mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-22 23:08:43 -06:00
initial impl
This commit is contained in:
parent
be1e24ba0c
commit
2466c02937
5
.gitignore
vendored
5
.gitignore
vendored
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@ -1,3 +1,5 @@
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.direnv
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# Generated by Cargo
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# will have compiled files and executables
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debug/
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@ -15,6 +17,7 @@ _src
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_visualizer.json
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*.kubi
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*.kbi
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/*_log*.txt
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/*.log
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@ -37,4 +40,4 @@ _visualizer.json
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/mods
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.direnv
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2
Cargo.lock
generated
2
Cargo.lock
generated
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@ -1307,8 +1307,10 @@ dependencies = [
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"bincode",
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"bytemuck",
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"fastnoise-lite",
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"flume",
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"glam",
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"hashbrown 0.14.5",
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"log",
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"nohash-hasher",
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"num_enum",
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"nz",
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@ -14,6 +14,7 @@ serde = { version = "1.0", default-features = false, features = ["alloc", "deriv
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serde_with = "3.4"
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bincode = "1.3"
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anyhow = "1.0"
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flume = "0.11"
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fastnoise-lite = { version = "1.1", features = ["std", "f64"] }
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rand = { version = "0.8", default_features = false, features = ["std", "min_const_gen"] }
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rand_xoshiro = "0.6"
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@ -23,6 +24,7 @@ bytemuck = { version = "1.14", features = ["derive"] }
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static_assertions = "1.1"
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nz = "0.4"
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atomic = "0.6"
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log = "0.4"
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[features]
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default = []
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@ -17,6 +17,8 @@ use crate::{
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chunk::{CHUNK_SIZE, BlockDataRef, BlockData}
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};
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pub mod io_thread;
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const SECTOR_SIZE: usize = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE * size_of::<Block>();
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const RESERVED_SIZE: usize = 1048576; //~1mb (16 sectors assuming 32x32x32 world of 1byte blocks)
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const RESERVED_SECTOR_COUNT: usize = RESERVED_SIZE / SECTOR_SIZE;
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166
kubi-shared/src/data/io_thread.rs
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166
kubi-shared/src/data/io_thread.rs
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@ -0,0 +1,166 @@
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use glam::IVec3;
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use flume::{Receiver, Sender, TryIter};
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use shipyard::Unique;
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use crate::chunk::BlockData;
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use super::WorldSaveFile;
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pub enum IOCommand {
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SaveChunk {
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position: IVec3,
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data: BlockData,
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},
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/// Load a chunk from the disk and send it to the main thread
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LoadChunk {
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position: IVec3,
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},
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/// Process all pending write commands and make the thread end itself
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/// LoadChunk commands will be ignored after this command is received
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Kys,
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}
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pub enum IOResponse {
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/// A chunk has been loaded from the disk
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/// Or not, in which case the data will be None
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/// and chunk should be generated
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ChunkLoaded {
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position: IVec3,
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data: Option<BlockData>,
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},
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/// The IO thread has been terminated
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Terminated,
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}
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struct IOThreadContext {
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tx: Sender<IOResponse>,
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rx: Receiver<IOCommand>,
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save: WorldSaveFile,
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}
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//TODO: Implement proper error handling (I/O errors are rlly common)
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impl IOThreadContext {
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/// Should be called ON the IO thread
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///
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/// Initializes the IO thread context, opening the file at the given path
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/// If there's an error opening the file, the thread will panic (TODO: handle this more gracefully)
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pub fn initialize(
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tx: Sender<IOResponse>,
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rx: Receiver<IOCommand>,
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save: WorldSaveFile,
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) -> Self {
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// save.load_data().unwrap();
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Self { tx, rx, save }
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}
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pub fn run(mut self) {
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loop {
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match self.rx.recv().unwrap() {
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IOCommand::SaveChunk { position, data } => {
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self.save.save_chunk(position, &data).unwrap();
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}
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IOCommand::LoadChunk { position } => {
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let data = self.save.load_chunk(position).unwrap();
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self.tx.send(IOResponse::ChunkLoaded { position, data }).unwrap();
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}
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IOCommand::Kys => {
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// Process all pending write commands
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while let IOCommand::SaveChunk { position, data } = self.rx.recv().unwrap() {
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self.save.save_chunk(position, &data).unwrap();
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}
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self.tx.send(IOResponse::Terminated).unwrap();
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return;
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}
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}
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}
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}
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}
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pub struct IOSingleThread {
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tx: Sender<IOCommand>,
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rx: Receiver<IOResponse>,
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handle: std::thread::JoinHandle<()>,
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}
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impl IOSingleThread {
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pub fn spawn(save: WorldSaveFile) -> Self {
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// Create channels
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let (command_tx, command_rx) = flume::unbounded();
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let (response_tx, response_rx) = flume::unbounded();
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// Spawn the thread
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let builder = std::thread::Builder::new()
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.name("io-thread".into());
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let handle = builder.spawn(move || {
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let context = IOThreadContext::initialize(response_tx, command_rx, save);
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context.run();
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}).unwrap();
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IOSingleThread {
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tx: command_tx,
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rx: response_rx,
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handle
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}
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}
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/// Send a command to the IO thread
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pub fn send(&self, cmd: IOCommand) {
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self.tx.send(cmd).unwrap();
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}
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/// Poll the IO thread for responses (non-blocking)
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pub fn poll(&self) -> TryIter<IOResponse> {
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self.rx.try_iter()
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}
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/// Signal the IO thread to process the remaining requests and wait for it to terminate
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pub fn stop_sync(&self) {
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// Tell the thread to terminate and wait for it to finish
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self.tx.send(IOCommand::Kys).unwrap();
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while !matches!(self.rx.recv().unwrap(), IOResponse::Terminated) {}
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// HACK "we have .join at home"
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while !self.handle.is_finished() {}
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}
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/// Same as stop_sync but doesn't wait for the IO thread to terminate
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pub fn stop_async(&self) {
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self.tx.send(IOCommand::Kys).unwrap();
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}
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}
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impl Drop for IOSingleThread {
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fn drop(&mut self) {
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self.stop_sync();
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}
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}
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/// This is a stub for future implemntation that may use multiple IO threads
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#[derive(Unique)]
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pub struct IOThreadManager {
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thread: IOSingleThread,
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}
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impl IOThreadManager {
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pub fn new(save: WorldSaveFile) -> Self {
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Self {
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thread: IOSingleThread::spawn(save)
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}
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}
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pub fn send(&self, cmd: IOCommand) {
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self.thread.send(cmd);
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}
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pub fn poll(&self) -> TryIter<IOResponse> {
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self.thread.poll()
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}
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}
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// i think im a girl :3 (noone will ever read this right? :p)
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@ -5,14 +5,15 @@ use crate::{
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networking::{GameType, ServerAddress},
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state::{GameState, NextState}
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};
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use kubi_shared::data::WorldSaveFile;
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use kubi_shared::data::{io_thread::IOThreadManager, WorldSaveFile};
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fn open_local_save_file(path: &Path) -> Result<WorldSaveFile> {
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let mut save_file = WorldSaveFile::new({
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OpenOptions::new()
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.read(true)
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.write(true)
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.open("world.kbi")?
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.create(true)
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.open(path)?
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});
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if save_file.file.metadata().unwrap().len() == 0 {
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save_file.initialize()?;
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pub fn initialize_from_args(
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all_storages: AllStoragesView,
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) {
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// If an address is provided, we're in multiplayer mode (the first argument is the address)
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// Otherwise, we're in singleplayer mode and working with local stuff
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let args: Vec<String> = env::args().collect();
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if args.len() > 1 {
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// Parse the address and switch the state to connecting
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let address = args[1].parse::<SocketAddr>().expect("invalid address");
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all_storages.add_unique(GameType::Muliplayer);
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all_storages.add_unique(ServerAddress(address));
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all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::Connecting);
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} else {
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// Open the local save file
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let save_file = open_local_save_file(Path::new("./world.kubi")).expect("failed to open save file");
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all_storages.add_unique(IOThreadManager::new(save_file));
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// Switch the state and kick off the world loading
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all_storages.add_unique(GameType::Singleplayer);
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all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::LoadingWorld);
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}
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let ServerToClientMessage::ChunkResponse {
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chunk, data, queued
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} = packet else { unreachable!() };
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manager.add_sussy_response(ChunkTaskResponse::LoadedChunk {
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manager.add_sussy_response(ChunkTaskResponse::ChunkWorldgenDone {
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position: chunk,
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chunk_data: data,
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queued
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@ -8,7 +8,7 @@ use wgpu::util::DeviceExt;
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use crate::{
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networking::UdpClient,
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player::MainPlayer,
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rendering::{world::ChunkVertex, BufferPair, Renderer},
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rendering::{BufferPair, Renderer},
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settings::GameSettings,
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state::GameState,
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transform::Transform,
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);
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} else {
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let atomic = Arc::new(Atomic::new(AbortState::Continue));
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task_manager.spawn_task(ChunkTask::LoadChunk {
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task_manager.spawn_task(ChunkTask::ChunkWorldgen {
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seed: 0xbeef_face_dead_cafe,
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position,
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abortion: Some(Arc::clone(&atomic)),
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let mut ops: usize = 0;
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while let Some(res) = task_manager.receive() {
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match res {
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ChunkTaskResponse::LoadedChunk { position, chunk_data, mut queued } => {
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ChunkTaskResponse::ChunkWorldgenDone { position, chunk_data, mut queued } => {
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//If unwanted chunk is already loaded
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//It would be ~~...unethical~~ impossible to abort the operation at this point
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//Instead, we'll just throw it away
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//increase ops counter
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ops += 1;
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},
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ChunkTaskResponse::GeneratedMesh {
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ChunkTaskResponse::GenerateMeshDone {
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position,
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vertices, indices,
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trans_vertices, trans_indices,
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@ -13,7 +13,7 @@ use super::{
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use crate::rendering::world::ChunkVertex;
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pub enum ChunkTask {
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LoadChunk {
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ChunkWorldgen {
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seed: u64,
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position: IVec3,
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abortion: Option<Arc<Atomic<AbortState>>>,
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data: MeshGenData
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}
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}
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pub enum ChunkTaskResponse {
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LoadedChunk {
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ChunkWorldgenDone {
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position: IVec3,
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chunk_data: BlockData,
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queued: Vec<QueuedBlock>
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},
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GeneratedMesh {
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GenerateMeshDone {
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position: IVec3,
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vertices: Vec<ChunkVertex>,
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indices: Vec<u32>,
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channel: (Sender<ChunkTaskResponse>, Receiver<ChunkTaskResponse>),
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pool: ThreadPool,
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}
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impl ChunkTaskManager {
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pub fn new() -> Self {
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Self {
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pool: ThreadPoolBuilder::new().num_threads(4).build().unwrap()
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}
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}
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//TODO get rid of add_sussy_response
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/// Add a response to the queue, to be picked up by the main thread
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/// Used by the multiplayer netcode, a huge hack
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pub fn add_sussy_response(&self, response: ChunkTaskResponse) {
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// this WILL get stuck if the channel is bounded
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// don't make the channel bounded ever
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self.channel.0.send(response).unwrap()
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}
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pub fn spawn_task(&self, task: ChunkTask) {
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let sender = self.channel.0.clone();
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self.pool.spawn(move || {
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(vertices, indices),
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(trans_vertices, trans_indices),
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) = generate_mesh(position, data);
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ChunkTaskResponse::GeneratedMesh {
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ChunkTaskResponse::GenerateMeshDone {
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position,
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vertices, indices,
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trans_vertices, trans_indices,
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}
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},
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ChunkTask::LoadChunk { position, seed, abortion } => {
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ChunkTask::ChunkWorldgen { position, seed, abortion } => {
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let Some((chunk_data, queued)) = generate_world(position, seed, abortion) else {
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log::warn!("aborted operation");
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return
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};
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ChunkTaskResponse::LoadedChunk { position, chunk_data, queued }
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ChunkTaskResponse::ChunkWorldgenDone { position, chunk_data, queued }
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}
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});
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});
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}
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pub fn receive(&self) -> Option<ChunkTaskResponse> {
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self.channel.1.try_recv().ok()
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}
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