// Copyright 2016 Matthew Collins // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #![recursion_limit="300"] #![feature(const_fn)] extern crate sdl2; extern crate zip; extern crate image; use std::time::{Instant, Duration}; extern crate byteorder; #[macro_use] extern crate serde_json; extern crate openssl; extern crate sha1; extern crate reqwest; extern crate flate2; extern crate rand; extern crate hex; extern crate base64; extern crate cgmath; #[macro_use] extern crate log; #[macro_use] extern crate lazy_static; extern crate collision; pub extern crate steven_blocks; extern crate steven_shared as shared; #[macro_use] pub mod macros; pub mod ecs; pub mod protocol; pub mod format; pub mod nbt; pub mod item; pub mod gl; pub mod types; pub mod resources; pub mod render; pub mod ui; pub mod screen; pub mod settings; #[macro_use] pub mod console; pub mod server; pub mod world; pub mod chunk_builder; pub mod auth; pub mod model; pub mod entity; use std::sync::{Arc, RwLock, Mutex}; use std::rc::Rc; use std::marker::PhantomData; use std::thread; use std::sync::mpsc; use protocol::mojang; use sdl2::Sdl; use sdl2::keyboard; const CL_BRAND: console::CVar = console::CVar { ty: PhantomData, name: "cl_brand", description: "cl_brand has the value of the clients current 'brand'. e.g. \"Steven\" or \ \"Vanilla\"", mutable: false, serializable: false, default: &|| "Steven".to_owned(), }; pub struct Game { renderer: render::Renderer, screen_sys: screen::ScreenSystem, resource_manager: Arc>, console: Arc>, vars: Rc, should_close: bool, server: server::Server, focused: bool, chunk_builder: chunk_builder::ChunkBuilder, connect_reply: Option>>, sdl: Sdl, } impl Game { pub fn connect_to(&mut self, address: &str) { let (tx, rx) = mpsc::channel(); self.connect_reply = Some(rx); let address = address.to_owned(); let resources = self.resource_manager.clone(); let profile = mojang::Profile { username: self.vars.get(auth::CL_USERNAME).clone(), id: self.vars.get(auth::CL_UUID).clone(), access_token: self.vars.get(auth::AUTH_TOKEN).clone(), }; thread::spawn(move || { tx.send(server::Server::connect(resources, profile, &address)).unwrap(); }); } pub fn tick(&mut self, delta: f64) { if !self.server.is_connected() { self.renderer.camera.yaw += 0.005 * delta; if self.renderer.camera.yaw > ::std::f64::consts::PI * 2.0 { self.renderer.camera.yaw = 0.0; } } if let Some(disconnect_reason) = self.server.disconnect_reason.take() { self.screen_sys.replace_screen(Box::new(screen::ServerList::new( Some(disconnect_reason) ))); } if !self.server.is_connected() { self.focused = false; } let mut clear_reply = false; if let Some(ref recv) = self.connect_reply { if let Ok(server) = recv.try_recv() { clear_reply = true; match server { Ok(val) => { self.screen_sys.pop_screen(); self.focused = true; self.server.remove(&mut self.renderer); self.server = val; }, Err(err) => { let msg = match err { protocol::Error::Disconnect(val) => val, err => { let mut msg = format::TextComponent::new(&format!("{}", err)); msg.modifier.color = Some(format::Color::Red); format::Component::Text(msg) }, }; self.screen_sys.replace_screen(Box::new(screen::ServerList::new( Some(msg) ))); } } } } if clear_reply { self.connect_reply = None; } } } fn main() { let con = Arc::new(Mutex::new(console::Console::new())); let (vars, mut vsync) = { let mut vars = console::Vars::new(); vars.register(CL_BRAND); auth::register_vars(&mut vars); settings::register_vars(&mut vars); vars.load_config(); vars.save_config(); let vsync = *vars.get(settings::R_VSYNC); (Rc::new(vars), vsync) }; let proxy = console::ConsoleProxy::new(con.clone()); // TODO: fix error[E0423]: expected function, found macro `log::set_boxed_logger` //log::set_boxed_logger(Box::new(proxy)).unwrap(); log::set_max_level(log::LevelFilter::Trace); info!("Starting steven"); let (res, mut resui) = resources::Manager::new(); let resource_manager = Arc::new(RwLock::new(res)); let sdl = sdl2::init().unwrap(); let sdl_video = sdl.video().unwrap(); let window = sdl2::video::WindowBuilder::new(&sdl_video, "Steven", 854, 480) .opengl() .resizable() .build() .expect("Could not create sdl window."); sdl2::hint::set_with_priority("SDL_MOUSE_RELATIVE_MODE_WARP", "1", &sdl2::hint::Hint::Override); let gl_attr = sdl_video.gl_attr(); gl_attr.set_stencil_size(0); gl_attr.set_depth_size(24); gl_attr.set_context_major_version(3); gl_attr.set_context_minor_version(2); gl_attr.set_context_profile(sdl2::video::GLProfile::Core); let gl_context = window.gl_create_context().unwrap(); window.gl_make_current(&gl_context).expect("Could not set current context."); gl::init(&sdl_video); sdl_video.gl_set_swap_interval(if vsync { 1 } else { 0 }); let renderer = render::Renderer::new(resource_manager.clone()); let mut ui_container = ui::Container::new(); let mut last_frame = Instant::now(); let frame_time = 1e9f64 / 60.0; let mut screen_sys = screen::ScreenSystem::new(); screen_sys.add_screen(Box::new(screen::Login::new(vars.clone()))); let textures = renderer.get_textures(); let mut game = Game { server: server::Server::dummy_server(resource_manager.clone()), focused: false, renderer: renderer, screen_sys: screen_sys, resource_manager: resource_manager.clone(), console: con, vars: vars, should_close: false, chunk_builder: chunk_builder::ChunkBuilder::new(resource_manager, textures), connect_reply: None, sdl: sdl, }; game.renderer.camera.pos = cgmath::Point3::new(0.5, 13.2, 0.5); let mut events = game.sdl.event_pump().unwrap(); while !game.should_close { let now = Instant::now(); let diff = now.duration_since(last_frame); last_frame = now; let delta = (diff.subsec_nanos() as f64) / frame_time; let (width, height) = window.drawable_size(); let version = { let mut res = game.resource_manager.write().unwrap(); res.tick(&mut resui, &mut ui_container, delta); res.version() }; let vsync_changed = *game.vars.get(settings::R_VSYNC); if vsync != vsync_changed { vsync = vsync_changed; sdl_video.gl_set_swap_interval(if vsync { 1 } else { 0 }); } let fps_cap = *game.vars.get(settings::R_MAX_FPS); game.tick(delta); game.server.tick(&mut game.renderer, delta); game.renderer.update_camera(width, height); game.server.world.compute_render_list(&mut game.renderer); game.chunk_builder.tick(&mut game.server.world, &mut game.renderer, version); game.screen_sys.tick(delta, &mut game.renderer, &mut ui_container); game.console .lock() .unwrap() .tick(&mut ui_container, &game.renderer, delta, width as f64); ui_container.tick(&mut game.renderer, delta, width as f64, height as f64); game.renderer.tick(&mut game.server.world, delta, width, height); if fps_cap > 0 && !vsync { let frame_time = now.elapsed(); let sleep_interval = Duration::from_millis(1000 / fps_cap as u64); if frame_time < sleep_interval { thread::sleep(sleep_interval - frame_time); } } window.gl_swap_window(); for event in events.poll_iter() { handle_window_event(&window, &mut game, &mut ui_container, event); } } } fn handle_window_event(window: &sdl2::video::Window, game: &mut Game, ui_container: &mut ui::Container, event: sdl2::event::Event) { use sdl2::event::Event; use sdl2::keyboard::Keycode; use sdl2::mouse::MouseButton; use std::f64::consts::PI; let mouse = window.subsystem().sdl().mouse(); match event { Event::Quit{..} => game.should_close = true, Event::MouseMotion{x, y, xrel, yrel, ..} => { let (width, height) = window.size(); if game.focused { if !mouse.relative_mouse_mode() { mouse.set_relative_mouse_mode(true); } if let Some(player) = game.server.player { let s = 2000.0 + 0.01; let (rx, ry) = (xrel as f64 / s, yrel as f64 / s); let rotation = game.server.entities.get_component_mut(player, game.server.rotation).unwrap(); rotation.yaw -= rx; rotation.pitch -= ry; if rotation.pitch < (PI/2.0) + 0.01 { rotation.pitch = (PI/2.0) + 0.01; } if rotation.pitch > (PI/2.0)*3.0 - 0.01 { rotation.pitch = (PI/2.0)*3.0 - 0.01; } } } else { if mouse.relative_mouse_mode() { mouse.set_relative_mouse_mode(false); } ui_container.hover_at(game, x as f64, y as f64, width as f64, height as f64); } } Event::MouseButtonUp{mouse_btn: MouseButton::Left, x, y, ..} => { let (width, height) = window.size(); if game.server.is_connected() && !game.focused && !game.screen_sys.is_current_closable() { game.focused = true; if !mouse.relative_mouse_mode() { mouse.set_relative_mouse_mode(true); } return; } if !game.focused { if mouse.relative_mouse_mode() { mouse.set_relative_mouse_mode(false); } ui_container.click_at(game, x as f64, y as f64, width as f64, height as f64); } } Event::MouseButtonDown{mouse_btn: MouseButton::Right, ..} => { if game.focused { game.server.on_right_click(&mut game.renderer); } } Event::MouseWheel{x, y, ..} => { game.screen_sys.on_scroll(x as f64, y as f64); } Event::KeyUp{keycode: Some(Keycode::Escape), ..} => { if game.focused { mouse.set_relative_mouse_mode(false); game.focused = false; game.screen_sys.replace_screen(Box::new(screen::SettingsMenu::new(game.vars.clone(), true))); } else if game.screen_sys.is_current_closable() { mouse.set_relative_mouse_mode(true); game.focused = true; game.screen_sys.pop_screen(); } } Event::KeyDown{keycode: Some(Keycode::Backquote), ..} => { game.console.lock().unwrap().toggle(); } Event::KeyDown{keycode: Some(key), keymod, ..} => { if game.focused { if let Some(steven_key) = settings::Stevenkey::get_by_keycode(key, &game.vars) { game.server.key_press(true, steven_key); } } else { let ctrl_pressed = keymod.intersects(keyboard::LCTRLMOD | keyboard::RCTRLMOD); ui_container.key_press(game, key, true, ctrl_pressed); } } Event::KeyUp{keycode: Some(key), keymod, ..} => { if game.focused { if let Some(steven_key) = settings::Stevenkey::get_by_keycode(key, &game.vars) { game.server.key_press(false, steven_key); } } else { let ctrl_pressed = keymod.intersects(keyboard::LCTRLMOD | keyboard::RCTRLMOD); ui_container.key_press(game, key, false, ctrl_pressed); } } Event::TextInput{text, ..} => { if !game.focused { for c in text.chars() { ui_container.key_type(game, c); } } } _ => (), } }