feature: multiplayer (#25)

* build: add asio library

* feat(dev_panel): add Asio to about table

* refactor(gameplay): split Chunk into server/client variants and add networking

* feat(gameplay): add Session class and UUID generation utility

* feat(network): integrate protobuf for player sync and session management

Add Protobuf dependency, define proto messages for player requests, positions, and chunk data. Refactor Session to use strand and async write. Implement player join/exit and position sync in ServerWorld.

* refactor(proto): restructure protobuf definitions and update build system

* feat(protocol): add packet serialization and login handling

Introduce packet header and ID mapping for protobuf messages.
Refactor session and server_world to use new packet wrapper.
Fix missing semicolons in proto files.

* refactor(packet): serialize directly into packet buffer with ByteSizeLong

* feat(world): add player-based chunk loading and UUID support

Restructure world generation to trigger chunk loading based on player
movement. Replace player name with UUID for identification. Implement
chunk request/response protocol. Improve thread management for gen
thread.

* feat(server): add block change packet handling and increase reserved threads

* refactor(server): enhance thread safety and session management

* fix(session): catch std::exception in read_loop and log error

* fix(network-server): stop accept loop on shutdown flag

* fix(gameplay): correct unknown error log condition and missing chunk pos update

* feat(client): add client-side chunk, player, world and network classes

* feat(client-chunk): add greedy meshing, receive_chunk, and biome field

* feat(client_player): add name constructor param, remove chunk transition

* feat(gameplay): integrate network client and thread-safe player pos

* feat(gameplay): add block change sync and coordinate utils

* refactor(server): replace Chunk with ServerChunk

* refactor(gameplay): split world into client and server

Remove monolithic World, Player, Chunk classes. Introduce ClientWorld, ServerWorld, ClientPlayer, and related networked components. Add Abseil dependency for logging and checks. Rename old files to pre_remove_* and update all includes and references accordingly.

* feat(gameplay): add time sync and network improvements

* fix: correct neighbor block indexing and add time update support

* feat(gameplay): optimize chunk request with player chunk tracking

Add `update_player_chunk()` method to `ClientPlayer` that triggers a chunk request when the player moves more than 2 chunks away from the last recorded chunk. Introduce an atomic `m_requesting_chunk` flag in `ClientWorld` to prevent concurrent requests. Rename `m_player_chunk_pos` to `m_last_chunk_pos` for clarity.

* refactor(client_world): split pending queue into data and upload queues

* feat(client): add center-based chunk loading priority

* feat(app): add client/server CLI arguments and init guards

* feat(multiplayer): add rendering of other players as colored cubes

* feat(gameplay): add thread pool for asynchronous chunk data processing

* feat(gameplay): add player logout and disconnect handling

* fix(dev_panel): add protobuf to about table libraries

* build: add ZLIB dependency

* refactor(packet): replace zlib with zstd compression and restructure header

Increase header length to 12 bytes, add CompressType and PacketHeader struct, and implement decode_packet_header. Update CMake to find zstd and link against it, adding Findzstd module.

* refactor(network): extract packet header decoding into function

* feat(packet): implement zstd compression and refactor packet decoding

* perf(gameplay): optimize protobuf message allocation with Arena and limit thread pool size

Switch to Arena allocation for protobuf messages to reduce heap allocations. Pass ChunkDataRsp by value to enable move semantics. Cap thread pool size to hardware concurrency with max 4 threads.

* refactor(gameplay): use steady clock and sleep_until for tick loop timing

* refactor(gameplay): rename remote player types and add interpolation

* refactor(server_world): use thread pool for chunk request handling

* refactor(packet): replace if-constexpr chain with explicit template specializations

Refactor `get_packet_id()` by removing the if-constexpr chain and instead
providing explicit specializations for each packet type. This simplifies the
primary template (which now only contains a static assertion) and improves
compile-time dispatch clarity. The `always_false` helper is no longer needed
in the primary template.

* feat(gameplay): add packet to clear all chunks on server rebuild

Add new packet S2C_ClearAllChunks (ID 3005) to notify clients when the server rebuilds its world. Clients respond by clearing their chunk cache and requesting fresh chunks. Shift UPDATE_TIME packet ID to 3006 to accommodate.

* feat(dev_panel): split world tab; add chunk request logging and fix flag reset

* feat(tools): add RecentQueue to replace std::deque in server_world

* feat(gameplay): add task ID to chunk requests to discard stale responses

* refactor(block): move block source to gameplay directory

* feat(toml): add shared TOML utilities and handle ip.toml

* feat: add player name configuration and rename config file

- Add --player command-line argument and 'player' field in Arguments struct
- Rename ip.toml to server.toml and corresponding internal variable to 'server'
- Fix block.cpp source path in CMakeLists.txt

* build(cmake): modularize build configuration

* fix: build fail on windows

* refactor(renderer): rename Logger level enum value DEBUG to L_DEBUG

* refactor(world): rework chunk state machine and player chunk tracking

Introduce ChunkState enum and ChunkEntity struct to manage chunk lifecycle. Store chunks as shared_ptr to avoid move operations during generation. Add clear_unused_chunks to remove chunks not referenced by any player. Implement deferred chunk request queue for safe processing after generation completes. Update player chunk set during required chunk computation. Improve thread safety with mutexes on chunk and player maps. Fix m_gening flag not reset after generation and add assertions for correctness. Change need_gen to require a player UUID, removing std::optional. Add chunk_size query method for debugging.

* fix(server): ensure chunk is ready before sending or setting block

* refactor(server_world): separate gen and net thread pools

Introduce a second thread pool for network operations and a `ThreadPoolKind` enum to distinguish between gen and net pools. Rename `pool_threads()` to `gen_pool_threads()`, add `change_pool_threads()` overload that accepts the pool kind, and update the dev panel to use the gen pool. Adjust logging and initialization to handle both pools.

* feat(client_world): implement server exit acknowledgment with timeout

* feat(gameplay): implement server stop and client exit handling

Add server_stop flag to LogoutRsp protocol. Modify client_world to check for server stop or own logout to set exit flag. Add ServerWorld::stop() to broadcast stop and cleanly shut down. Refactor chunk ownership to unique_ptr. Remove name parameter from get_look_block_pos.

* fix(app): correct port validation and remove redundant TOML helper

* fix: address unused parameter warnings and missing port assignment

* refactor(gameplay): remove old pre_remove chunk, player, and world files

* refactor(server): replace chunk set with flat_hash_set and add ref count

- Replace std::unordered_set with absl::flat_hash_set for chunk position sets.
- Add ref_count field to ChunkEntity and implement update_ref_count().
- Remove clear_unused_chunks() and use ref counting for chunk lifetime.
- Add get_chunk_pos_set() accessors to ServerPlayer.

* fix(client-world): delay chunk request to wait for server central chunk generation

* refactor(gameplay): migrate chunk storage to tbb::concurrent_hash_map

* refactor(server_world): replace future-based chunk generation with queue

Remove `std::future` per-chunk tracking and poll_finished_chunks().
Instead, generation tasks push completed chunks to a concurrent queue
consumed during update. This eliminates wait_all_chunk_tasks() and
simplifies synchronization.

* refactor(client_world): use concurrent data structures for chunk management

Replace std::shared_mutex and std::unordered_set with tbb::concurrent_hash_map for chunk storage, tbb::concurrent_queue for pending uploads, and absl::flat_hash_set for player chunk positions. This improves thread safety and reduces locking overhead. Refactor receive_chunk and request_chunk to work with the new concurrent model.

* build(windows): add Nvidia and AMD GPU high performance exports

* fix(ci): update header file pattern in clang-format check

* style(clang-format): comment out AlignPPAndNotPP option

* chore: enable AlignPPAndNotPP in clang-format and pin clang version in CI

* ci(workflow): update format check to use LLVM 22

* ci(format-check): install clang-format-22

* perf(world): cull distant players from updates and rendering

Add distance2 utility function. On client, skip rendering other players if distance squared exceeds rendering distance. On server, only send player position and block change updates to players in relevant chunks.

* refactor(math_tools): convert free functions to inline in header

* refactor(dev_panel): remove seed editing and server rebuild world, move client rebuild

- Remove text editing for perlin seed and filter function
- Remove ServerWorld::rebuild_world() method and its atomic flag
- Move 'Rebuild World' button to client world tab
- Remove unused perlin_noise_input_buffer

* fix(server_world): floor block position coordinates in handle_block_change

* refactor(gameplay): pass new_chunks vector as parameter instead of member variable

* perf(client): improve chunk rendering performance with snapshots and threaded generation

* feat(tools): add PriorityThreadPool with priority scheduling

Implement PriorityThreadPool supporting task priorities and FIFO ordering for same priority.
Update ClientWorld to use the new pool with explicit priority for chunk operations.
Fix ThreadPool stop logic with atomic exchange and remove unnecessary lambda capture.

* feat(networking): add priority and sequence ordering to packet send queues

* feat(server-world): use priority thread pool for chunk generation

Introduce PriorityThreadPool to process chunk generation tasks with priorities based on their distance from the player. Closer chunks receive higher priority, improving responsiveness.

* refactor(client): extract AABB creation and add collision check on block place

Make ClientPlayer::get_aabb and ClientWorld::get_block_aabb static.
Change player size to static constexpr M_SIZE.
Use shared_mutex for concurrent reads of other players.
Check for collision with other players before placing a block.

* feat(build): add build-time version system via CMake configure_file

* ci(release): add release build workflow for windows
This commit is contained in:
zhenyan121
2026-07-02 14:51:34 +08:00
committed by GitHub
parent d5a12869e6
commit 30f843ba6b
729 changed files with 181385 additions and 2141 deletions

View File

@@ -0,0 +1,829 @@
#include "Cubed/gameplay/server_world.hpp"
#include "Cubed/config.hpp"
#include "Cubed/gameplay/packet.hpp"
#include "Cubed/gameplay/session.hpp"
#include "Cubed/tools/cubed_assert.hpp"
#include "Cubed/tools/log.hpp"
#include "Cubed/tools/uuid.hpp"
#include <ranges>
#include <utility>
using namespace std::chrono;
using namespace std::chrono_literals;
using namespace google::protobuf;
namespace Cubed {
ServerWorld::ServerWorld() {}
ServerWorld::~ServerWorld() { stop(); }
void ServerWorld::stop() {
if (!m_init) {
return;
}
if (m_stopped.exchange(true)) {
return;
}
send_server_stop();
stop_gen_thread();
stop_server_thread();
// wait_all_chunk_tasks();
stop_thread_pool();
m_finished_queue.clear();
m_chunks.clear();
}
void ServerWorld::update_ref_count(const ChunkPosSet& old,
const ChunkPosSet& now) {
// Elements in the old set that are not contained in now are not needed by
// the current player.
for (auto& pos : old) {
if (!now.contains(pos)) {
chunk_acc acc;
if (!m_chunks.find(acc, pos)) {
Logger::warn("Update Ref Count Error, can't Find old pos "
"in m_chunks");
continue;
}
if (acc->second.ref_count == 0) {
Logger::error("Chunk {} {} error, ref count is 0", pos.x,
pos.z);
m_chunks.erase(acc);
continue;
}
if (--acc->second.ref_count == 0) {
m_chunks.erase(acc);
}
}
}
for (auto& pos : now) {
chunk_acc acc;
if (!m_chunks.find(acc, pos)) {
Logger::warn(
"Update Ref Count Error, can't Find now pos in m_chunks");
continue;
}
if (!old.contains(pos)) {
++acc->second.ref_count;
}
}
}
void ServerWorld::send_time() {
Arena arena;
auto* rsp = Arena::Create<UpdateTime>(&arena);
rsp->set_day_tick(m_day_tick);
rsp->set_game_tick(m_game_ticks);
for (auto& [uuid, player] : m_players) {
player.get_session()->send(make_packet(*rsp), 3);
}
}
void ServerWorld::send_chunk(int task_id, const std::string& uuid,
ChunkPos pos) {
{
std::shared_lock lock(m_player_mutex);
auto it = m_players.find(uuid);
if (it == m_players.end()) {
return;
}
if (task_id < it->second.task_id()) {
// Old chunk requests are simply discarded
return;
}
}
Arena arean;
ChunkDataRsp* rsp = Arena::Create<ChunkDataRsp>(&arean);
auto* rsq_pos = rsp->mutable_pos();
rsq_pos->set_x(pos.x);
rsq_pos->set_z(pos.z);
{
chunk_caac cacc;
if (!m_chunks.find(cacc, pos)) {
// No chunk found and not generating
Logger::error("Chunk {} {} neither pending nor ready", pos.x,
pos.z);
return;
}
if (cacc->second.state == ChunkState::GENERATING) {
m_waiting_chunk_requests.emplace(uuid, task_id, pos);
return;
}
if (cacc->second.state != ChunkState::READY) {
Logger::error("Chunk {} {} is invaild", pos.x, pos.z);
return;
}
rsp->set_chunk_seed(cacc->second.chunk->seed());
rsp->set_biome_type(std::to_underlying(cacc->second.chunk->biome()));
auto* blocks = rsp->mutable_chunk_blocks();
auto& chunk_blocks = cacc->second.chunk->get_chunk_blocks();
blocks->Assign(chunk_blocks.begin(), chunk_blocks.end());
auto& neighbor_blocks = cacc->second.chunk->get_neightbor_blocks();
auto assign = [](auto* nb,
const std::optional<std::vector<BlockType>>& blocks) {
if (!blocks) {
return;
}
if (!nb) {
return;
}
nb->Assign(blocks->begin(), blocks->end());
};
auto* nb1 = rsp->mutable_neighbor_blocks_1();
auto* nb2 = rsp->mutable_neighbor_blocks_2();
auto* nb3 = rsp->mutable_neighbor_blocks_3();
auto* nb4 = rsp->mutable_neighbor_blocks_4();
assign(nb1, neighbor_blocks[0]);
assign(nb2, neighbor_blocks[1]);
assign(nb3, neighbor_blocks[2]);
assign(nb4, neighbor_blocks[3]);
}
std::shared_ptr<Session> s;
{
std::shared_lock lock(m_player_mutex);
auto it = m_players.find(uuid);
if (it != m_players.end()) {
s = it->second.get_session();
it->second.update_sync_gametick(m_game_ticks);
}
}
if (!s) {
Logger::error("Player {} session not exist", uuid);
return;
}
rsp->set_task_id(task_id);
s->send(make_packet(*rsp));
}
void ServerWorld::init_world() {
register_timer("player disconnect", 5, [this]() {
std::vector<std::string> disconnect;
{
std::shared_lock lock(m_player_mutex);
for (auto& [uuid, player] : m_players) {
if (player.is_disconnect(m_game_ticks)) {
disconnect.emplace_back(uuid);
}
}
}
for (auto& uuid : disconnect) {
handle_player_exit(uuid);
}
});
// Periodically process pending players
register_timer("player chunk send", 1, [this]() {
PendingRequest request;
if (m_waiting_chunk_requests.try_pop(request)) {
handle_chunk_req(request.task_id, request.uuid, request.pos);
}
});
m_cave_carcer.init(ChunkGenerator::seed());
m_river_worm.init(ChunkGenerator::seed());
// m_chunks.reserve(MAX_DISTANCE * MAX_DISTANCE * 4);
start_thread_pool();
auto t1 = std::chrono::system_clock::now();
start_gen_thread();
init_chunks();
auto t2 = std::chrono::system_clock::now();
auto d = std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1);
Logger::info("Chunk Block Init Finish, Time Consuming: {}", d);
start_server_thread();
m_init = true;
}
void ServerWorld::init_chunks() { hot_reload(); }
void ServerWorld::gen_chunks_internal(const std::string& uuid) {
// Logger::info("gen_chunks_internal");
m_chunk_gen_finished = false;
ChunkPosSet required_chunks_set;
compute_required_chunks(required_chunks_set, uuid);
std::vector<ChunkPos> need_gen_chunks_pos;
ChunkPosSet old_set;
sync_and_collect_missing_chunks(need_gen_chunks_pos, required_chunks_set);
{
std::lock_guard lock(m_player_mutex);
auto it = m_players.find(uuid);
if (it == m_players.end()) {
return;
}
old_set = std::move(it->second.get_chunk_pos_set());
it->second.update_chunk_set(required_chunks_set);
}
update_ref_count(old_set, required_chunks_set);
ASSERT_MSG(!required_chunks_set.empty(), "required chunks is empty!!");
Logger::info("New Gen Chunks Sum: {}", need_gen_chunks_pos.size());
if (need_gen_chunks_pos.empty()) {
m_could_gen = true;
return;
}
NewChunkVector new_chunks;
// Create new chunk
for (auto& pos : need_gen_chunks_pos) {
new_chunks.emplace_back(
pos, std::make_unique<ServerChunk>(ServerChunk(*this, pos)));
}
submit_new_chunks(uuid, new_chunks);
m_chunk_gen_finished = true;
}
void ServerWorld::compute_required_chunks(
ChunkPosSet& required_chunks, const std::optional<std::string>& uuid) {
glm::vec3 player_pos;
if (uuid == std::nullopt) {
player_pos = glm::vec3{0.0f};
} else {
player_pos = get_player_pos(uuid.value());
}
int x = std::floor(player_pos.x);
int z = std::floor(player_pos.z);
auto [chunk_x, chunk_z] = get_chunk_pos(x, z);
int radius = m_rendering_distance;
int r2 = radius * radius;
required_chunks.reserve(radius * radius);
for (int dx = -radius; dx <= radius; ++dx) {
for (int dz = -radius; dz <= radius; ++dz) {
if (dx * dx + dz * dz <= r2) {
required_chunks.emplace(chunk_x + dx, chunk_z + dz);
}
}
}
}
void ServerWorld::sync_and_collect_missing_chunks(
std::vector<ChunkPos>& need_gen_chunks_pos,
const ChunkPosSet& required_chunks) {
for (auto pos : required_chunks) {
chunk_acc acc;
if (m_chunks.insert(acc, pos)) {
need_gen_chunks_pos.push_back(pos);
acc->second = ChunkEntity{ChunkState::GENERATING, nullptr, 0};
}
}
}
void ServerWorld::submit_new_chunks(const std::string& uuid,
NewChunkVector& new_chunks) {
using enum ChunkLoadStyle;
auto pool_ptr = m_gen_thread_pool.load();
if (!pool_ptr) {
return;
}
switch (m_chunk_load_style) {
case RANDOM:
// Enqueue directly in random order
for (auto& task : new_chunks) {
pool_ptr->enqueue([&task, this]() {
std::unique_ptr<ServerChunk> chunk{std::move(task.chunk)};
chunk->gen_chunk();
m_finished_queue.push(std::move(chunk));
});
}
break;
case CENTER: {
std::vector<std::pair<ChunkPos, PendingChunk*>> tasks;
for (auto& task : new_chunks) {
tasks.emplace_back(task.pos, &task);
}
glm::vec3 player_pos = get_player_pos(uuid);
ChunkPos player_chunk_pos = get_chunk_pos(player_pos.x, player_pos.z);
auto dist2 = [player_chunk_pos](ChunkPos chunk_pos) {
float dx = player_chunk_pos.x - chunk_pos.x;
float dz = player_chunk_pos.z - chunk_pos.z;
return dx * dx + dz * dz;
};
std::sort(tasks.begin(), tasks.end(),
[&dist2](const auto& a, const auto& b) {
return dist2(a.first) < dist2(b.first);
});
const int CHUNKS_PER_PRIORITY = m_gen_pool_threads;
for (size_t i = 0; i < tasks.size(); ++i) {
int priority = 10 + static_cast<int>(i / CHUNKS_PER_PRIORITY);
auto* task = tasks[i].second;
pool_ptr->enqueue(priority,
[this, chunk = std::move(task->chunk)]() mutable {
chunk->gen_chunk();
m_finished_queue.push(std::move(chunk));
});
}
} break;
}
}
void ServerWorld::start_gen_thread() {
m_gen_running = true;
Logger::info("Gen Thread Started");
m_gen_thread = std::jthread([this](std::stop_token token) {
while (!token.stop_requested()) {
std::unique_lock<std::mutex> lk(m_need_gen_queue_mutex);
m_gen_cv.wait(lk, token, [this]() {
return m_need_gen_chunk.load() || !m_gen_running ||
!m_need_gen_queue.empty();
});
if (!m_gen_running) {
break;
}
if (token.stop_requested()) {
break;
}
m_need_gen_chunk = false;
std::string uuid;
if (!m_need_gen_queue.empty()) {
uuid = m_need_gen_queue.front();
m_need_gen_queue.pop();
}
lk.unlock();
gen_chunks_internal(uuid);
}
});
}
void ServerWorld::start_server_thread() {
m_server_thread =
std::jthread([this](std::stop_token token) { serever_run(token); });
}
void ServerWorld::start_thread_pool() {
int max_thread = std::thread::hardware_concurrency();
if (m_gen_pool_threads == 0) {
m_gen_pool_threads = change_pool_threads(m_gen_thread_pool,
max_thread - RESERVED_THREADS);
} else {
m_gen_pool_threads =
change_pool_threads(m_gen_thread_pool, m_gen_pool_threads);
}
if (m_net_pool_threads == 0) {
m_net_pool_threads = change_pool_threads(m_net_thread_pool, 4);
} else {
m_net_pool_threads =
change_pool_threads(m_net_thread_pool, m_net_pool_threads);
}
}
void ServerWorld::stop_gen_thread() {
m_gen_running = false;
m_gen_cv.notify_all();
m_gen_thread.request_stop();
if (m_gen_thread.joinable()) {
m_gen_thread.join();
}
Logger::info("Gen Thread Stopped");
}
void ServerWorld::stop_server_thread() {
m_server_thread.request_stop();
if (m_server_thread.joinable()) {
m_server_thread.join();
}
}
void ServerWorld::stop_thread_pool() {
auto pool_ptr = m_gen_thread_pool.load();
if (pool_ptr) {
pool_ptr->stop();
}
m_gen_thread_pool.store(nullptr);
Logger::info("Gen Thread Pool Stopped");
auto p = m_net_thread_pool.load();
if (p) {
p->stop();
}
m_net_thread_pool.store(nullptr);
Logger::info("Net Thread Pool Stopped");
}
void ServerWorld::serever_run(std::stop_token stoken) {
Logger::info("Server Thread Started!");
using Clock = std::chrono::steady_clock;
constexpr auto TICK = std::chrono::milliseconds(DEFAULT_PER_TICK_TIME);
auto next = Clock::now();
while (!stoken.stop_requested()) {
next += TICK;
if (m_tick_running) {
++m_game_ticks;
m_day_tick = (m_day_tick + 1) % DAY_TIME;
}
update();
std::this_thread::sleep_until(next);
}
Logger::info("Server Thread Stopped!");
}
void ServerWorld::need_gen(std::string uuid) {
// if (!m_could_gen) {
// Logger::warn("It is generating or consuming new chunks");
// return;
// }
m_could_gen = false;
{
std::lock_guard lock(m_need_gen_queue_mutex);
m_need_gen_queue.enqueue(std::move(uuid));
}
// m_gen_player_pos = get_player("TestPlayer").get_player_pos();
m_need_gen_chunk = true;
m_gen_cv.notify_one();
}
bool ServerWorld::set_block(const glm::ivec3& block_pos, unsigned id) {
int world_x, world_y, world_z;
world_x = block_pos.x;
world_y = block_pos.y;
world_z = block_pos.z;
auto [chunk_x, chunk_z] = get_chunk_pos(world_x, world_z);
chunk_acc acc;
if (!m_chunks.find(acc, ChunkPos{chunk_x, chunk_z})) {
return false;
}
if (acc->second.state != ChunkState::READY) {
return false;
}
auto [x, y, z] = ServerChunk::world_to_block(world_x, world_y, world_z,
chunk_x, chunk_z);
if (x < 0 || y < 0 || z < 0 || x >= CHUNK_SIZE || y >= WORLD_SIZE_Y ||
z >= CHUNK_SIZE) {
return false;
}
acc->second.chunk->set_chunk_block(ServerChunk::index(x, y, z), id);
return true;
}
void ServerWorld::hot_reload() {
auto& config = Config::get();
int dist = config.get<int>("world.rendering_distance");
m_rendering_distance = dist <= MAX_DISTANCE ? dist : MAX_DISTANCE;
}
void ServerWorld::update() {
// poll_finished_chunks();
{
bool consumed = false;
std::unique_ptr<ServerChunk> chunk;
while (m_finished_queue.try_pop(chunk)) {
if (!chunk) {
Logger::error("Finished Queue has nullptr Chunk");
return;
}
chunk_acc acc;
auto pos = chunk->get_chunk_pos();
if (!m_chunks.find(acc, pos)) {
Logger::error(
"New Chunk {} {} not Find, don't move to m_chunks", pos.x,
pos.z);
continue;
}
acc->second.chunk = std::move(chunk);
acc->second.state = ChunkState::READY;
consumed = true;
}
if (consumed) {
m_could_gen = true;
}
}
send_time();
for (auto& [id, timer] : m_timers) {
timer.update();
}
}
void ServerWorld::sync_player_pos(const std::string& uuid, float x, float y,
float z) {
std::string name;
{
std::lock_guard lock(m_player_mutex);
auto it = m_players.find(uuid);
if (it == m_players.end()) {
Logger::warn("Player {} is not in this Server", uuid);
return;
}
it->second.update_pos(x, y, z);
it->second.update_sync_gametick(m_game_ticks);
name = it->second.get_name();
}
ChunkPos pos = get_chunk_pos(x, z);
// update other player pos;
std::vector<std::shared_ptr<Session>> other;
{
std::shared_lock lock(m_player_mutex);
for (auto& [o_uuid, player] : m_players) {
if (o_uuid == uuid) {
continue;
}
if (player.has_player(pos)) {
other.emplace_back(player.get_session());
}
}
}
for (auto& session : other) {
if (!session) {
continue;
}
Arena arena;
auto* rsp = Arena::Create<PlayerInfoRsp>(&arena);
rsp->set_uuid(uuid);
rsp->set_name(name);
auto* pos = rsp->mutable_pos();
pos->set_x(x);
pos->set_y(y);
pos->set_z(z);
session->send(make_packet(*rsp), 0);
}
}
void ServerWorld::handle_player_login(const std::string& name,
std::shared_ptr<Session> session) {
std::string uuid = generate_uuid();
Logger::info("Player {} (uuid {}) join the world", name, uuid);
bool sucess = true;
{
std::lock_guard lock(m_player_mutex);
auto [_, inserted] = m_players.emplace(
std::piecewise_construct, std::forward_as_tuple(std::string(uuid)),
std::forward_as_tuple(name, uuid, *this, session, m_game_ticks));
if (!inserted) {
Logger::error("Player insert Fail");
}
sucess = inserted;
}
Arena arena;
if (!sucess) {
auto* rsp = Arena::Create<LoginRsp>(&arena);
rsp->set_success(false);
session->send(make_packet(*rsp), 0);
return;
}
m_uuid_to_name.emplace(uuid, name);
// Pre-insert into new_chunks to ensure correct addition to waiting_player
/*ChunkPosSet required_chunks;
compute_required_chunks(required_chunks, uuid);
std::vector<ChunkPos> need_gen_chunks_pos;
sync_and_collect_missing_chunks(need_gen_chunks_pos, required_chunks);
{
std::lock_guard lock(m_new_chunk_mutex);
for (auto& pos : need_gen_chunks_pos) {
m_new_chunks.emplace(pos, ServerChunk(*this, pos));
}
}
*/
need_gen(uuid);
auto* rsp = Arena::Create<LoginRsp>(&arena);
rsp->set_success(true);
rsp->set_uuid(uuid);
session->send(make_packet(*rsp), 0);
}
void ServerWorld::handle_player_exit(const std::string& uuid) {
std::shared_ptr<Session> exit_session;
ChunkPosSet old_set;
{
std::lock_guard lock(m_player_mutex);
auto it = m_players.find(uuid);
if (it != m_players.end()) {
Logger::info("Player {} Exit the Server", it->second.get_name());
exit_session = it->second.get_session();
old_set = std::move(it->second.get_chunk_pos_set());
m_players.erase(it);
} else {
Logger::error("Player {} isn't in Server", uuid);
return;
}
}
m_uuid_to_name.erase(uuid);
update_ref_count(old_set, {});
Arena arena;
auto* rsp = Arena::Create<LogoutRsp>(&arena);
rsp->set_uuid(uuid);
rsp->set_server_stop(false);
exit_session->send(make_packet(*rsp), 0);
std::vector<std::shared_ptr<Session>> sessions;
{
std::shared_lock lock(m_player_mutex);
for (auto& [uuid, player] : m_players) {
sessions.emplace_back(player.get_session());
}
}
for (auto& s : sessions) {
if (s) {
s->send(make_packet(*rsp), 0);
}
}
}
glm::vec3 ServerWorld::get_player_pos(const std::string& uuid) const {
std::shared_lock lock(m_player_mutex);
auto it = m_players.find(uuid);
if (it == m_players.end()) {
Logger::error("Can't find player uuid {}", uuid);
return glm::vec3{0.0f};
}
return it->second.get_pos();
}
void ServerWorld::handle_chunk_req(int task_id, const std::string& uuid,
ChunkPos pos) {
{
std::shared_lock lock(m_player_mutex);
auto it = m_players.find(uuid);
if (it == m_players.end()) {
return;
}
if (it->second.task_id() < task_id) {
// task_id is an atomic variable, can be operated on directly
it->second.task_id(task_id);
}
}
auto pool = m_net_thread_pool.load();
pool->enqueue(
[task_id, uuid, pos, this]() { send_chunk(task_id, uuid, pos); });
}
void ServerWorld::handle_block_change(const BlockChangeReq& req) {
float x = std::floor(req.pos().x());
float y = std::floor(req.pos().y());
float z = std::floor(req.pos().z());
if (!set_block(glm::ivec3(x, y, z), req.block())) {
return;
}
Arena arena;
BlockChangeRsp* rsp = Arena::Create<BlockChangeRsp>(&arena);
auto* pos = rsp->mutable_pos();
pos->set_x(x);
pos->set_y(y);
pos->set_z(z);
rsp->set_block(req.block());
std::vector<std::shared_ptr<Session>> sessions;
auto chunk_pos = get_chunk_pos(x, z);
{
std::shared_lock lock(m_player_mutex);
for (auto& [uuid, player] : m_players) {
if (player.has_player(chunk_pos)) {
auto session = player.get_session();
sessions.emplace_back(std::move(session));
}
}
}
for (auto& x : sessions) {
if (x) {
x->send(make_packet(*rsp), 1);
}
}
}
int ServerWorld::rendering_distance() const {
return m_rendering_distance.load();
}
void ServerWorld::rendering_distance(int rendering_distance) {
m_rendering_distance = rendering_distance;
}
CaveCarver& ServerWorld::cave_carcer() { return m_cave_carcer; }
RiverWorm& ServerWorld::river_worm() { return m_river_worm; }
TickType ServerWorld::game_tick() const { return m_game_ticks.load(); }
TickType ServerWorld::day_tick() const { return m_day_tick.load(); }
void ServerWorld::day_tick(TickType tick) {
tick %= DAY_TIME;
m_day_tick = tick;
}
int ServerWorld::per_tick_time() const { return m_per_tick_time.load(); }
void ServerWorld::per_tick_time(int ms) { m_per_tick_time = ms; }
bool ServerWorld::is_tick_running() const { return m_tick_running.load(); }
void ServerWorld::tick_running(bool run) { m_tick_running = run; }
int ServerWorld::gen_pool_threads() const { return m_gen_pool_threads.load(); }
int ServerWorld::max_threads() const { return m_max_threads.load(); }
void ServerWorld::change_pool_threads(ThreadPoolKind kind, int threads) {
switch (kind) {
case ThreadPoolKind::NET:
m_net_pool_threads = change_pool_threads(m_net_thread_pool, threads);
break;
case ThreadPoolKind::GEN:
m_gen_pool_threads = change_pool_threads(m_gen_thread_pool, threads);
break;
}
}
int ServerWorld::change_pool_threads(
std::atomic<std::shared_ptr<ThreadPool>>& thread_pool, int threads) {
m_max_threads = std::thread::hardware_concurrency();
if (m_max_threads < 1) {
Logger::warn("Can't Get Max Support Threads, Set Max Threads to 4");
m_max_threads = 1;
}
int used_thread = std::clamp(threads, 1, m_max_threads.load());
Logger::info("Create New Thread Pool Use {} Threads", used_thread);
thread_pool.store(std::make_shared<ThreadPool>(used_thread));
return used_thread;
}
int ServerWorld::change_pool_threads(
std::atomic<std::shared_ptr<PriorityThreadPool>>& thread_pool,
int threads) {
m_max_threads = std::thread::hardware_concurrency();
if (m_max_threads < 1) {
Logger::warn("Can't Get Max Support Threads, Set Max Threads to 4");
m_max_threads = 1;
}
int used_thread = std::clamp(threads, 1, m_max_threads.load());
Logger::info("Create New Thread Pool Use {} Threads", used_thread);
thread_pool.store(std::make_shared<PriorityThreadPool>(used_thread));
return used_thread;
}
void ServerWorld::send_server_stop() {
Arena arena;
auto* rsp = Arena::Create<LogoutRsp>(&arena);
rsp->set_server_stop(true);
std::shared_lock lock(m_player_mutex);
for (auto& [uuid, player] : m_players) {
player.get_session()->send(make_packet(*rsp), 0);
}
Logger::info("Send Server Mesaage Success");
}
int ServerWorld::chunk_load_style() const {
return std::to_underlying(m_chunk_load_style.load());
}
void ServerWorld::set_chunk_load_style(int id) {
using enum ChunkLoadStyle;
switch (id) {
case std::to_underlying(RANDOM):
m_chunk_load_style = RANDOM;
return;
case std::to_underlying(CENTER):
m_chunk_load_style = CENTER;
return;
}
Logger::error("Can,t Find Chunk Load Style Id {}, Nothing Will Do", id);
}
int ServerWorld::chunk_size() const { return m_chunks.size(); }
} // namespace Cubed