Synvael/crates/server/src/main.rs

120 lines
4.2 KiB
Rust

// SPDX-License-Identifier: AGPL-3.0-only
//! Dedicated server for Synvael.
//!
//! The server handles the authoritative game simulation, including world
//! management, physics, and combat.
/// Entity components describing players and other world-streaming anchors.
pub mod player;
/// Authoritative chunk storage and generation logic for the server.
pub mod world_server;
use std::collections::HashSet;
use std::fs;
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 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<Player>>,
mut world: ResMut<ServerWorld>,
) {
// 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);
let mut world = World::new();
world.insert_resource(ServerWorld::new(generator));
// 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::<ServerWorld>();
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");
// Drive several ticks, marching the dummy one chunk along +X between each. The manual movement stands in for network-driven player input and exists only to exercise load/unload as the anchor moves.
for step in 0..5 {
info!(step, "tick");
schedule.run(&mut world);
let mut movers = world.query_filtered::<&mut Position, With<Player>>();
for mut position in movers.iter_mut(&mut world) {
position.0.chunk.x += 1;
}
}
Ok(())
}