1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519
use super::sentinel::{DeletedEntities, TrackedStorages, UpdateTrackers};
use crate::{client::Client, presence::RegionSubscription, Tick};
use common::{
calendar::Calendar,
comp::{Collider, ForceUpdate, InventoryUpdate, Last, Ori, Player, Pos, Presence, Vel},
event::EventBus,
link::Is,
mounting::Rider,
outcome::Outcome,
region::{Event as RegionEvent, RegionMap},
resources::{PlayerPhysicsSettings, Time, TimeOfDay, TimeScale},
terrain::TerrainChunkSize,
uid::Uid,
vol::RectVolSize,
};
use common_ecs::{Job, Origin, Phase, System};
use common_net::{msg::ServerGeneral, sync::CompSyncPackage};
use itertools::Either;
use specs::{Entities, Join, LendJoin, Read, ReadExpect, ReadStorage, Write, WriteStorage};
use vek::*;
/// This system will send physics updates to the client
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
Read<'a, Tick>,
Read<'a, PlayerPhysicsSettings>,
TrackedStorages<'a>,
ReadExpect<'a, TimeOfDay>,
ReadExpect<'a, Time>,
ReadExpect<'a, Calendar>,
ReadExpect<'a, TimeScale>,
ReadExpect<'a, RegionMap>,
ReadExpect<'a, UpdateTrackers>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Vel>,
ReadStorage<'a, Ori>,
ReadStorage<'a, RegionSubscription>,
ReadStorage<'a, Player>,
ReadStorage<'a, Presence>,
ReadStorage<'a, Client>,
WriteStorage<'a, Last<Pos>>,
WriteStorage<'a, Last<Vel>>,
WriteStorage<'a, Last<Ori>>,
WriteStorage<'a, ForceUpdate>,
WriteStorage<'a, InventoryUpdate>,
Write<'a, DeletedEntities>,
Read<'a, EventBus<Outcome>>,
);
const NAME: &'static str = "entity_sync";
const ORIGIN: Origin = Origin::Server;
const PHASE: Phase = Phase::Create;
fn run(
job: &mut Job<Self>,
(
entities,
tick,
player_physics_settings,
tracked_storages,
time_of_day,
time,
calendar,
time_scale,
region_map,
trackers,
positions,
velocities,
orientations,
subscriptions,
players,
presences,
clients,
mut last_pos,
mut last_vel,
mut last_ori,
mut force_updates,
mut inventory_updates,
mut deleted_entities,
outcomes,
): Self::SystemData,
) {
let tick = tick.0;
// Storages already provided in `TrackedStorages` that we need to use
// for other things besides change detection.
let uids = &tracked_storages.uid;
let colliders = &tracked_storages.collider;
let inventories = &tracked_storages.inventory;
let is_rider = &tracked_storages.is_rider;
// To send entity updates
// 1. Iterate through regions
// 2. Iterate through region subscribers (ie clients)
// - Collect a list of entity ids for clients who are subscribed to this
// region (hash calc to check each)
// 3. Iterate through events from that region
// - For each entity entered event, iterate through the client list and
// check if they are subscribed to the source (hash calc per subscribed
// client per entity event), if not subscribed to the source send a entity
// creation message to that client
// - For each entity left event, iterate through the client list and check
// if they are subscribed to the destination (hash calc per subscribed
// client per entity event)
// 4. Iterate through entities in that region
// 5. Inform clients of the component changes for that entity
// - Throttle update rate base on distance to each client
// Sync physics and other components
// via iterating through regions (in parallel)
// Pre-collect regions paired with deleted entity list so we can iterate over
// them in parallel below
let regions_and_deleted_entities = region_map
.iter()
.map(|(key, region)| (key, region, deleted_entities.take_deleted_in_region(key)))
.collect::<Vec<_>>();
use rayon::iter::{IntoParallelIterator, ParallelIterator};
job.cpu_stats.measure(common_ecs::ParMode::Rayon);
common_base::prof_span!(guard, "regions");
regions_and_deleted_entities.into_par_iter().for_each_init(
|| {
common_base::prof_span!(guard, "entity sync rayon job");
guard
},
|_guard, (key, region, deleted_entities_in_region)| {
// Assemble subscriber list for this region by iterating through clients and
// checking if they are subscribed to this region
let mut subscribers = (
&clients,
&entities,
presences.maybe(),
&subscriptions,
&positions,
)
.join()
.filter_map(|(client, entity, presence, subscription, pos)| {
if presence.is_some() && subscription.regions.contains(&key) {
Some((client, &subscription.regions, entity, *pos))
} else {
None
}
})
.collect::<Vec<_>>();
for event in region.events() {
match event {
RegionEvent::Entered(id, maybe_key) => {
// Don't process newly created entities here (redundant network
// messages)
if trackers.uid.inserted().contains(*id) {
continue;
}
let entity = entities.entity(*id);
if let Some(pkg) = positions
.get(entity)
.map(|pos| (pos, velocities.get(entity), orientations.get(entity)))
.and_then(|(pos, vel, ori)| {
tracked_storages.create_entity_package(
entity,
Some(*pos),
vel.copied(),
ori.copied(),
)
})
{
let create_msg = ServerGeneral::CreateEntity(pkg);
for (client, regions, client_entity, _) in &mut subscribers {
if maybe_key
.as_ref()
.map(|key| !regions.contains(key))
.unwrap_or(true)
// Client doesn't need to know about itself
&& *client_entity != entity
{
client.send_fallible(create_msg.clone());
}
}
}
},
RegionEvent::Left(id, maybe_key) => {
// Lookup UID for entity
if let Some(&uid) = uids.get(entities.entity(*id)) {
for (client, regions, _, _) in &mut subscribers {
if maybe_key
.as_ref()
.map(|key| !regions.contains(key))
.unwrap_or(true)
{
// TODO: I suspect it would be more efficient (in terms of
// bandwidth) to batch messages like this (same in
// subscription.rs).
client.send_fallible(ServerGeneral::DeleteEntity(uid));
}
}
}
},
}
}
// Sync tracked components
// Get deleted entities in this region from DeletedEntities
let (entity_sync_package, comp_sync_package) = trackers.create_sync_packages(
&tracked_storages,
region.entities(),
deleted_entities_in_region,
);
// We lazily initialize the the synchronization messages in case there are no
// clients.
let mut entity_comp_sync = Either::Left((entity_sync_package, comp_sync_package));
for (client, _, client_entity, _) in &mut subscribers {
let msg = entity_comp_sync.right_or_else(
|(entity_sync_package, comp_sync_package)| {
(
client.prepare(ServerGeneral::EntitySync(entity_sync_package)),
client.prepare(ServerGeneral::CompSync(
comp_sync_package,
force_updates.get(*client_entity).map_or(0, |f| f.counter()),
)),
)
},
);
// We don't care much about stream errors here since they could just represent
// network disconnection, which is handled elsewhere.
let _ = client.send_prepared(&msg.0);
let _ = client.send_prepared(&msg.1);
entity_comp_sync = Either::Right(msg);
}
for (client, _, client_entity, client_pos) in &mut subscribers {
let mut comp_sync_package = CompSyncPackage::new();
for (_, entity, &uid, (&pos, last_pos), vel, ori, collider) in (
region.entities(),
&entities,
uids,
(&positions, last_pos.mask().maybe()),
(&velocities, last_vel.mask().maybe()).maybe(),
(&orientations, last_vel.mask().maybe()).maybe(),
colliders.maybe(),
)
.join()
{
// Decide how regularly to send physics updates.
let send_now = if client_entity == &entity {
should_sync_client_physics(
entity,
&player_physics_settings,
&players,
&force_updates,
is_rider,
)
} else if matches!(collider, Some(Collider::Voxel { .. })) {
// Things with a voxel collider (airships, etc.) need to have very
// stable physics so we always send updated
// for these where we can.
true
} else {
// Throttle update rates for all other entities based on distance to
// client
let distance_sq = client_pos.0.distance_squared(pos.0);
let id_staggered_tick = tick + entity.id() as u64;
// More entities farther away so checks start there
if distance_sq > 500.0f32.powi(2) {
id_staggered_tick % 32 == 0
} else if distance_sq > 300.0f32.powi(2) {
id_staggered_tick % 16 == 0
} else if distance_sq > 200.0f32.powi(2) {
id_staggered_tick % 8 == 0
} else if distance_sq > 120.0f32.powi(2) {
id_staggered_tick % 6 == 0
} else if distance_sq > 64.0f32.powi(2) {
id_staggered_tick % 3 == 0
} else if distance_sq > 24.0f32.powi(2) {
id_staggered_tick % 2 == 0
} else {
true
}
};
add_physics_components(
send_now,
&mut comp_sync_package,
uid,
pos,
last_pos,
ori,
vel,
);
}
// TODO: force update counter only needs to be sent once per frame (and only if
// it changed, although it might not be worth having a separate message for
// optionally sending it since individual messages may have a bandwidth
// overhead), however, here we send it potentially 2 times per subscribed
// region by including it in the `CompSync` message.
client.send_fallible(ServerGeneral::CompSync(
comp_sync_package,
force_updates.get(*client_entity).map_or(0, |f| f.counter()),
));
}
},
);
drop(guard);
job.cpu_stats.measure(common_ecs::ParMode::Single);
// Sync components that are only synced for the client's own entity.
for (entity, client, &uid, (maybe_pos, last_pos), vel, ori) in (
&entities,
&clients,
uids,
(positions.maybe(), last_pos.mask().maybe()),
(&velocities, last_vel.mask().maybe()).maybe(),
(&orientations, last_vel.mask().maybe()).maybe(),
)
.join()
{
// Include additional components for clients that aren't in a region (e.g. due
// to having no position or have sync_me as `false`) since those
// won't be synced above.
let include_all_comps = region_map.in_region_map(entity);
let mut comp_sync_package = trackers.create_sync_from_client_package(
&tracked_storages,
entity,
include_all_comps,
);
if include_all_comps && let Some(&pos) = maybe_pos {
let send_now = should_sync_client_physics(
entity,
&player_physics_settings,
&players,
&force_updates,
is_rider,
);
add_physics_components(
send_now,
&mut comp_sync_package,
uid,
pos,
last_pos,
ori,
vel,
);
}
if !comp_sync_package.is_empty() {
client.send_fallible(ServerGeneral::CompSync(
comp_sync_package,
force_updates.get(entity).map_or(0, |f| f.counter()),
));
}
}
// Update the last physics components for each entity
(
&entities,
&positions,
velocities.maybe(),
orientations.maybe(),
last_pos.entries(),
last_vel.entries(),
last_ori.entries(),
)
.lend_join()
.for_each(|(_, &pos, vel, ori, last_pos, last_vel, last_ori)| {
last_pos.replace(Last(pos));
vel.and_then(|&v| last_vel.replace(Last(v)));
ori.and_then(|&o| last_ori.replace(Last(o)));
});
// Handle entity deletion in regions that don't exist in RegionMap
// (theoretically none)
for (region_key, deleted) in deleted_entities.take_remaining_deleted() {
for client in (presences.maybe(), &subscriptions, &clients)
.join()
.filter_map(|(presence, subscription, client)| {
if presence.is_some() && subscription.regions.contains(®ion_key) {
Some(client)
} else {
None
}
})
{
for uid in &deleted {
client.send_fallible(ServerGeneral::DeleteEntity(*uid));
}
}
}
// Sync inventories
for (inventory, update, client) in (inventories, &mut inventory_updates, &clients).join() {
client.send_fallible(ServerGeneral::InventoryUpdate(
inventory.clone(),
update.take_events(),
));
}
// Consume/clear the current outcomes and convert them to a vec
let outcomes = outcomes.recv_all().collect::<Vec<_>>();
// Sync outcomes
for (presence, pos, client) in (presences.maybe(), positions.maybe(), &clients).join() {
let is_near = |o_pos: Vec3<f32>| {
pos.zip_with(presence, |pos, presence| {
pos.0.xy().distance_squared(o_pos.xy())
< (presence.entity_view_distance.current() as f32
* TerrainChunkSize::RECT_SIZE.x as f32)
.powi(2)
})
};
let outcomes = outcomes
.iter()
.filter(|o| o.get_pos().and_then(is_near).unwrap_or(true))
.cloned()
.collect::<Vec<_>>();
if !outcomes.is_empty() {
client.send_fallible(ServerGeneral::Outcomes(outcomes));
}
}
// Remove all force flags.
for force_update in (&mut force_updates).join() {
force_update.clear();
}
inventory_updates.clear();
// Sync resources
// TODO: doesn't really belong in this system (rename system or create another
// system?)
const TOD_SYNC_FREQ: u64 = 100;
if tick % TOD_SYNC_FREQ == 0 {
let mut tod_lazymsg = None;
for client in (&clients).join() {
let msg = tod_lazymsg.unwrap_or_else(|| {
client.prepare(ServerGeneral::TimeOfDay(
*time_of_day,
(*calendar).clone(),
*time,
*time_scale,
))
});
// We don't care much about stream errors here since they could just represent
// network disconnection, which is handled elsewhere.
let _ = client.send_prepared(&msg);
tod_lazymsg = Some(msg);
}
}
}
}
/// Determines whether a client should receive an update about its own physics
/// components.
fn should_sync_client_physics(
entity: specs::Entity,
player_physics_settings: &PlayerPhysicsSettings,
players: &ReadStorage<'_, Player>,
force_updates: &WriteStorage<'_, ForceUpdate>,
is_rider: &ReadStorage<'_, Is<Rider>>,
) -> bool {
let player_physics_setting = players
.get(entity)
.and_then(|p| player_physics_settings.settings.get(&p.uuid()).copied())
.unwrap_or_default();
// Don't send client physics updates about itself unless force update is
// set or the client is subject to
// server-authoritative physics
force_updates.get(entity).map_or(false, |f| f.is_forced())
|| player_physics_setting.server_authoritative()
|| is_rider.contains(entity)
}
/// Adds physics components if `send_now` is true or `Option<Last<T>>` is
/// `None`.
///
/// If `Last<T>` isn't present, this is recorded as an insertion rather than a
/// modification.
fn add_physics_components(
send_now: bool,
comp_sync_package: &mut CompSyncPackage<common_net::msg::EcsCompPacket>,
uid: Uid,
pos: Pos,
last_pos: Option<u32>,
ori: Option<(&Ori, Option<u32>)>,
vel: Option<(&Vel, Option<u32>)>,
) {
if last_pos.is_none() {
comp_sync_package.comp_inserted(uid, pos);
} else if send_now {
comp_sync_package.comp_modified(uid, pos);
}
if let Some((v, last_vel)) = vel {
if last_vel.is_none() {
comp_sync_package.comp_inserted(uid, *v);
} else if send_now {
comp_sync_package.comp_modified(uid, *v);
}
}
if let Some((o, last_ori)) = ori {
if last_ori.is_none() {
comp_sync_package.comp_inserted(uid, *o);
} else if send_now {
comp_sync_package.comp_modified(uid, *o);
}
}
}