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