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use super::Event;
use crate::{
client::Client, metrics::PlayerMetrics, persistence::character_updater::CharacterUpdater,
state_ext::StateExt, BattleModeBuffer, Server,
};
use common::{
comp::{self, group, pet::is_tameable, Content, Presence, PresenceKind},
event::{DeleteCharacterEvent, PossessEvent},
resources::Time,
uid::{IdMaps, Uid},
};
use common_base::span;
use common_net::msg::{PlayerListUpdate, ServerGeneral};
use common_state::State;
use specs::{Builder, Entity as EcsEntity, Join, WorldExt};
use tracing::{debug, error, trace, warn, Instrument};
pub fn handle_character_delete(server: &mut Server, ev: DeleteCharacterEvent) {
// Can't process a character delete for a player that has an in-game presence,
// so kick them out before processing the delete.
// NOTE: This relies on StateExt::handle_initialize_character adding the
// Presence component when a character is initialized to detect whether a client
// is in-game.
let has_presence = {
let presences = server.state.ecs().read_storage::<Presence>();
presences.get(ev.entity).is_some()
};
if has_presence {
warn!(
?ev.requesting_player_uuid,
?ev.character_id,
"Character delete received while in-game, disconnecting client."
);
handle_exit_ingame(server, ev.entity, true);
}
let mut updater = server.state.ecs().fetch_mut::<CharacterUpdater>();
updater.queue_character_deletion(ev.requesting_player_uuid, ev.character_id);
}
pub fn handle_exit_ingame(server: &mut Server, entity: EcsEntity, skip_persistence: bool) {
span!(_guard, "handle_exit_ingame");
let state = server.state_mut();
// Sync the player's character data to the database. This must be done before
// removing any components from the entity
let entity = if !skip_persistence {
persist_entity(state, entity)
} else {
entity
};
// Create new entity with just `Client`, `Uid`, `Player`, `Admin`, `Group`
// components.
//
// Easier than checking and removing all other known components.
//
// Also, allows clients to not update their Uid based references to this
// client (e.g. for this specific client's knowledge of its own Uid and for
// groups since exiting in-game does not affect group membership)
//
// Note: If other `ServerEvent`s are referring to this entity they will be
// disrupted.
// Cancel trades here since we don't use `delete_entity_recorded` and we
// remove `Uid` below.
super::trade::cancel_trades_for(state, entity);
let maybe_group = state.read_component_copied::<group::Group>(entity);
let maybe_admin = state.delete_component::<comp::Admin>(entity);
// Not sure if we still need to actually remove the Uid or if the group
// logic below relies on this...
let maybe_uid = state.delete_component::<Uid>(entity);
if let Some(client) = state.delete_component::<Client>(entity)
&& let Some(uid) = maybe_uid
&& let Some(player) = state.delete_component::<comp::Player>(entity)
{
// Tell client its request was successful
client.send_fallible(ServerGeneral::ExitInGameSuccess);
if client.client_type.emit_login_events() {
state.notify_players(ServerGeneral::PlayerListUpdate(
PlayerListUpdate::ExitCharacter(uid),
));
}
let new_entity = state
.ecs_mut()
.create_entity()
.with(client)
.with(player)
// Preserve group component if present
.maybe_with(maybe_group)
// Preserve admin component if present
.maybe_with(maybe_admin)
.with(uid)
.build();
// Ensure IdMaps maps this uid to the new entity.
state.mut_resource::<IdMaps>().remap_entity(uid, new_entity);
let ecs = state.ecs();
// Note, we use `delete_entity_common` directly to avoid
// `delete_entity_recorded` from making any changes to the group.
if let Some(group) = maybe_group {
let mut group_manager = ecs.write_resource::<group::GroupManager>();
if group_manager
.group_info(group)
.map(|info| info.leader == entity)
.unwrap_or(false)
{
group_manager.assign_leader(
new_entity,
&ecs.read_storage(),
&ecs.entities(),
&ecs.read_storage(),
&ecs.read_storage(),
// Nothing actually changing since Uid is transferred
|_, _| {},
);
}
}
// delete_entity_recorded` is not used so we don't need to worry aobut
// group restructuring when deleting this entity.
} else {
error!("handle_exit_ingame called with entity that is missing expected components");
}
let (maybe_character, sync_me) = state
.read_storage::<Presence>()
.get(entity)
.map(|p| (p.kind.character_id(), p.kind.sync_me()))
.unzip();
let maybe_rtsim = state.read_component_copied::<common::rtsim::RtSimEntity>(entity);
state.mut_resource::<IdMaps>().remove_entity(
Some(entity),
None, // Uid re-mapped, we don't want to remove the mapping
maybe_character.flatten(),
maybe_rtsim,
);
// We don't want to use delete_entity_recorded since we are transfering the
// Uid to a new entity (and e.g. don't want it to be unmapped).
//
// Delete old entity
if let Err(e) =
crate::state_ext::delete_entity_common(state, entity, maybe_uid, sync_me.unwrap_or(true))
{
error!(
?e,
?entity,
"Failed to delete entity when removing character"
);
}
}
fn get_reason_str(reason: &comp::DisconnectReason) -> &str {
match reason {
comp::DisconnectReason::Timeout => "timeout",
comp::DisconnectReason::NetworkError => "network_error",
comp::DisconnectReason::NewerLogin => "newer_login",
comp::DisconnectReason::Kicked => "kicked",
comp::DisconnectReason::ClientRequested => "client_requested",
comp::DisconnectReason::InvalidClientType => "invalid_client_type",
}
}
pub fn handle_client_disconnect(
server: &mut Server,
mut entity: EcsEntity,
reason: comp::DisconnectReason,
skip_persistence: bool,
) -> Event {
span!(_guard, "handle_client_disconnect");
let mut emit_logoff_event = true;
// Entity deleted below and persist_entity doesn't require a `Client` component,
// so we can just remove the Client component to get ownership of the
// participant.
if let Some(client) = server
.state()
.ecs()
.write_storage::<Client>()
.remove(entity)
{
// NOTE: There are not and likely will not be a way to safeguard against
// receiving multiple `ServerEvent::ClientDisconnect` messages in a tick
// intended for the same player, so the `None` case here is *not* a bug
// and we should not log it as a potential issue.
server
.state()
.ecs()
.read_resource::<PlayerMetrics>()
.clients_disconnected
.with_label_values(&[get_reason_str(&reason)])
.inc();
if let Some(participant) = client.participant {
let pid = participant.remote_pid();
server.runtime.spawn(
async {
let now = std::time::Instant::now();
debug!("Start handle disconnect of client");
if let Err(e) = participant.disconnect().await {
debug!(
?e,
"Error when disconnecting client, maybe the pipe already broke"
);
};
trace!("finished disconnect");
let elapsed = now.elapsed();
if elapsed.as_millis() > 100 {
warn!(?elapsed, "disconnecting took quite long");
} else {
debug!(?elapsed, "disconnecting took");
}
}
.instrument(tracing::debug_span!(
"client_disconnect",
?pid,
?entity,
?reason,
)),
);
}
emit_logoff_event = client.client_type.emit_login_events();
}
let state = server.state_mut();
// Tell other clients to remove from player list
// And send a disconnected message
if let (Some(uid), Some(_)) = (
state.read_storage::<Uid>().get(entity),
state.read_storage::<comp::Player>().get(entity),
) && emit_logoff_event
{
state.notify_players(ServerGeneral::server_msg(
comp::ChatType::Offline(*uid),
Content::Plain("".to_string()),
));
state.notify_players(ServerGeneral::PlayerListUpdate(PlayerListUpdate::Remove(
*uid,
)));
}
// Sync the player's character data to the database
if !skip_persistence {
entity = persist_entity(state, entity);
}
// Delete client entity
if let Err(e) = server.state.delete_entity_recorded(entity) {
error!(?e, ?entity, "Failed to delete disconnected client");
}
Event::ClientDisconnected { entity }
}
/// When a player logs out, their data is queued for persistence in the next
/// tick of the persistence batch update unless the character logging out is
/// dead and has hardcore enabled, in which case the character is deleted
/// instead of being persisted. The player will be temporarily unable to log in
/// during this period to avoid the race condition of their login fetching their
/// old data and overwriting the data saved here.
///
/// This function is also used by the Transform event and MUST NOT assume that
/// the persisting entity is deleted afterwards. It is however safe to assume
/// that this function will not be called twice on an entity with the same
/// character id.
pub(super) fn persist_entity(state: &mut State, entity: EcsEntity) -> EcsEntity {
// NOTE: `Client` component may already be removed by the caller to close the
// connection. Don't depend on it here!
if let (
Some(presence),
Some(skill_set),
Some(inventory),
Some(active_abilities),
Some(player_uid),
Some(player_info),
mut character_updater,
mut battlemode_buffer,
) = (
state.read_storage::<Presence>().get(entity),
state.read_storage::<comp::SkillSet>().get(entity),
state.read_storage::<comp::Inventory>().get(entity),
state
.read_storage::<comp::ability::ActiveAbilities>()
.get(entity),
state.read_storage::<Uid>().get(entity),
state.read_storage::<comp::Player>().get(entity),
state.ecs().fetch_mut::<CharacterUpdater>(),
state.ecs().fetch_mut::<BattleModeBuffer>(),
) {
match presence.kind {
PresenceKind::LoadingCharacter(_char_id) => {
error!(
"Unexpected state when persist_entity is called! Some of the components \
required above should only be present after a character is loaded!"
);
},
PresenceKind::Character(char_id) => {
if state.read_storage::<comp::Hardcore>().get(entity).is_some()
&& state
.read_storage::<comp::Health>()
.get(entity)
.map_or(false, |health| health.is_dead)
{
// Delete dead hardcore characters instead of persisting
character_updater
.queue_character_deletion(player_info.uuid().to_string(), char_id);
} else {
let waypoint = state
.ecs()
.read_storage::<comp::Waypoint>()
.get(entity)
.cloned();
let map_marker = state
.ecs()
.read_storage::<comp::MapMarker>()
.get(entity)
.cloned();
// Store last battle mode change
if let Some(change) = player_info.last_battlemode_change {
let mode = player_info.battle_mode;
let save = (mode, change);
battlemode_buffer.push(char_id, save);
}
// Get player's pets
let alignments = state.ecs().read_storage::<comp::Alignment>();
let bodies = state.ecs().read_storage::<comp::Body>();
let stats = state.ecs().read_storage::<comp::Stats>();
let pets = state.ecs().read_storage::<comp::Pet>();
let pets = (&alignments, &bodies, &stats, &pets)
.join()
.filter_map(|(alignment, body, stats, pet)| match alignment {
// Don't try to persist non-tameable pets (likely spawned
// using /spawn) since there isn't any code to handle
// persisting them
common::comp::Alignment::Owned(ref pet_owner)
if pet_owner == player_uid && is_tameable(body) =>
{
Some(((*pet).clone(), *body, stats.clone()))
},
_ => None,
})
.collect();
character_updater.add_pending_logout_update((
char_id,
skill_set.clone(),
inventory.clone(),
pets,
waypoint,
active_abilities.clone(),
map_marker,
));
}
},
PresenceKind::Spectator => { /* Do nothing, spectators do not need persisting */ },
PresenceKind::Possessor => { /* Do nothing, possessor's are not persisted */ },
};
}
entity
}
/// FIXME: This code is dangerous and needs to be refactored. We can't just
/// comment it out, but it needs to be fixed for a variety of reasons. Get rid
/// of this ASAP!
pub fn handle_possess(
server: &mut Server,
PossessEvent(possessor_uid, possessee_uid): PossessEvent,
) {
use crate::presence::RegionSubscription;
use common::{
comp::{inventory::slot::EquipSlot, item, slot::Slot, Inventory},
region::RegionMap,
};
use common_net::sync::WorldSyncExt;
let state = server.state_mut();
let mut delete_entity = None;
if let (Some(possessor), Some(possessee)) = (
state.ecs().entity_from_uid(possessor_uid),
state.ecs().entity_from_uid(possessee_uid),
) {
// In this section we check various invariants and can return early if any of
// them are not met.
let new_presence = {
let ecs = state.ecs();
// Check that entities still exist
if !possessor.gen().is_alive()
|| !ecs.is_alive(possessor)
|| !possessee.gen().is_alive()
|| !ecs.is_alive(possessee)
{
error!(
"Error possessing! either the possessor entity or possessee entity no longer \
exists"
);
return;
}
let clients = ecs.read_storage::<Client>();
let players = ecs.read_storage::<comp::Player>();
let presences = ecs.read_storage::<comp::Presence>();
if clients.contains(possessee) || players.contains(possessee) {
error!("Can't possess other players!");
return;
}
if !clients.contains(possessor) {
error!("Error posessing, no `Client` component on the possessor!");
return;
}
// Limit possessible entities to those in the client's subscribed regions (so
// that the entity already exists on the client, this reduces the
// amount of syncing edge cases to consider).
let subscriptions = ecs.read_storage::<RegionSubscription>();
let region_map = ecs.read_resource::<RegionMap>();
let possessee_in_subscribed_region = subscriptions
.get(possessor)
.iter()
.flat_map(|s| s.regions.iter())
.filter_map(|key| region_map.get(*key))
.any(|region| region.entities().contains(possessee.id()));
if !possessee_in_subscribed_region {
return;
}
if let Some(presence) = presences.get(possessor) {
delete_entity = match presence.kind {
k @ (PresenceKind::LoadingCharacter(_) | PresenceKind::Spectator) => {
error!(?k, "Unexpected presence kind for a possessor.");
return;
},
PresenceKind::Possessor => None,
// Since we call `persist_entity` below we will want to delete the entity (to
// avoid item duplication).
PresenceKind::Character(_) => Some(possessor),
};
Some(Presence {
terrain_view_distance: presence.terrain_view_distance,
entity_view_distance: presence.entity_view_distance,
// This kind (rather than copying Character presence) prevents persistence
// from overwriting original character info with stuff from the new character.
kind: PresenceKind::Possessor,
lossy_terrain_compression: presence.lossy_terrain_compression,
})
} else {
None
}
// No early returns allowed after this.
};
// Sync the player's character data to the database. This must be done before
// moving any components from the entity.
//
// NOTE: Below we delete old entity (if PresenceKind::Character) as if logging
// out. This is to prevent any potential for item duplication (although
// it would only be possible if the player could repossess their entity,
// hand off some items, and then crash the server in a particular time
// window, and only admins should have access to the item with this ability
// in the first place (though that isn't foolproof)). We could potentially fix
// this but it would require some tweaks to the CharacterUpdater code
// (to be able to deque the pending persistence request issued here if
// repossesing the original character), and it seems prudent to be more
// conservative with making changes there to support this feature.
let possessor = persist_entity(state, possessor);
let ecs = state.ecs();
let mut clients = ecs.write_storage::<Client>();
// Transfer client component. Note: we require this component for possession.
let client = clients
.remove(possessor)
.expect("Checked client component was present above!");
client.send_fallible(ServerGeneral::SetPlayerEntity(possessee_uid));
let emit_player_list_events = client.client_type.emit_login_events();
// Note: we check that the `possessor` and `possessee` entities exist above, so
// this should never panic.
clients
.insert(possessee, client)
.expect("Checked entity was alive!");
// Other components to transfer if they exist.
fn transfer_component<C: specs::Component>(
storage: &mut specs::WriteStorage<'_, C>,
possessor: EcsEntity,
possessee: EcsEntity,
transform: impl FnOnce(C) -> C,
) {
if let Some(c) = storage.remove(possessor) {
// Note: we check that the `possessor` and `possessee` entities exist above, so
// this should never panic.
storage
.insert(possessee, transform(c))
.expect("Checked entity was alive!");
}
}
let mut players = ecs.write_storage::<comp::Player>();
let mut subscriptions = ecs.write_storage::<RegionSubscription>();
let mut admins = ecs.write_storage::<comp::Admin>();
let mut waypoints = ecs.write_storage::<comp::Waypoint>();
let mut force_updates = ecs.write_storage::<comp::ForceUpdate>();
transfer_component(&mut players, possessor, possessee, |x| x);
transfer_component(&mut subscriptions, possessor, possessee, |x| x);
transfer_component(&mut admins, possessor, possessee, |x| x);
transfer_component(&mut waypoints, possessor, possessee, |x| x);
let mut update_counter = 0;
transfer_component(&mut force_updates, possessor, possessee, |mut x| {
x.update();
update_counter = x.counter();
x
});
let mut presences = ecs.write_storage::<Presence>();
// We leave Presence on the old entity for character IDs to be properly removed
// from the ID mapping if deleting the previous entity.
//
// If the entity is not going to be deleted, we remove it so that the entity
// doesn't keep an area loaded.
if delete_entity.is_none() {
presences.remove(possessor);
}
if let Some(p) = new_presence {
presences
.insert(possessee, p)
.expect("Checked entity was alive!");
}
// If a player is possessing, add possessee to playerlist as player and remove
// old player.
// Fetches from possessee entity here since we have transferred over the
// `Player` component.
if let Some(player) = players.get(possessee)
&& emit_player_list_events
{
use common_net::msg;
let add_player_msg = ServerGeneral::PlayerListUpdate(PlayerListUpdate::Add(
possessee_uid,
msg::server::PlayerInfo {
player_alias: player.alias.clone(),
is_online: true,
is_moderator: admins.contains(possessee),
character: ecs.read_storage::<comp::Stats>().get(possessee).map(|s| {
msg::CharacterInfo {
name: s.name.clone(),
// NOTE: hack, read docs on body::Gender for more
gender: s.original_body.humanoid_gender(),
}
}),
uuid: player.uuid(),
},
));
let remove_player_msg =
ServerGeneral::PlayerListUpdate(PlayerListUpdate::Remove(possessor_uid));
drop((clients, players)); // need to drop so we can use `notify_players` below
state.notify_players(remove_player_msg);
state.notify_players(add_player_msg);
}
drop(admins);
// Put possess item into loadout
let time = ecs.read_resource::<Time>();
let mut inventories = ecs.write_storage::<Inventory>();
let mut inventory = inventories
.entry(possessee)
.expect("Nobody has &mut World, so there's no way to delete an entity.")
.or_insert(Inventory::with_empty());
let debug_item = comp::Item::new_from_asset_expect("common.items.debug.admin_stick");
if let item::ItemKind::Tool(_) = &*debug_item.kind() {
let leftover_items = inventory.swap(
Slot::Equip(EquipSlot::ActiveMainhand),
Slot::Equip(EquipSlot::InactiveMainhand),
*time,
);
assert!(
leftover_items.is_empty(),
"Swapping active and inactive mainhands never results in leftover items"
);
inventory.replace_loadout_item(EquipSlot::ActiveMainhand, Some(debug_item), *time);
}
drop(inventories);
// Remove will of the entity
ecs.write_storage::<comp::Agent>().remove(possessee);
// Reset controller of former shell
if let Some(c) = ecs.write_storage::<comp::Controller>().get_mut(possessor) {
*c = Default::default();
}
// Send client new `SyncFrom::ClientEntity` components and tell it to
// deletes these on the old entity.
let clients = ecs.read_storage::<Client>();
let client = clients
.get(possessee)
.expect("We insert this component above and have exclusive access to the world.");
use crate::sys::sentinel::TrackedStorages;
use specs::SystemData;
let tracked_storages = TrackedStorages::fetch(ecs);
let comp_sync_package = tracked_storages.create_sync_from_client_entity_switch(
possessor_uid,
possessee_uid,
possessee,
);
if !comp_sync_package.is_empty() {
client.send_fallible(ServerGeneral::CompSync(comp_sync_package, update_counter));
}
}
// Outside block above to prevent borrow conflicts (i.e. convenient to let
// everything drop at the end of the block rather than doing it manually for
// this). See note on `persist_entity` call above for why we do this.
if let Some(entity) = delete_entity {
// Delete old entity
if let Err(e) = state.delete_entity_recorded(entity) {
error!(
?e,
?entity,
"Failed to delete entity when removing character during possession."
);
}
}
}