// SPDX-License-Identifier: AGPL-3.0-only //! Dedicated server for Synvael. //! //! The server handles the authoritative game simulation, including world management, physics, and combat. /// A bounded LRU cache of regenerated chunk baselines, shared across the worker pool. pub mod chunk_cache; /// Entity components describing players and other world-streaming anchors. pub mod player; /// On-disk persistence: region files and the atomic durability layer. pub mod save; /// Authoritative chunk storage and generation logic for the server. pub mod world_server; use std::collections::HashSet; use std::fs; use std::net::{Ipv4Addr, SocketAddr}; use std::time::Duration; use anyhow::Context; use bevy_ecs::prelude::{Query, ResMut, Schedule, With, World}; use glam::Vec3; use shared::generator::{VoxelGenerator, WorldGenConfig}; use shared::world::{ChunkPos, EntityPos}; use tracing::{debug, info}; use net::NetworkServer; use player::{Player, Position, ViewDistance}; use world_server::{ServerWorld, cylinder_chunks}; /// Streaming system: loads and unloads chunks so that the resident set matches the union of the cylinders around every player anchor. fn stream_chunks( anchors: Query<(&Position, &ViewDistance), With>, mut world: ResMut, ) { // Desired set is the union of every anchor's cylinder; a chunk survives as long as it lies within any one player's view. let mut desired = HashSet::new(); for (position, view) in &anchors { cylinder_chunks(position.0.chunk, view.0, &mut desired); } let stats = world.reconcile(&desired); info!( loaded = stats.loaded, unloaded = stats.unloaded, resident = stats.resident, in_flight = stats.in_flight, "streaming reconcile" ); } fn main() -> anyhow::Result<()> { tracing_subscriber::fmt() .with_env_filter( tracing_subscriber::EnvFilter::try_from_default_env() .unwrap_or_else(|_| tracing_subscriber::EnvFilter::new("debug")), ) .init(); info!("Starting Synvael server"); let config_str = fs::read_to_string("assets/data/worldgen/default.json") .context("reading worldgen config assets/data/worldgen/default.json")?; let worldgen_config: WorldGenConfig = serde_json::from_str(&config_str).context("parsing worldgen config as JSON")?; info!("Successfully loaded world configuration"); debug!("Base height: {}", worldgen_config.base_height); debug!("Noise scale: {}", worldgen_config.noise_scale); debug!("Surface block: {}", worldgen_config.surface_block.0); debug!("Subsurface block: {}", worldgen_config.subsurface_block.0); debug!("Stone block: {}", worldgen_config.stone_block.0); let seed = 4_813_530; let generator = VoxelGenerator::new(worldgen_config, seed); // The region directory holds the `.region` save files for this world // TODO: resolve it per named world under a shared save root. let region_dir = std::path::PathBuf::from("saves/default/region"); // Number of chunk baselines the worker pool retains before evicting the least-recently-used entry // TODO: make this configurable through server configs let cache_capacity = std::num::NonZeroUsize::new(4_096).context("chunk cache capacity is non-zero")?; let mut world = World::new(); world.insert_resource(ServerWorld::new(generator, region_dir, cache_capacity)); // Spawn a single dummy player anchor at the world origin. world.spawn(( Player, Position(EntityPos::new(ChunkPos::new(0, 0, 0), Vec3::ZERO)), ViewDistance(4), )); // A schedule is one tick's worth of systems; running it advances the world. let mut schedule = Schedule::default(); schedule.add_systems(stream_chunks); // Loading phase: dispatch the initial region and wait for the worker pool to finish before granting control. info!("Streaming initial region"); loop { schedule.run(&mut world); let server_world = world.resource::(); let resident = server_world.loaded_count(); let in_flight = server_world.in_flight_count(); // Loading progress is simply the resident fraction of all known chunks. let total = resident + in_flight; debug!(resident, in_flight, total, "loading progress"); // The region is ready once at least one chunk has been generated and none remain in flight. if server_world.streaming_idle() && resident > 0 { break; } } info!("Initial region ready; granting player control"); // Spawn the networking thread and bind the QUIC endpoint. The synchronous simulation loop below communicates with it only by draining events. let bind = SocketAddr::from((Ipv4Addr::LOCALHOST, net::DEFAULT_PORT)); let (network, local_addr) = NetworkServer::spawn( bind, env!("CARGO_PKG_VERSION").to_owned(), // Placeholder advisory tick rate. 20, ) .context("spawning network server")?; info!(%local_addr, "network endpoint listening"); // Authoritative simulation loop. loop { schedule.run(&mut world); for event in network.poll_events() { info!(?event, "network event"); } // Advisory ~20 Hz cadence until the real tick scheduler lands. std::thread::sleep(Duration::from_millis(50)); } }