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use super::sentinel::{DeletedEntities, TrackedStorages, UpdateTrackers};
use crate::{client::Client, presence::RegionSubscription, EditableSettings, 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>>,
ReadExpect<'a, EditableSettings>,
);
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,
editable_settings,
): 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,
&editable_settings,
)
} 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,
&editable_settings,
);
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>>,
editable_settings: &EditableSettings,
) -> bool {
let server_authoritative_physics = players.get(entity).map_or(true, |player| {
player_physics_settings
.settings
.get(&player.uuid())
.is_some_and(|settings| settings.server_authoritative_physics_optin())
|| editable_settings
.server_physics_force_list
.contains_key(&player.uuid())
});
// 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())
|| server_authoritative_physics
|| 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);
}
}
}