stevenarella/src/main.rs

401 lines
14 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"]
#![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<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>>>,
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);
}
}
}
_ => (),
}
}