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join.rs
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123 lines (107 loc) · 4.14 KB
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//! Join logic for players.
use feather_core::network::packets::{JoinGame, PlayerPositionAndLookClientbound, SpawnPosition};
use feather_core::util::{BlockPosition, Difficulty, Dimension, Gamemode, Position};
use feather_server_network::{ListenerToServerMessage, NetworkIoManager, ServerToListenerMessage};
use feather_server_types::{
BumpVec, ChunkSendEvent, Game, Network, NetworkId, PlayerJoinEvent, WorkerToServerMessage,
};
use fecs::{IntoQuery, Read, World};
use std::iter;
/// System which polls for player disconnects.
#[fecs::system]
pub fn poll_player_disconnect(game: &mut Game, world: &mut World) {
// For each player with a Network component,
// check their channel for disconnects.
let mut to_despawn = BumpVec::new_in(game.bump());
<Read<Network>>::query()
.iter_entities(world.inner())
.for_each(|(entity, network)| {
while let Ok(msg) = network.rx.lock().try_recv() {
match msg {
WorkerToServerMessage::NotifyDisconnected { reason } => {
to_despawn.push((entity, reason));
}
}
}
});
to_despawn.into_iter().for_each(|(player, reason)| {
game.disconnect(player, world, reason);
});
}
/// System which polls for new clients from the listener task.
#[fecs::system]
pub fn poll_new_clients(game: &mut Game, world: &mut World, io_handle: &mut NetworkIoManager) {
while let Ok(msg) = io_handle.rx.lock().try_recv() {
match msg {
ListenerToServerMessage::NewClient(info) => {
crate::create(game, world, info);
}
ListenerToServerMessage::RequestEntity => {
let entity = world.spawn(iter::once(()))[0];
let _ = io_handle.tx.send(ServerToListenerMessage::Entity(entity));
}
ListenerToServerMessage::DeleteEntity(entity) => {
// no need to use `Game::despawn` here as
// the entity hasn't actually "existed" yet;
// it has no components
world.despawn(entity);
}
}
}
}
// After chunks are sent to a client, we complete the login sequence
// by sending Spawn Position, Player Position and Look, and inventory,
// among others. This is handled by the event handler below;
/// Component indicating that a player has completed the join sequence.
#[derive(Default, Debug)]
pub struct Joined;
/// System to run the join sequence. To determine when a player is ready to join,
/// we wait for the chunk that the player is in to be sent—this appears to work
/// well with the client.
#[fecs::event_handler]
pub fn on_chunk_send_join_player(event: &ChunkSendEvent, game: &Game, world: &mut World) {
if world.try_get::<Joined>(event.player).is_some() {
return; // already joined
}
let pos = {
let pos = world.get::<Position>(event.player);
if pos.chunk() != event.chunk {
return;
}
*pos
};
// Run the join sequence.
world.add(event.player, Joined).unwrap();
let network = world.get::<Network>(event.player);
let packet = SpawnPosition {
location: BlockPosition::new(game.level.spawn_x, game.level.spawn_y, game.level.spawn_z),
};
network.send(packet);
let packet = PlayerPositionAndLookClientbound {
x: pos.x,
y: pos.y,
z: pos.z,
yaw: pos.yaw,
pitch: pos.pitch,
flags: 0,
teleport_id: 0,
};
network.send(packet);
}
#[fecs::event_handler]
pub fn on_player_join_send_join_game(event: &PlayerJoinEvent, game: &Game, world: &mut World) {
let network = world.get::<Network>(event.player);
let id = world.get::<NetworkId>(event.player);
let gamemode = *world.get::<Gamemode>(event.player);
// TODO
let packet = JoinGame {
entity_id: id.0,
gamemode: gamemode.id(),
dimension: Dimension::Overwold.id(),
difficulty: Difficulty::Medium.id(),
max_players: game.config.server.max_players as u8,
level_type: game.level.generator_name.clone(),
reduced_debug_info: false,
};
network.send(packet);
}