immediately
// visible to client synchronization systems, minimizing the latency of
// `ServerEvent` mediated effects
self.state.update_region_map();
self.state.apply_terrain_changes();
let before_sync = Instant::now();
// 6) Synchronise clients with the new state of the world.
sys::run_sync_systems(self.state.ecs_mut());
let before_world_tick = Instant::now();
// Tick the world
self.world.tick(dt);
let before_entity_cleanup = Instant::now();
// In the event of a request to disconnect all players without persistence, we
// must run the terrain system a second time after the messages to
// perform client disconnections have been processed. This ensures that any
// items on the ground are deleted.
if let Some(DisconnectType::WithoutPersistence) = disconnect_type {
run_now::<terrain::Sys>(self.state.ecs_mut());
}
// Remove NPCs that are outside the view distances of all players
// This is done by removing NPCs in unloaded chunks
let to_delete = {
let terrain = self.state.terrain();
(
&self.state.ecs().entities(),
&self.state.ecs().read_storage::<comp::Pos>(),
!&self.state.ecs().read_storage::<Presence>(),
self.state.ecs().read_storage::<comp::HomeChunk>().maybe(),
)
.join()
.filter(|(_, pos, _, home_chunk)| {
let chunk_key = terrain.pos_key(pos.0.map(|e| e.floor() as i32));
// Check if both this chunk and the NPCs `home_chunk` is unloaded. If so,
// we delete them. We check for `home_chunk` in order to avoid duplicating
// the entity under some circumstances.
terrain.get_key(chunk_key).is_none()
&& home_chunk.map_or(true, |hc| terrain.get_key(hc.0).is_none())
})
.map(|(entity, _, _, _)| entity)
.collect::<Vec<_>>()
};
for entity in to_delete {
// Assimilate entities that are part of the real-time world simulation
if let Some(rtsim_entity) = self
.state
.ecs()
.read_storage::<RtSimEntity>()
.get(entity)
.copied()
{
self.state
.ecs()
.write_resource::<RtSim>()
.assimilate_entity(rtsim_entity.0);
}
if let Err(e) = self.state.delete_entity_recorded(entity) {
error!(?e, "Failed to delete agent outside the terrain");
}
}
if let Some(DisconnectType::WithoutPersistence) = disconnect_type {
info!(
"Disconnection of all players without persistence complete, signalling to \
persistence thread that character updates may continue to be processed"
);
self.state
.ecs()
.fetch_mut::<CharacterUpdater>()
.disconnected_success();
}
// 7 Persistence updates
let before_persistence_updates = Instant::now();
let character_loader = self
.state
.ecs()
.read_resource::<persistence::character_loader::CharacterLoader>();
let character_updater = self
.state
.ecs()
.read_resource::<persistence::character_updater::CharacterUpdater>();
// Get character-related database responses and notify the requesting client
character_loader
.messages()
.chain(character_updater.messages())
.for_each(|query_result| match query_result.result {
CharacterLoaderResponseKind::CharacterList(result) => match result {
Ok(character_list_data) => self.notify_client(
query_result.entity,
ServerGeneral::CharacterListUpdate(character_list_data),
),
Err(error) => self.notify_client(
query_result.entity,
ServerGeneral::CharacterActionError(error.to_string()),
),
},
CharacterLoaderResponseKind::CharacterCreation(result) => match result {
Ok((character_id, list)) => {
self.notify_client(
query_result.entity,
ServerGeneral::CharacterListUpdate(list),
);
self.notify_client(
query_result.entity,
ServerGeneral::CharacterCreated(character_id),
);
},
Err(error) => self.notify_client(
query_result.entity,
ServerGeneral::CharacterActionError(error.to_string()),
),
},
CharacterLoaderResponseKind::CharacterData(result) => {
let message = match *result {
Ok(character_data) => ServerEvent::UpdateCharacterData {
entity: query_result.entity,
components: character_data,
},
Err(error) => {
// We failed to load data for the character from the DB. Notify the
// client to push the state back to character selection, with the error
// to display
self.notify_client(
query_result.entity,
ServerGeneral::CharacterDataLoadError(error.to_string()),
);
// Clean up the entity data on the server
ServerEvent::ExitIngame {
entity: query_result.entity,
}
},
};
self.state
.ecs()
.read_resource::<EventBus<ServerEvent>>()
.emit_now(message);
},
});
drop(character_loader);
drop(character_updater);
{
// Check for new chunks; cancel and regenerate all chunks if the asset has been
// reloaded. Note that all of these assignments are no-ops, so the
// only work we do here on the fast path is perform a relaxed read on an atomic.
// boolean.
let index = &mut self.index;
let world = &mut self.world;
let ecs = self.state.ecs_mut();
let slow_jobs = ecs.write_resource::<SlowJobPool>();
index.reload_colors_if_changed(|index| {
let mut chunk_generator = ecs.write_resource::<ChunkGenerator>();
let client = ecs.read_storage::<Client>();
let mut terrain = ecs.write_resource::<common::terrain::TerrainGrid>();
// Cancel all pending chunks.
chunk_generator.cancel_all();
if client.is_empty() {
// No clients, so just clear all terrain.
terrain.clear();
} else {
// There's at least one client, so regenerate all chunks.
terrain.iter().for_each(|(pos, _)| {
chunk_generator.generate_chunk(
None,
pos,
&slow_jobs,
Arc::clone(&world),
index.clone(),
);
});
}
});
}
let end_of_server_tick = Instant::now();
// 8) Update Metrics
run_now::<sys::metrics::Sys>(&self.state.ecs());
{
// Report timing info
let tick_metrics = self.state.ecs().read_resource::<metrics::TickMetrics>();
let tt = &tick_metrics.tick_time;
tt.with_label_values(&["new connections"])
.set((before_state_tick - before_new_connections).as_nanos() as i64);
tt.with_label_values(&["handle server events"])
.set((before_update_terrain_and_regions - before_handle_events).as_nanos() as i64);
tt.with_label_values(&["update terrain and region map"])
.set((before_sync - before_update_terrain_and_regions).as_nanos() as i64);
tt.with_label_values(&["state"])
.set((before_handle_events - before_state_tick).as_nanos() as i64);
tt.with_label_values(&["world tick"])
.set((before_entity_cleanup - before_world_tick).as_nanos() as i64);
tt.with_label_values(&["entity cleanup"])
.set((before_persistence_updates - before_entity_cleanup).as_nanos() as i64);
tt.with_label_values(&["persistence_updates"])
.set((end_of_server_tick - before_persistence_updates).as_nanos() as i64);
tick_metrics.tick_time_hist.observe(
end_of_server_tick
.duration_since(before_state_tick)
.as_secs_f64(),
);
}
// 9) Finish the tick, pass control back to the frontend.
Ok(frontend_events)
}
/// Clean up the server after a tick.
pub fn cleanup(&mut self) {
// Cleanup the local state
self.state.cleanup();
}
fn initialize_client(
&mut self,
client: crate::connection_handler::IncomingClient,
) -> Result<Option<specs::Entity>, Error> {
if self.settings().max_players <= self.state.ecs().read_storage::<Client>().join().count() {
trace!(
?client.participant,
"to many players, wont allow participant to connect"
);
client.send(ServerInit::TooManyPlayers)?;
return Ok(None);
}
let entity = self
.state
.ecs_mut()
.create_entity_synced()
.with(client)
.build();
self.state
.ecs()
.read_resource::<metrics::PlayerMetrics>()
.clients_connected
.inc();
// Send client all the tracked components currently attached to its entity as
// well as synced resources (currently only `TimeOfDay`)
debug!("Starting initial sync with client.");
self.state
.ecs()
.read_storage::<Client>()
.get(entity)
.expect(
"We just created this entity with a Client component using build(), and we have \
&mut access to the ecs so it can't have been deleted yet.",
)
.send(ServerInit::GameSync {
// Send client their entity
entity_package: TrackedComps::fetch(&self.state.ecs())
.create_entity_package(entity, None, None, None)
.expect(
"We just created this entity as marked() (using create_entity_synced) so \
it definitely has a uid",
),
time_of_day: *self.state.ecs().read_resource(),
max_group_size: self.settings().max_player_group_size,
client_timeout: self.settings().client_timeout,
world_map: self.map.clone(),
recipe_book: default_recipe_book().cloned(),
material_stats: MaterialStatManifest::default(),
ability_map: (&*self
.state
.ecs()
.read_resource::<comp::item::tool::AbilityMap>())
.clone(),
})?;
Ok(Some(entity))
}
/// Disconnects all clients if requested by either an admin command or
/// due to a persistence transaction failure and returns the processed
/// DisconnectionType
fn disconnect_all_clients_if_requested(&mut self) -> Option<DisconnectType> {
let mut character_updater = self.state.ecs().fetch_mut::<CharacterUpdater>();
let disconnect_type = self.get_disconnect_all_clients_requested(&mut character_updater);
if let Some(disconnect_type) = disconnect_type {
let with_persistence = disconnect_type == DisconnectType::WithPersistence;
let clients = self.state.ecs().read_storage::<Client>();
let entities = self.state.ecs().entities();
info!(
"Disconnecting all clients ({} persistence) as requested",
if with_persistence { "with" } else { "without" }
);
for (_, entity) in (&clients, &entities).join() {
info!("Emitting client disconnect event for entity: {:?}", entity);
let event = if with_persistence {
ServerEvent::ClientDisconnect(entity)
} else {
ServerEvent::ClientDisconnectWithoutPersistence(entity)
};
self.state
.ecs()
.read_resource::<EventBus<ServerEvent>>()
.emitter()
.emit(event);
}
self.disconnect_all_clients_requested = false;
}
disconnect_type
}
fn get_disconnect_all_clients_requested(
&self,
character_updater: &mut CharacterUpdater,
) -> Option<DisconnectType> {
let without_persistence_requested = character_updater.disconnect_all_clients_requested();
let with_persistence_requested = self.disconnect_all_clients_requested;
if without_persistence_requested {
return Some(DisconnectType::WithoutPersistence);
};
if with_persistence_requested {
return Some(DisconnectType::WithPersistence);
};
None
}
/// Handle new client connections.
fn handle_new_connections(&mut self, frontend_events: &mut Vec<Event>) {
while let Ok(sender) = self.connection_handler.info_requester_receiver.try_recv() {
// can fail, e.g. due to timeout or network prob.
trace!("sending info to connection_handler");
let _ = sender.send(crate::connection_handler::ServerInfoPacket {
info: self.get_server_info(),
time: self.state.get_time(),
});
}
while let Ok(incoming) = self.connection_handler.client_receiver.try_recv() {
match self.initialize_client(incoming) {
Ok(None) => (),
Ok(Some(entity)) => {
frontend_events.push(Event::ClientConnected { entity });
debug!("Done initial sync with client.");
},
Err(e) => {
debug!(?e, "failed initializing a new client");
},
}
}
}
pub fn notify_client<S>(&self, entity: EcsEntity, msg: S)
where
S: Into<ServerMsg>,
{
self.state
.ecs()
.read_storage::<Client>()
.get(entity)
.map(|c| c.send(msg));
}
pub fn notify_players(&mut self, msg: ServerGeneral) { self.state.notify_players(msg); }
pub fn generate_chunk(&mut self, entity: EcsEntity, key: Vec2<i32>) {
let ecs = self.state.ecs();
let slow_jobs = ecs.write_resource::<SlowJobPool>();
ecs.write_resource::<ChunkGenerator>().generate_chunk(
Some(entity),
key,
&slow_jobs,
Arc::clone(&self.world),
self.index.clone(),
);
}
fn process_chat_cmd(&mut self, entity: EcsEntity, cmd: String) {
// Separate string into keyword and arguments.
let sep = cmd.find(' ');
let (kwd, args) = match sep {
Some(i) => (cmd[..i].to_string(), cmd[(i + 1)..].to_string()),
None => (cmd, "".to_string()),
};
// Find the command object and run its handler.
if let Ok(command) = kwd.parse::<ChatCommand>() {
command.execute(self, entity, args);
} else {
#[cfg(feature = "plugins")]
{
let plugin_manager = self.state.ecs().read_resource::<PluginMgr>();
let ecs_world = EcsWorld {
entities: &self.state.ecs().entities(),
health: self.state.ecs().read_component().into(),
uid: self.state.ecs().read_component().into(),
uid_allocator: &self.state.ecs().read_resource::<UidAllocator>().into(),
player: self.state.ecs().read_component().into(),
};
let uid = if let Some(uid) = ecs_world.uid.get(entity).copied() {
uid
} else {
self.notify_client(
entity,
ServerGeneral::server_msg(
comp::ChatType::CommandError,
"Can't get player UUID (player may be disconnected?)",
),
);
return;
};
let rs = plugin_manager.execute_event(
&ecs_world,
&plugin_api::event::ChatCommandEvent {
command: kwd.clone(),
command_args: args.split(' ').map(|x| x.to_owned()).collect(),
player: plugin_api::event::Player { id: uid },
},
);
match rs {
Ok(e) => {
if e.is_empty() {
self.notify_client(
entity,
ServerGeneral::server_msg(
comp::ChatType::CommandError,
format!(
"Unknown command '/{}'.\nType '/help' for available \
commands",
kwd
),
),
);
} else {
e.into_iter().for_each(|e| match e {
Ok(e) => {
if !e.is_empty() {
self.notify_client(
entity,
ServerGeneral::server_msg(
comp::ChatType::CommandInfo,
e.join("\n"),
),
);
}
},
Err(e) => {
self.notify_client(
entity,
ServerGeneral::server_msg(
comp::ChatType::CommandError,
format!(
"Error occurred while executing command '/{}'.\n{}",
kwd, e
),
),
);
},
});
}
},
Err(e) => {
error!(?e, "Can't execute command {} {}", kwd, args);
self.notify_client(
entity,
ServerGeneral::server_msg(
comp::ChatType::CommandError,
format!(
"Internal error while executing '/{}'.\nContact the server \
administrator",
kwd
),
),
);
},
}
}
}
}
fn entity_is_admin(&self, entity: EcsEntity) -> bool {
self.state
.read_storage::<comp::Admin>()
.get(entity)
.is_some()
}
pub fn number_of_players(&self) -> i64 {
self.state.ecs().read_storage::<Client>().join().count() as i64
}
pub fn add_admin(&self, username: &str) {
let mut editable_settings = self.editable_settings_mut();
let login_provider = self.state.ecs().fetch::<LoginProvider>();
let data_dir = self.data_dir();
if let Some(entity) = add_admin(
username,
&login_provider,
&mut editable_settings,
&data_dir.path,
)
.and_then(|uuid| {
let state = &self.state;
(
&state.ecs().entities(),
&state.read_storage::<comp::Player>(),
)
.join()
.find(|(_, player)| player.uuid() == uuid)
.map(|(e, _)| e)
}) {
// Add admin component if the player is ingame
let _ = self.state.ecs().write_storage().insert(entity, comp::Admin);
};
}
pub fn remove_admin(&self, username: &str) {
let mut editable_settings = self.editable_settings_mut();
let login_provider = self.state.ecs().fetch::<LoginProvider>();
let data_dir = self.data_dir();
if let Some(entity) = remove_admin(
username,
&login_provider,
&mut editable_settings,
&data_dir.path,
)
.and_then(|uuid| {
let state = &self.state;
(
&state.ecs().entities(),
&state.read_storage::<comp::Player>(),
)
.join()
.find(|(_, player)| player.uuid() == uuid)
.map(|(e, _)| e)
}) {
// Remove admin component if the player is ingame
self.state
.ecs()
.write_storage::<comp::Admin>()
.remove(entity);
};
}
/// Useful for testing without a client
/// view_distance: distance in chunks that are persisted, this acts like the
/// player view distance so it is actually a bit farther due to a buffer
/// zone
#[cfg(feature = "worldgen")]
pub fn create_centered_persister(&mut self, view_distance: u32) {
let world_dims_chunks = self.world.sim().get_size();
let world_dims_blocks = TerrainChunkSize::blocks(world_dims_chunks);
// NOTE: origin is in the corner of the map
// TODO: extend this function to have picking a random position or specifiying a
// position as options
//let mut rng = rand::thread_rng();
// // Pick a random position but not to close to the edge
// let rand_pos = world_dims_blocks.map(|e| e as i32).map(|e| e / 2 +
// rng.gen_range(-e/2..e/2 + 1));
let pos = comp::Pos(Vec3::from(world_dims_blocks.map(|e| e as f32 / 2.0)));
self.state
.create_persister(pos, view_distance, &self.world, &self.index)
.build();
}
/// Sets the SQL log mode at runtime
pub fn set_sql_log_mode(&mut self, sql_log_mode: SqlLogMode) {
// Unwrap is safe here because we only perform a variable assignment with the
// RwLock taken meaning that no panic can occur that would cause the
// RwLock to become poisoned. This justification also means that calling
// unwrap() on the associated read() calls for this RwLock is also safe
// as long as no code that can panic is introduced here.
let mut database_settings = self.database_settings.write().unwrap();
database_settings.sql_log_mode = sql_log_mode;
// Drop the RwLockWriteGuard to avoid performing unnecessary actions (logging)
// with the lock taken.
drop(database_settings);
info!("SQL log mode changed to {:?}", sql_log_mode);
}
pub fn disconnect_all_clients(&mut self) {
info!("Disconnecting all clients due to local console command");
self.disconnect_all_clients_requested = true;
}
}
impl Drop for Server {
fn drop(&mut self) {
self.metrics_shutdown.notify_one();
self.state
.notify_players(ServerGeneral::Disconnect(DisconnectReason::Shutdown));
}
}
/// If successful returns the Some(uuid) of the added admin
pub fn add_admin(
username: &str,
login_provider: &LoginProvider,
editable_settings: &mut EditableSettings,
data_dir: &std::path::Path,
) -> Option<common::uuid::Uuid> {
use crate::settings::EditableSetting;
match login_provider.username_to_uuid(username) {
Ok(uuid) => editable_settings.admins.edit(data_dir, |admins| {
if admins.insert(uuid) {
info!("Successfully added {} ({}) as an admin!", username, uuid);
Some(uuid)
} else {
info!("{} ({}) is already an admin!", username, uuid);
None
}
}),
Err(err) => {
error!(
?err,
"Could not find uuid for this name either the user does not exist or there was an \
error communicating with the auth server."
);
None
},
}
}
/// If successful returns the Some(uuid) of the removed admin
pub fn remove_admin(
username: &str,
login_provider: &LoginProvider,
editable_settings: &mut EditableSettings,
data_dir: &std::path::Path,
) -> Option<common::uuid::Uuid> {
use crate::settings::EditableSetting;
match login_provider.username_to_uuid(username) {
Ok(uuid) => editable_settings.admins.edit(data_dir, |admins| {
if admins.remove(&uuid) {
info!(
"Successfully removed {} ({}) from the admins",
username, uuid
);
Some(uuid)
} else {
info!("{} ({}) is not an admin!", username, uuid);
None
}
}),
Err(err) => {
error!(
?err,
"Could not find uuid for this name either the user does not exist or there was an \
error communicating with the auth server."
);
None
},
}
}