stevenarella/src/main.rs

860 lines
30 KiB
Rust

// 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"]
#![allow(clippy::too_many_arguments)] // match standard gl functions with many arguments
#![allow(clippy::many_single_char_names)] // short variable names provide concise clarity
#![allow(clippy::float_cmp)] // float comparison used to check if changed
use instant::{Duration, Instant};
use log::{error, info, warn};
use std::fs;
extern crate steven_shared as shared;
use structopt::StructOpt;
extern crate steven_protocol;
pub mod ecs;
use steven_protocol::format;
use steven_protocol::nbt;
use steven_protocol::protocol;
pub mod gl;
use steven_protocol::types;
pub mod auth;
pub mod chunk_builder;
pub mod console;
pub mod entity;
pub mod model;
pub mod render;
pub mod resources;
pub mod screen;
pub mod server;
pub mod settings;
pub mod ui;
pub mod world;
use crate::protocol::mojang;
use cfg_if::cfg_if;
use std::cell::RefCell;
use std::marker::PhantomData;
use std::rc::Rc;
use std::sync::mpsc;
use std::sync::{Arc, Mutex, RwLock};
use std::thread;
const CL_BRAND: console::CVar<String> = 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<RwLock<resources::Manager>>,
console: Arc<Mutex<console::Console>>,
vars: Rc<console::Vars>,
should_close: bool,
server: server::Server,
focused: bool,
chunk_builder: chunk_builder::ChunkBuilder,
connect_reply: Option<mpsc::Receiver<Result<server::Server, protocol::Error>>>,
dpi_factor: f64,
last_mouse_x: f64,
last_mouse_y: f64,
last_mouse_xrel: f64,
last_mouse_yrel: f64,
is_ctrl_pressed: bool,
is_logo_pressed: bool,
is_fullscreen: bool,
default_protocol_version: i32,
}
impl Game {
pub fn connect_to(&mut self, address: &str) {
let (protocol_version, forge_mods, fml_network_version) =
match protocol::Conn::new(address, self.default_protocol_version)
.and_then(|conn| conn.do_status())
{
Ok(res) => {
info!(
"Detected server protocol version {}",
res.0.version.protocol
);
(
res.0.version.protocol,
res.0.forge_mods,
res.0.fml_network_version,
)
}
Err(err) => {
warn!(
"Error pinging server {} to get protocol version: {:?}, defaulting to {}",
address, err, self.default_protocol_version
);
(self.default_protocol_version, vec![], None)
}
};
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,
protocol_version,
forge_mods,
fml_network_version,
))
.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;
}
}
}
#[derive(StructOpt, Debug)]
#[structopt(name = "Stevenarella")]
struct Opt {
/// Server to connect to
#[structopt(short = "s", long = "server")]
server: Option<String>,
/// Username for offline servers
#[structopt(short = "u", long = "username")]
username: Option<String>,
/// Log decoded packets received from network
#[structopt(short = "n", long = "network-debug")]
network_debug: bool,
/// Parse a network packet from a file
#[structopt(short = "N", long = "network-parse-packet")]
network_parse_packet: Option<String>,
/// Protocol version to use in the autodetection ping
#[structopt(short = "p", long = "default-protocol-version")]
default_protocol_version: Option<String>,
}
cfg_if! {
if #[cfg(target_arch = "wasm32")] {
extern crate console_error_panic_hook;
pub use console_error_panic_hook::set_once as set_panic_hook;
use wasm_bindgen::prelude::*;
use wasm_bindgen::JsCast;
#[wasm_bindgen]
pub fn main() { main2(); }
} else {
#[inline]
pub fn main() { main2(); }
}
}
fn init_config_dir() {
if std::path::Path::new("conf.cfg").exists() {
return;
}
if let Some(mut path) = dirs::config_dir() {
path.push("Stevenarella");
if !path.exists() {
std::fs::create_dir_all(path.clone()).unwrap();
}
std::env::set_current_dir(path).unwrap();
}
}
fn main2() {
#[cfg(target_arch = "wasm32")]
set_panic_hook();
init_config_dir();
let opt = Opt::from_args();
let con = Arc::new(Mutex::new(console::Console::new()));
let proxy = console::ConsoleProxy::new(con.clone());
log::set_boxed_logger(Box::new(proxy)).unwrap();
log::set_max_level(log::LevelFilter::Trace);
info!("Starting steven");
let (vars, mut vsync) = {
let mut vars = console::Vars::new();
vars.register(CL_BRAND);
console::register_vars(&mut vars);
auth::register_vars(&mut vars);
settings::register_vars(&mut vars);
vars.load_config();
vars.save_config();
con.lock().unwrap().configure(&vars);
let vsync = *vars.get(settings::R_VSYNC);
(Rc::new(vars), vsync)
};
let (res, mut resui) = resources::Manager::new();
let resource_manager = Arc::new(RwLock::new(res));
let events_loop = winit::event_loop::EventLoop::new();
let window_builder = winit::window::WindowBuilder::new()
.with_title("Stevenarella")
.with_inner_size(winit::dpi::LogicalSize::new(854.0, 480.0));
#[cfg(target_arch = "wasm32")]
let (context, shader_version, dpi_factor, winit_window) = {
let winit_window = window_builder.build(&events_loop).unwrap();
let dpi_factor = winit_window.scale_factor();
use winit::platform::web::WindowExtWebSys;
let canvas = winit_window.canvas();
let html_window = web_sys::window().unwrap();
let document = html_window.document().unwrap();
let body = document.body().unwrap();
body.append_child(&canvas)
.expect("Append canvas to HTML body");
let canvas = canvas.dyn_into::<web_sys::HtmlCanvasElement>().unwrap();
let webgl2_context = canvas
.get_context("webgl2")
.expect("Failed to get WebGL2 context")
.expect("Failed to create WebGL2 context, is WebGL2 support enabled? (https://get.webgl.org/webgl2/)")
.dyn_into::<web_sys::WebGl2RenderingContext>()
.unwrap();
(
glow::Context::from_webgl2_context(webgl2_context),
"#version 300 es", // WebGL 2
dpi_factor,
winit_window,
)
};
#[cfg(not(target_arch = "wasm32"))]
let (context, shader_version, dpi_factor, glutin_window) = {
let glutin_window = glutin::ContextBuilder::new()
.with_stencil_buffer(0)
.with_depth_buffer(24)
.with_gl(glutin::GlRequest::GlThenGles {
opengl_version: (3, 2),
opengles_version: (3, 0),
})
.with_gl_profile(glutin::GlProfile::Core)
.with_vsync(vsync)
.build_windowed(window_builder, &events_loop)
.expect("Could not create glutin window.");
let dpi_factor = glutin_window.window().scale_factor();
let glutin_window = unsafe {
glutin_window
.make_current()
.expect("Could not set current context.")
};
let context = unsafe {
glow::Context::from_loader_function(|s| glutin_window.get_proc_address(s) as *const _)
};
let shader_version = match glutin_window.get_api() {
glutin::Api::OpenGl => "#version 150", // OpenGL 3.2
glutin::Api::OpenGlEs => "#version 300 es", // OpenGL ES 3.0 (similar to WebGL 2)
glutin::Api::WebGl => {
panic!("unexpectedly received WebGl API with glutin, expected to use glow codepath")
}
};
(context, shader_version, dpi_factor, glutin_window)
};
gl::init(context);
info!("Shader version: {}", shader_version);
let renderer = render::Renderer::new(resource_manager.clone(), shader_version);
let ui_container = ui::Container::new();
let mut last_frame = Instant::now();
let mut screen_sys = screen::ScreenSystem::new();
if opt.server.is_none() {
#[cfg(not(target_arch = "wasm32"))]
{
screen_sys.add_screen(Box::new(screen::Login::new(vars.clone())));
}
#[cfg(target_arch = "wasm32")]
{
screen_sys.add_screen(Box::new(screen::ServerList::new(None)));
}
}
if let Some(username) = opt.username {
vars.set(auth::CL_USERNAME, username);
}
let textures = renderer.get_textures();
let default_protocol_version = protocol::versions::protocol_name_to_protocol_version(
opt.default_protocol_version.unwrap_or_default(),
);
let mut game = Game {
server: server::Server::dummy_server(resource_manager.clone()),
focused: false,
renderer,
screen_sys,
resource_manager: resource_manager.clone(),
console: con,
vars,
should_close: false,
chunk_builder: chunk_builder::ChunkBuilder::new(resource_manager, textures),
connect_reply: None,
dpi_factor,
last_mouse_x: 0.0,
last_mouse_y: 0.0,
last_mouse_xrel: 0.0,
last_mouse_yrel: 0.0,
is_ctrl_pressed: false,
is_logo_pressed: false,
is_fullscreen: false,
default_protocol_version,
};
game.renderer.camera.pos = cgmath::Point3::new(0.5, 13.2, 0.5);
if opt.network_debug {
protocol::enable_network_debug();
}
if let Some(filename) = opt.network_parse_packet {
let data = fs::read(filename).unwrap();
protocol::try_parse_packet(data, default_protocol_version);
return;
}
if opt.server.is_some() {
game.connect_to(&opt.server.unwrap());
}
let mut last_resource_version = 0;
#[cfg(target_arch = "wasm32")]
let winit_window = Rc::new(RefCell::new(winit_window));
let game = Rc::new(RefCell::new(game));
let ui_container = Rc::new(RefCell::new(ui_container));
#[cfg(target_arch = "wasm32")]
{
let winit_window = Rc::clone(&winit_window);
let game = Rc::clone(&game);
let ui_container = Rc::clone(&ui_container);
// Based on https://github.com/grovesNL/glow/blob/2d42c5b105d979efe764191b5b1ce78fab99ffcf/src/web_sys.rs#L3258
fn request_animation_frame(f: &Closure<dyn FnMut(f64)>) {
web_sys::window()
.unwrap()
.request_animation_frame(f.as_ref().unchecked_ref())
.unwrap();
}
let f = Rc::new(RefCell::new(None));
let mut last_timestamp = None;
let mut running = true;
*f.borrow_mut() = Some(Closure::wrap(Box::new({
let f = f.clone();
move |timestamp: f64| {
let dt = last_timestamp.map_or(Duration::from_secs(0), |last_timestamp: f64| {
let dt_ms = (timestamp - last_timestamp).max(0.0);
let dt_secs = dt_ms / 1000.0;
Duration::from_secs_f64(dt_secs)
});
last_timestamp = Some(timestamp);
let winit_window = winit_window.borrow_mut();
let mut game = game.borrow_mut();
let mut ui_container = ui_container.borrow_mut();
tick_all(
&winit_window,
&mut game,
&mut ui_container,
&mut last_frame,
&mut resui,
&mut last_resource_version,
&mut vsync,
);
println!("render_loop");
if !running {
let _ = f.borrow_mut().take();
return;
}
request_animation_frame(f.borrow().as_ref().unwrap());
}
}) as Box<dyn FnMut(f64)>));
request_animation_frame(f.borrow().as_ref().unwrap());
}
#[cfg(target_arch = "wasm32")]
let winit_window = Rc::clone(&winit_window);
let game = Rc::clone(&game);
let ui_container = Rc::clone(&ui_container);
events_loop.run(move |event, _event_loop, control_flow| {
#[cfg(target_arch = "wasm32")]
let winit_window = winit_window.borrow_mut();
#[cfg(not(target_arch = "wasm32"))]
let winit_window = glutin_window.window();
let mut game = game.borrow_mut();
let mut ui_container = ui_container.borrow_mut();
#[cfg(target_arch = "wasm32")]
{
*control_flow = winit::event_loop::ControlFlow::Wait;
}
#[cfg(not(target_arch = "wasm32"))]
{
*control_flow = winit::event_loop::ControlFlow::Poll;
}
#[cfg(not(target_arch = "wasm32"))]
if let winit::event::Event::WindowEvent {
event: winit::event::WindowEvent::Resized(physical_size),
..
} = event
{
glutin_window.resize(physical_size);
}
#[allow(clippy::needless_borrow)] // needless for native, not for web
if !handle_window_event(&winit_window, &mut game, &mut ui_container, event) {
return;
}
#[cfg(not(target_arch = "wasm32"))]
{
tick_all(
winit_window,
&mut game,
&mut ui_container,
&mut last_frame,
&mut resui,
&mut last_resource_version,
&mut vsync,
);
glutin_window
.swap_buffers()
.expect("Failed to swap GL buffers");
}
if game.should_close {
*control_flow = winit::event_loop::ControlFlow::Exit;
}
});
}
fn tick_all(
window: &winit::window::Window,
game: &mut Game,
ui_container: &mut ui::Container,
last_frame: &mut Instant,
resui: &mut resources::ManagerUI,
last_resource_version: &mut usize,
vsync: &mut bool,
) {
let now = Instant::now();
let diff = now.duration_since(*last_frame);
*last_frame = now;
let frame_time = 1e9f64 / 60.0;
let delta = (diff.subsec_nanos() as f64) / frame_time;
let physical_size = window.inner_size();
let (physical_width, physical_height) = physical_size.into();
let (width, height) = physical_size.to_logical::<f64>(game.dpi_factor).into();
let version = {
let try_res = game.resource_manager.try_write();
if let Ok(mut res) = try_res {
res.tick(resui, ui_container, delta);
res.version()
} else {
// TODO: why does game.resource_manager.write() sometimes deadlock?
//warn!("Failed to obtain mutable reference to resource manager!");
*last_resource_version
}
};
*last_resource_version = version;
let vsync_changed = *game.vars.get(settings::R_VSYNC);
if *vsync != vsync_changed {
error!("Changing vsync currently requires restarting");
game.should_close = true;
// TODO: after https://github.com/tomaka/glutin/issues/693 Allow changing vsync on a Window
//vsync = vsync_changed;
}
let fps_cap = *game.vars.get(settings::R_MAX_FPS);
game.tick(delta);
game.server.tick(&mut game.renderer, delta);
// Check if window is valid, it might be minimized
if physical_width == 0 || physical_height == 0 {
return;
}
game.renderer.update_camera(physical_width, physical_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, ui_container);
/* TODO: open console for chat messages
if let Some(received_chat_at) = game.server.received_chat_at {
if Instant::now().duration_since(received_chat_at).as_secs() < 5 {
game.console.lock().unwrap().activate()
// TODO: automatically deactivate the console after inactivity
}
}
*/
game.console
.lock()
.unwrap()
.tick(ui_container, &game.renderer, delta, width);
ui_container.tick(&mut game.renderer, delta, width, height);
game.renderer.tick(
&mut game.server.world,
delta,
width as u32,
height as u32,
physical_width,
physical_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);
}
}
}
fn handle_window_event<T>(
window: &winit::window::Window,
game: &mut Game,
ui_container: &mut ui::Container,
event: winit::event::Event<T>,
) -> bool {
use winit::event::*;
let cursor_grab_mode = if cfg!(target_os = "macos") {
winit::window::CursorGrabMode::Locked
} else {
winit::window::CursorGrabMode::Confined
};
match event {
Event::MainEventsCleared => return true,
Event::DeviceEvent {
event: DeviceEvent::MouseMotion {
delta: (xrel, yrel),
},
..
} => {
let (rx, ry) = if xrel > 1000.0 || yrel > 1000.0 {
// Heuristic for if we were passed an absolute value instead of relative
// Workaround https://github.com/tomaka/glutin/issues/1084 MouseMotion event returns absolute instead of relative values, when running Linux in a VM
// Note SDL2 had a hint to handle this scenario:
// sdl2::hint::set_with_priority("SDL_MOUSE_RELATIVE_MODE_WARP", "1", &sdl2::hint::Hint::Override);
let s = 8000.0 + 0.01;
(
(xrel - game.last_mouse_xrel) / s,
(yrel - game.last_mouse_yrel) / s,
)
} else {
let s = 2000.0 + 0.01;
(xrel / s, yrel / s)
};
game.last_mouse_xrel = xrel;
game.last_mouse_yrel = yrel;
use std::f64::consts::PI;
if game.focused {
window.set_cursor_grab(cursor_grab_mode).unwrap();
window.set_cursor_visible(false);
if let Some(player) = game.server.player {
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 {
window
.set_cursor_grab(winit::window::CursorGrabMode::None)
.unwrap();
window.set_cursor_visible(true);
}
}
Event::WindowEvent { event, .. } => {
match event {
WindowEvent::ModifiersChanged(modifiers_state) => {
game.is_ctrl_pressed = modifiers_state.ctrl();
game.is_logo_pressed = modifiers_state.logo();
}
WindowEvent::CloseRequested => game.should_close = true,
WindowEvent::ScaleFactorChanged { scale_factor, .. } => {
game.dpi_factor = scale_factor;
}
WindowEvent::ReceivedCharacter(codepoint) => {
if !game.focused && !game.is_ctrl_pressed && !game.is_logo_pressed {
ui_container.key_type(game, codepoint);
}
#[cfg(target_os = "macos")]
if game.is_logo_pressed && codepoint == 'q' {
game.should_close = true;
}
}
WindowEvent::MouseInput { state, button, .. } => match (state, button) {
(ElementState::Released, MouseButton::Left) => {
let physical_size = window.inner_size();
let (width, height) =
physical_size.to_logical::<f64>(game.dpi_factor).into();
if game.server.is_connected()
&& !game.focused
&& !game.screen_sys.is_current_closable()
{
game.focused = true;
window.set_cursor_grab(cursor_grab_mode).unwrap();
window.set_cursor_visible(false);
} else if !game.focused {
#[cfg(not(target_arch = "wasm32"))]
// TODO: after Pointer Lock https://github.com/rust-windowing/winit/issues/1674
window
.set_cursor_grab(winit::window::CursorGrabMode::None)
.unwrap();
window.set_cursor_visible(true);
ui_container.click_at(
game,
game.last_mouse_x,
game.last_mouse_y,
width,
height,
);
}
if game.focused {
game.server.on_left_mouse_button(false);
}
}
(ElementState::Pressed, MouseButton::Left) => {
if game.focused {
game.server.on_left_mouse_button(true);
}
}
(ElementState::Released, MouseButton::Right) => {
if game.focused {
game.server.on_right_mouse_button(false);
game.server.on_right_click(&mut game.renderer);
}
}
(ElementState::Pressed, MouseButton::Right) => {
if game.focused {
game.server.on_right_mouse_button(true);
game.server.on_right_click(&mut game.renderer);
}
}
(_, _) => (),
},
WindowEvent::CursorMoved { position, .. } => {
let (x, y) = position.to_logical::<f64>(game.dpi_factor).into();
game.last_mouse_x = x;
game.last_mouse_y = y;
if !game.focused {
let physical_size = window.inner_size();
let (width, height) =
physical_size.to_logical::<f64>(game.dpi_factor).into();
ui_container.hover_at(game, x, y, width, height);
}
}
WindowEvent::MouseWheel { delta, .. } => {
// TODO: line vs pixel delta? does pixel scrolling (e.g. touchpad) need scaling?
match delta {
MouseScrollDelta::LineDelta(x, y) => {
game.screen_sys.on_scroll(x.into(), y.into());
}
MouseScrollDelta::PixelDelta(position) => {
let (x, y) = position.into();
game.screen_sys.on_scroll(x, y);
}
}
}
WindowEvent::KeyboardInput { input, .. } => {
match (input.state, input.virtual_keycode) {
(ElementState::Released, Some(VirtualKeyCode::Escape)) => {
if game.focused {
window
.set_cursor_grab(winit::window::CursorGrabMode::None)
.unwrap();
window.set_cursor_visible(true);
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() {
window.set_cursor_grab(cursor_grab_mode).unwrap();
window.set_cursor_visible(false);
game.focused = true;
game.screen_sys.pop_screen();
}
}
(ElementState::Pressed, Some(VirtualKeyCode::Grave)) => {
game.console.lock().unwrap().toggle();
}
(ElementState::Pressed, Some(VirtualKeyCode::F11)) => {
if !game.is_fullscreen {
// TODO: support options for exclusive and simple fullscreen
// see https://docs.rs/glutin/0.22.0-alpha5/glutin/window/struct.Window.html#method.set_fullscreen
window.set_fullscreen(Some(winit::window::Fullscreen::Borderless(
window.current_monitor(),
)));
} else {
window.set_fullscreen(None);
}
game.is_fullscreen = !game.is_fullscreen;
}
(ElementState::Pressed, Some(key)) => {
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 = game.is_ctrl_pressed || game.is_logo_pressed;
ui_container.key_press(game, key, true, ctrl_pressed);
}
}
(ElementState::Released, Some(key)) => {
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 = game.is_ctrl_pressed;
ui_container.key_press(game, key, false, ctrl_pressed);
}
}
(_, None) => (),
}
}
_ => (),
}
}
_ => (),
}
false
}