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use crate::gameplay_socket::GameplaySocket;
use crate::login_server::LoginServer;
use crate::{map_loader, secure_rand};
use common::{
ChunkUpdate, ClientAction, Effect, PcHandle, PlayerCharacter, Point, ServerAction, World,
CHUNKS_X, CHUNKS_Y, CHUNK_HEIGHT, CHUNK_WIDTH,
};
use rand::Rng;
use std::collections::{HashMap, HashSet};
use std::thread;
use std::time::{Duration, Instant};
#[allow(unused_imports)]
use common::Chunk;
const FRAME_DURATION: Duration = Duration::from_micros(33_333);
struct PeerState {
pc_handle: PcHandle,
loaded_chunk_indices: Vec<usize>,
}
pub fn run() -> anyhow::Result<()> {
let mut world = map_loader::load_map(include_str!("worldmap/tutorial-fort.tmx"))?;
let mut players = HashMap::new();
let mut taken_handles = HashSet::new();
let mut rng = rand::thread_rng();
let spawn_chunks = world
.chunks
.iter()
.enumerate()
.filter_map(|(i, chunk)| Some((i, chunk.as_ref()?)))
.filter(|(_, chunk)| !chunk.spawns.is_empty())
.map(|(i, _)| i)
.collect::<Vec<_>>();
let mut login_server = LoginServer::new()?;
let mut gameplay_socket = GameplaySocket::new()?;
let mut previous_poll_end = Instant::now();
loop {
let prev_frame = Instant::now() - previous_poll_end;
if let Some(to_wait) = FRAME_DURATION.checked_sub(prev_frame) {
thread::sleep(to_wait);
} else {
log::warn!("Frame took {prev_frame:.2?}, more than the expected {FRAME_DURATION:.2?}!");
}
previous_poll_end = Instant::now();
let mut chunks_effects = vec![Vec::new(); world.chunks.len()];
while let Some((peer_id, encryption_key)) = login_server.try_recv_new_peers() {
let handle = loop {
let potential_handle = PcHandle(secure_rand::gen_u64());
if taken_handles.insert(potential_handle) {
break potential_handle;
}
};
players.insert(
peer_id,
PeerState {
pc_handle: handle,
loaded_chunk_indices: vec![],
},
);
gameplay_socket.add_peer(peer_id, encryption_key);
let spawn_chunk_index = spawn_chunks[rng.gen_range(0..spawn_chunks.len())];
let spawn_points = &world.chunks[spawn_chunk_index].as_ref().unwrap().spawns;
let position = spawn_points[rng.gen_range(0..spawn_points.len())];
chunks_effects[spawn_chunk_index]
.push(Effect::SpawnPlayerCharacter { handle, position });
}
gameplay_socket.transport();
let mut frame_actions = HashMap::new();
while let Some((peer_id, action)) = gameplay_socket.recv_actions() {
frame_actions.insert(peer_id, action);
}
for (peer, action) in frame_actions {
if matches!(action, ClientAction::Hello) {
if let Some(PeerState { pc_handle, .. }) = players.get(&peer) {
gameplay_socket.send_action(peer, ServerAction::Welcome(*pc_handle));
}
}
if let Some(PeerState { pc_handle, .. }) = players.get(&peer) {
if let Some((chunk, player)) = world.get_player_character(*pc_handle) {
let player = (*pc_handle, player);
for (i, effect) in make_effects(action, &world, player, chunk) {
chunks_effects[i].push(effect);
}
}
}
}
let peer_ids = gameplay_socket.refresh();
players.retain(|peer_id, PeerState { pc_handle, .. }| {
if peer_ids.contains(peer_id) {
true
} else {
if let Some((chunk_index, _)) = world.get_player_character(*pc_handle) {
let despawn_effect = Effect::DespawnPlayerCharacter(*pc_handle);
chunks_effects[chunk_index].push(despawn_effect);
log::debug!(
"Despawning character {:016x} of disconnected peer {:032x}",
pc_handle.0,
peer_id.0,
);
}
false
}
});
for (i, chunk_effects) in chunks_effects.iter().enumerate() {
assert!(world.apply_effects(i, chunk_effects.clone()));
}
for peer in &peer_ids {
if let Some((loaded_chunk_indices, player_chunk_index)) =
players.get_mut(peer).and_then(|peer_state| {
let (chunk_index, _) = world.get_player_character(peer_state.pc_handle)?;
Some((&mut peer_state.loaded_chunk_indices, chunk_index))
})
{
let neighbor_indices = get_neighbor_chunks_indices(player_chunk_index);
let mut to_unload = Vec::with_capacity(3);
for i in &*loaded_chunk_indices {
if !neighbor_indices.contains(i) {
to_unload.push(*i);
}
}
if !to_unload.is_empty() {
gameplay_socket.send_action(*peer, ServerAction::UnloadChunks(to_unload));
}
let mut chunk_updates = Vec::with_capacity(9);
for i in &neighbor_indices {
let effects = &chunks_effects[*i];
let synced_chunk = loaded_chunk_indices.contains(i);
if effects.is_empty() && synced_chunk {
continue;
}
let update = if synced_chunk {
ChunkUpdate::Effects(effects.clone())
} else {
ChunkUpdate::ResetTo(world.chunks[*i].clone().unwrap())
};
chunk_updates.push((*i, update));
}
let effects_action = ServerAction::Effects {
time: world.time,
chunk_updates,
};
gameplay_socket.send_action(*peer, effects_action);
loaded_chunk_indices.clear();
loaded_chunk_indices.extend_from_slice(&neighbor_indices);
} else if log::log_enabled!(log::Level::Debug) {
if players.contains_key(peer) {
log::debug!("Player character missing for peer {:032x}!", peer.0);
} else {
}
}
}
gameplay_socket.transport();
world.update();
}
}
fn get_neighbor_chunks_indices(player_chunk_index: usize) -> Vec<usize> {
let x = (player_chunk_index % CHUNKS_X) as i32;
let y = (player_chunk_index / CHUNKS_X) as i32;
let offsets = [
(-1, -1),
(0, -1),
(1, -1),
(-1, 0),
(0, 0),
(1, 0),
(-1, 1),
(0, 1),
(1, 1),
];
offsets
.into_iter()
.filter_map(|(xo, yo)| {
let new_x = x + xo;
let new_y = y + yo;
if new_x < 0 || new_y < 0 || new_x >= CHUNKS_X as i32 || new_y >= CHUNKS_Y as i32 {
None
} else {
Some(new_x as usize + new_y as usize * CHUNKS_X)
}
})
.collect::<Vec<_>>()
}
fn make_effects(
action: ClientAction,
world: &World,
(handle, player): (PcHandle, &PlayerCharacter),
chunk_index: usize,
) -> Vec<(usize, Effect)> {
let move_effects = |dx: i32, dy: i32| {
if let Some(current_move) = &player.current_move {
if world.time < current_move.start_frame + current_move.duration {
return Vec::with_capacity(0);
}
}
let Point(px, py) = player.position;
let chunk_x = chunk_index % CHUNKS_X;
let chunk_y = chunk_index / CHUNKS_X;
let moving_against_border = (dx == -1 && px == 0 && chunk_x == 0)
|| (dx == 1 && px == CHUNK_WIDTH as i32 - 1 && chunk_x == CHUNKS_X - 1)
|| (dy == -1 && py == 0 && chunk_y == 0)
|| (dy == 1 && py == CHUNK_HEIGHT as i32 - 1 && chunk_y == CHUNKS_Y - 1);
if moving_against_border {
return Vec::with_capacity(0);
}
let new_x_offset_by_a_chunk = px as i32 + dx + CHUNK_WIDTH as i32;
let new_y_offset_by_a_chunk = py as i32 + dy + CHUNK_HEIGHT as i32;
let chunk_dx = new_x_offset_by_a_chunk / CHUNK_WIDTH as i32 - 1;
let chunk_dy = new_y_offset_by_a_chunk / CHUNK_HEIGHT as i32 - 1;
let new_chunk_x = chunk_x as i32 + chunk_dx;
let new_chunk_y = chunk_y as i32 + chunk_dy;
let new_chunk_i = (new_chunk_x + new_chunk_y * CHUNKS_X as i32) as usize;
let chunk = world.chunks[new_chunk_i].as_ref().unwrap();
let new_x = new_x_offset_by_a_chunk % CHUNK_WIDTH as i32;
let new_y = new_y_offset_by_a_chunk % CHUNK_WIDTH as i32;
let move_effect = Effect::MovePlayerCharacter {
handle,
old_position: Point(
px - chunk_dx * CHUNK_WIDTH as i32,
py - chunk_dy * CHUNK_HEIGHT as i32,
),
new_position: Point(new_x, new_y),
};
if chunk.is_wall(new_x, new_y) {
Vec::with_capacity(0)
} else if new_chunk_i != chunk_index {
let despawn_effect = Effect::DespawnPlayerCharacter(handle);
let spawn_effect = Effect::SpawnPlayerCharacter {
handle,
position: Point(new_x, new_y),
};
vec![
(chunk_index, despawn_effect),
(new_chunk_i, spawn_effect),
(new_chunk_i, move_effect),
]
} else {
vec![(chunk_index, move_effect)]
}
};
use ClientAction::*;
match action {
KeepAlive | Hello => vec![],
MoveLeft => move_effects(-1, 0),
MoveRight => move_effects(1, 0),
MoveUp => move_effects(0, -1),
MoveDown => move_effects(0, 1),
}
}