Merge pull request #22 from griffi-gh/save-files

Save files
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griffi-gh 2024-09-11 11:29:09 +02:00 committed by GitHub
commit 6dccc97933
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24 changed files with 643 additions and 106 deletions

5
.gitignore vendored
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@ -1,3 +1,5 @@
.direnv
# Generated by Cargo
# will have compiled files and executables
debug/
@ -15,6 +17,7 @@ _src
_visualizer.json
*.kubi
*.kbi
/*_log*.txt
/*.log
@ -37,4 +40,4 @@ _visualizer.json
/mods
.direnv

2
Cargo.lock generated
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@ -1307,8 +1307,10 @@ dependencies = [
"bincode",
"bytemuck",
"fastnoise-lite",
"flume",
"glam",
"hashbrown 0.14.5",
"log",
"nohash-hasher",
"num_enum",
"nz",

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@ -4,6 +4,7 @@ max_clients = 32
timeout_ms = 10000
[world]
file = "world.kubi"
seed = 0xfeb_face_dead_cafe
preheat_radius = 8

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@ -50,7 +50,7 @@ pub fn sync_client_positions(
};
//log movement (annoying duh)
log::debug!("dbg: player moved id: {} coords: {} quat: {}", message.client_id, position, direction);
// log::debug!("dbg: player moved id: {} coords: {} quat: {}", message.client_id, position, direction);
//Apply position to server-side client
let mut trans = (&mut transforms).get(message.entity_id).unwrap();

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@ -1,6 +1,6 @@
use shipyard::{AllStoragesView, Unique};
use serde::{Serialize, Deserialize};
use std::{fs, net::SocketAddr};
use std::{fs, net::SocketAddr, path::PathBuf};
#[derive(Serialize, Deserialize)]
pub struct ConfigTableServer {
@ -12,6 +12,7 @@ pub struct ConfigTableServer {
#[derive(Serialize, Deserialize)]
pub struct ConfigTableWorld {
pub file: Option<PathBuf>,
pub seed: u64,
pub preheat_radius: u32,
}

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@ -1,5 +1,6 @@
use shipyard::{IntoWorkload, Workload, WorkloadModificator, World};
use shipyard::{IntoWorkload, SystemModificator, Workload, WorkloadModificator, World};
use std::{thread, time::Duration};
use kubi_shared::fixed_timestamp::{FixedTimestamp, init_fixed_timestamp_storage};
mod util;
mod config;
@ -12,10 +13,11 @@ use config::read_config;
use server::{bind_server, update_server, log_server_errors};
use client::{init_client_maps, on_client_disconnect, sync_client_positions};
use auth::authenticate_players;
use world::{update_world, init_world};
use world::{init_world, save::save_modified, update_world};
fn initialize() -> Workload {
(
init_fixed_timestamp_storage,
read_config,
bind_server,
init_client_maps,
@ -32,7 +34,10 @@ fn update() -> Workload {
update_world,
sync_client_positions,
on_client_disconnect,
).into_workload()
).into_workload(),
save_modified
.into_workload()
.make_fixed(10000, 0),
).into_sequential_workload()
}

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@ -24,12 +24,13 @@ use crate::{
pub mod chunk;
pub mod tasks;
pub mod save;
use chunk::Chunk;
use self::{
tasks::{ChunkTaskManager, ChunkTask, ChunkTaskResponse, init_chunk_task_manager},
chunk::ChunkState
chunk::ChunkState,
};
#[derive(Unique, Default)]
@ -106,7 +107,7 @@ fn process_chunk_requests(
chunk.state = ChunkState::Loading;
chunk.subscriptions.insert(message.client_id);
chunk_manager.chunks.insert(chunk_position, chunk);
task_manager.spawn_task(ChunkTask::LoadChunk {
task_manager.run(ChunkTask::LoadChunk {
position: chunk_position,
seed: config.world.seed,
});
@ -249,7 +250,11 @@ fn process_block_queue(
let Some(blocks) = &mut chunk.blocks else {
return true
};
blocks[block_position.x as usize][block_position.y as usize][block_position.z as usize] = item.block_type;
let block = &mut blocks[block_position.x as usize][block_position.y as usize][block_position.z as usize];
if item.block_type != *block {
*block = item.block_type;
chunk.data_modified = true;
}
false
});
if initial_len != queue.queue.len() {
@ -278,7 +283,7 @@ pub fn preheat_world(
let mut chunk = Chunk::new();
chunk.state = ChunkState::Loading;
chunk_manager.chunks.insert(chunk_position, chunk);
task_manager.spawn_task(ChunkTask::LoadChunk {
task_manager.run(ChunkTask::LoadChunk {
position: chunk_position,
seed: config.world.seed,
});
@ -292,7 +297,7 @@ pub fn init_world() -> Workload {
init_chunk_manager_and_block_queue.before_all(preheat_world),
init_chunk_task_manager.before_all(preheat_world),
preheat_world,
).into_workload()
).into_sequential_workload()
}
pub fn update_world() -> Workload {

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@ -16,13 +16,16 @@ pub struct Chunk {
pub state: ChunkState,
pub blocks: Option<BlockData>,
pub subscriptions: HashSet<ClientId, BuildNoHashHasher<ClientId>>,
pub data_modified: bool,
}
impl Chunk {
pub fn new() -> Self {
Self {
state: ChunkState::Nothing,
blocks: None,
subscriptions: HashSet::with_capacity_and_hasher(4, BuildNoHashHasher::default()),
data_modified: false,
}
}
}

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@ -0,0 +1,43 @@
use kubi_shared::data::{io_thread::IOThreadManager, open_local_save_file};
use shipyard::{AllStoragesView, UniqueView, UniqueViewMut};
use crate::config::ConfigTable;
use super::{
tasks::{ChunkTask, ChunkTaskManager},
ChunkManager,
};
pub fn init_save_file(storages: &AllStoragesView) -> Option<IOThreadManager> {
let config = storages.borrow::<UniqueView<ConfigTable>>().unwrap();
if let Some(file_path) = &config.world.file {
log::info!("Initializing save file from {:?}", file_path);
let save = open_local_save_file(&file_path).unwrap();
Some(IOThreadManager::new(save))
} else {
log::warn!("No save file specified, world will not be saved");
None
}
}
pub fn save_modified(
mut chunks: UniqueViewMut<ChunkManager>,
ctm: UniqueView<ChunkTaskManager>,
) {
log::info!("Saving...");
let mut amount_saved = 0;
for (position, chunk) in chunks.chunks.iter_mut() {
if chunk.data_modified {
let Some(data) = chunk.blocks.clone() else {
continue
};
ctm.run(ChunkTask::SaveChunk {
position: *position,
data: data,
});
chunk.data_modified = false;
amount_saved += 1;
}
}
if amount_saved > 0 {
log::info!("Queued {} chunks for saving", amount_saved);
}
}

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@ -4,16 +4,19 @@ use glam::IVec3;
use rayon::{ThreadPool, ThreadPoolBuilder};
use anyhow::Result;
use kubi_shared::{
chunk::BlockData,
worldgen::generate_world,
queue::QueuedBlock,
chunk::BlockData, data::io_thread::{IOCommand, IOResponse, IOThreadManager}, queue::QueuedBlock, worldgen::generate_world
};
use super::save::init_save_file;
pub enum ChunkTask {
LoadChunk {
position: IVec3,
seed: u64,
}
},
SaveChunk {
position: IVec3,
data: BlockData,
},
}
pub enum ChunkTaskResponse {
@ -28,33 +31,74 @@ pub enum ChunkTaskResponse {
pub struct ChunkTaskManager {
channel: (Sender<ChunkTaskResponse>, Receiver<ChunkTaskResponse>),
pool: ThreadPool,
iota: Option<IOThreadManager>,
}
impl ChunkTaskManager {
pub fn new() -> Result<Self> {
pub fn new(iota: Option<IOThreadManager>) -> Result<Self> {
Ok(Self {
channel: unbounded(),
pool: ThreadPoolBuilder::new().build()?
pool: ThreadPoolBuilder::new().build()?,
iota,
})
}
pub fn spawn_task(&self, task: ChunkTask) {
let sender = self.channel.0.clone();
self.pool.spawn(move || {
sender.send(match task {
ChunkTask::LoadChunk { position: chunk_position, seed } => {
//unwrap is fine because abort is not possible
let (blocks, queue) = generate_world(chunk_position, seed, None).unwrap();
ChunkTaskResponse::ChunkLoaded { chunk_position, blocks, queue }
pub fn run(&self, task: ChunkTask) {
match task {
ChunkTask::LoadChunk { position: chunk_position, seed } => {
// 1. Check if the chunk exists in the save file
if let ChunkTask::LoadChunk { position, .. } = &task {
if let Some(iota) = &self.iota {
if iota.chunk_exists(*position) {
iota.send(IOCommand::LoadChunk { position: *position });
return
}
}
}
}).unwrap()
})
// 2. Generate the chunk if it doesn't exist
let sender = self.channel.0.clone();
self.pool.spawn(move || {
sender.send({
//unwrap is fine because abort is not possible
let (blocks, queue) = generate_world(chunk_position, seed, None).unwrap();
ChunkTaskResponse::ChunkLoaded { chunk_position, blocks, queue }
}).unwrap()
});
},
ChunkTask::SaveChunk { position, data } => {
// Save the chunk to the save file
if let Some(iota) = &self.iota {
iota.send(IOCommand::SaveChunk { position, data });
}
},
}
}
pub fn receive(&self) -> Option<ChunkTaskResponse> {
self.channel.1.try_recv().ok()
// Try to receive IO results first
// If there are none, try to receive worldgen results
self.iota.as_ref().map(|iota| {
iota.poll_single().map(|response| match response {
IOResponse::ChunkLoaded { position, data } => ChunkTaskResponse::ChunkLoaded {
chunk_position: position,
blocks: data.expect("chunk data exists in the header, but was not loaded"),
queue: Vec::with_capacity(0)
},
_ => panic!("Unexpected response from IO thread"),
})
}).flatten().or_else(|| {
self.channel.1.try_recv().ok()
})
}
}
pub fn init_chunk_task_manager(
storages: AllStoragesView
) {
storages.add_unique(ChunkTaskManager::new().expect("ChunkTaskManager Init failed"));
let iota = init_save_file(&storages);
storages.add_unique(
ChunkTaskManager::new(iota)
.expect("ChunkTaskManager Init failed")
);
}

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@ -14,6 +14,7 @@ serde = { version = "1.0", default-features = false, features = ["alloc", "deriv
serde_with = "3.4"
bincode = "1.3"
anyhow = "1.0"
flume = "0.11"
fastnoise-lite = { version = "1.1", features = ["std", "f64"] }
rand = { version = "0.8", default_features = false, features = ["std", "min_const_gen"] }
rand_xoshiro = "0.6"
@ -23,6 +24,7 @@ bytemuck = { version = "1.14", features = ["derive"] }
static_assertions = "1.1"
nz = "0.4"
atomic = "0.6"
log = "0.4"
[features]
default = []

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@ -1,7 +1,8 @@
use std::{
fs::File,
mem::size_of,
fs::{File, OpenOptions},
io::{Read, Seek, SeekFrom, Write},
path::Path,
borrow::Cow,
sync::{Arc, RwLock}
};
@ -17,6 +18,8 @@ use crate::{
chunk::{CHUNK_SIZE, BlockDataRef, BlockData}
};
pub mod io_thread;
const SECTOR_SIZE: usize = CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE * size_of::<Block>();
const RESERVED_SIZE: usize = 1048576; //~1mb (16 sectors assuming 32x32x32 world of 1byte blocks)
const RESERVED_SECTOR_COUNT: usize = RESERVED_SIZE / SECTOR_SIZE;
@ -47,19 +50,19 @@ impl Default for WorldSaveDataHeader {
}
}
pub type SharedHeader = Arc<RwLock<WorldSaveDataHeader>>;
#[derive(Unique)]
pub struct WorldSaveFile {
pub file: File,
pub header: WorldSaveDataHeader,
pub header: SharedHeader,
}
pub type SharedSaveFile = Arc<RwLock<WorldSaveFile>>;
impl WorldSaveFile {
pub fn new(file: File) -> Self {
WorldSaveFile {
file,
header: WorldSaveDataHeader::default()
header: Arc::new(RwLock::new(WorldSaveDataHeader::default())),
}
}
@ -76,7 +79,7 @@ impl WorldSaveFile {
}
let limit = (RESERVED_SIZE - SUBHEADER_SIZE) as u64;
self.header = bincode::deserialize_from((&self.file).take(limit))?;
*self.header.write().unwrap() = bincode::deserialize_from((&self.file).take(limit))?;
Ok(())
}
@ -88,7 +91,7 @@ impl WorldSaveFile {
//XXX: this can cause the header to destroy chunk data (if it's WAY too long)
// read has checks against this, but write doesn't
// 1mb is pretty generous tho, so it's not a *big* deal
bincode::serialize_into(&self.file, &self.header)?;
bincode::serialize_into(&self.file, &*self.header.read().unwrap())?;
Ok(())
}
@ -102,19 +105,28 @@ impl WorldSaveFile {
Ok(())
}
fn allocate_sector(&mut self) -> u32 {
let value = self.header.sector_count + 1;
self.header.sector_count += 1;
value
}
// fn allocate_sector(&mut self) -> u32 {
// let mut lock = self.header.write().unwrap();
// let value = lock.sector_count + 1;
// lock.sector_count += 1;
// value
// }
pub fn save_chunk(&mut self, position: IVec3, data: &BlockDataRef) -> Result<()> {
let mut header_lock = self.header.write().unwrap();
let mut header_modified = false;
let sector = self.header.chunk_map.get(&position).copied().unwrap_or_else(|| {
let sector = header_lock.chunk_map.get(&position).copied().unwrap_or_else(|| {
header_modified = true;
self.allocate_sector()
let sector = header_lock.sector_count;
header_lock.sector_count += 1;
header_lock.chunk_map.insert(position, sector);
sector
// self.allocate_sector()
});
drop(header_lock);
let offset = sector as u64 * SECTOR_SIZE as u64;
const_assert_eq!(size_of::<Block>(), 1);
@ -136,11 +148,11 @@ impl WorldSaveFile {
}
pub fn chunk_exists(&self, position: IVec3) -> bool {
self.header.chunk_map.contains_key(&position)
self.header.read().unwrap().chunk_map.contains_key(&position)
}
pub fn load_chunk(&mut self, position: IVec3) -> Result<Option<BlockData>> {
let Some(&sector) = self.header.chunk_map.get(&position) else {
let Some(&sector) = self.header.read().unwrap().chunk_map.get(&position) else {
return Ok(None);
};
@ -166,4 +178,26 @@ impl WorldSaveFile {
Ok(Some(data))
}
pub fn get_shared_header(&self) -> SharedHeader {
Arc::clone(&self.header)
}
}
/// Utility function to open a local save file, creating it if it doesn't exist
pub fn open_local_save_file(path: &Path) -> Result<WorldSaveFile> {
let mut save_file = WorldSaveFile::new({
OpenOptions::new()
.read(true)
.write(true)
.create(true)
.open(path)?
});
if save_file.file.metadata().unwrap().len() == 0 {
save_file.initialize()?;
} else {
save_file.load_data()?;
}
Ok(save_file)
}

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@ -0,0 +1,249 @@
use glam::IVec3;
use flume::{Receiver, Sender, TryIter};
use shipyard::Unique;
use crate::chunk::BlockData;
use super::{SharedHeader, WorldSaveFile};
// Maximum amount of chunks to save in a single batch before checking if there are any pending read requests
// may be broken, so currently disabled
const MAX_SAVE_BATCH_SIZE: usize = usize::MAX;
pub enum IOCommand {
SaveChunk {
position: IVec3,
data: BlockData,
},
/// Load a chunk from the disk and send it to the main thread
LoadChunk {
position: IVec3,
},
/// Process all pending write commands and make the thread end itself
/// LoadChunk commands will be ignored after this command is received
Kys,
}
#[derive(Debug)]
pub enum IOResponse {
/// A chunk has been loaded from the disk
/// Or not, in which case the data will be None
/// and chunk should be generated
ChunkLoaded {
position: IVec3,
data: Option<BlockData>,
},
/// The IO thread has been terminated
Terminated,
}
struct IOThreadContext {
tx: Sender<IOResponse>,
rx: Receiver<IOCommand>,
save: WorldSaveFile,
save_queue: Vec<(IVec3, BlockData)>,
}
//TODO: Implement proper error handling (I/O errors are rlly common)
impl IOThreadContext {
/// Should be called ON the IO thread
///
/// Initializes the IO thread context, opening the file at the given path
/// If there's an error opening the file, the thread will panic (TODO: handle this more gracefully)
pub fn initialize(
tx: Sender<IOResponse>,
rx: Receiver<IOCommand>,
save: WorldSaveFile,
) -> Self {
// save.load_data().unwrap();
let save_queue = Vec::new();
Self { tx, rx, save, save_queue }
}
pub fn run(mut self) {
loop {
// because were waiting for the next command, we can't process the save_queue
// which breaks batching, so we need to check if there are any pending save requests
// and if there are, use non-blocking recv to give them a chance to be processed
'rx: while let Some(command) = {
if self.save_queue.len() > 0 {
self.rx.try_recv().ok()
} else {
self.rx.recv().ok()
}
} {
match command {
IOCommand::SaveChunk { position, data } => {
// if chunk already has a save request, overwrite it
for (pos, old_data) in self.save_queue.iter_mut() {
if *pos == position {
*old_data = data;
continue 'rx;
}
}
// if not, save to the queue
self.save_queue.push((position, data));
//log::trace!("amt of unsaved chunks: {}", self.save_queue.len());
}
IOCommand::LoadChunk { position } => {
// HOLD ON
// first check if the chunk is already in the save queue
// if it is, send it and continue
// (NOT doing this WILL result in data loss if the user returns to the chunk too quickly)
for (pos, data) in self.save_queue.iter() {
if *pos == position {
self.tx.send(IOResponse::ChunkLoaded { position, data: Some(data.clone()) }).unwrap();
continue 'rx;
}
}
let data = self.save.load_chunk(position).unwrap();
self.tx.send(IOResponse::ChunkLoaded { position, data }).unwrap();
}
IOCommand::Kys => {
// Process all pending write commands
log::info!("info: queue has {} chunks", self.save_queue.len());
let mut saved_amount = 0;
for (pos, data) in self.save_queue.drain(..) {
self.save.save_chunk(pos, &data).unwrap();
saved_amount += 1;
}
log::debug!("now, moving on to the rx queue...");
for cmd in self.rx.try_iter() {
let IOCommand::SaveChunk { position, data } = cmd else {
continue;
};
self.save.save_chunk(position, &data).unwrap();
saved_amount += 1;
}
log::info!("saved {} chunks on exit", saved_amount);
self.tx.send(IOResponse::Terminated).unwrap();
return;
}
}
}
// between every betch of requests, check if there are any pending save requests
if self.save_queue.len() > 0 {
let will_drain = MAX_SAVE_BATCH_SIZE.min(self.save_queue.len());
log::info!("saving {}/{} chunks with batch size {}...", will_drain, self.save_queue.len(), MAX_SAVE_BATCH_SIZE);
for (pos, data) in self.save_queue.drain(..will_drain) {
self.save.save_chunk(pos, &data).unwrap();
}
}
}
}
}
pub struct IOSingleThread {
tx: Sender<IOCommand>,
rx: Receiver<IOResponse>,
handle: std::thread::JoinHandle<()>,
header: SharedHeader,
}
impl IOSingleThread {
pub fn spawn(save: WorldSaveFile) -> Self {
// Create channels
let (command_tx, command_rx) = flume::unbounded();
let (response_tx, response_rx) = flume::unbounded();
// Grab a handle to the header
let header = save.get_shared_header();
// Spawn the thread
let builder = std::thread::Builder::new()
.name("io-thread".into());
let handle = builder.spawn(move || {
let context = IOThreadContext::initialize(response_tx, command_rx, save);
context.run();
}).unwrap();
IOSingleThread {
tx: command_tx,
rx: response_rx,
handle,
header,
}
}
/// Send a command to the IO thread
pub fn send(&self, cmd: IOCommand) {
self.tx.send(cmd).unwrap();
}
/// Poll the IO thread for a single response (non-blocking)
pub fn poll_single(&self) -> Option<IOResponse> {
self.rx.try_recv().ok()
}
/// Poll the IO thread for responses (non-blocking)
pub fn poll(&self) -> TryIter<IOResponse> {
self.rx.try_iter()
}
/// Signal the IO thread to process the remaining requests and wait for it to terminate
pub fn stop_sync(&self) {
log::debug!("Stopping IO thread (sync)");
// Tell the thread to terminate and wait for it to finish
self.tx.send(IOCommand::Kys).unwrap();
while !matches!(self.rx.recv().unwrap(), IOResponse::Terminated) {}
// HACK "we have .join at home"
while !self.handle.is_finished() {}
log::debug!("IO thread stopped"); //almost lol
}
/// Same as stop_sync but doesn't wait for the IO thread to terminate
pub fn stop_async(&self) {
log::debug!("Stopping IO thread (async)");
self.tx.send(IOCommand::Kys).unwrap();
}
pub fn chunk_exists(&self, position: IVec3) -> bool {
self.header.read().unwrap().chunk_map.contains_key(&position)
}
}
impl Drop for IOSingleThread {
fn drop(&mut self) {
log::trace!("IOSingleThread dropped, about to sync unsaved data...");
self.stop_sync();
}
}
/// This is a stub for future implemntation that may use multiple IO threads
#[derive(Unique)]
pub struct IOThreadManager {
thread: IOSingleThread,
}
impl IOThreadManager {
pub fn new(save: WorldSaveFile) -> Self {
Self {
thread: IOSingleThread::spawn(save)
}
}
pub fn send(&self, cmd: IOCommand) {
self.thread.send(cmd);
}
pub fn poll_single(&self) -> Option<IOResponse> {
self.thread.poll_single()
}
pub fn poll(&self) -> TryIter<IOResponse> {
self.thread.poll()
}
pub fn chunk_exists(&self, position: IVec3) -> bool {
self.thread.chunk_exists(position)
}
}
// i think im a girl :3 (noone will ever read this right? :p)

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@ -8,3 +8,4 @@ pub mod entity;
pub mod player;
pub mod queue;
pub mod data;
pub mod fixed_timestamp;

View file

@ -5,33 +5,25 @@ use crate::{
networking::{GameType, ServerAddress},
state::{GameState, NextState}
};
use kubi_shared::data::WorldSaveFile;
fn open_local_save_file(path: &Path) -> Result<WorldSaveFile> {
let mut save_file = WorldSaveFile::new({
OpenOptions::new()
.read(true)
.write(true)
.open("world.kbi")?
});
if save_file.file.metadata().unwrap().len() == 0 {
save_file.initialize()?;
} else {
save_file.load_data()?;
}
Ok(save_file)
}
use kubi_shared::data::{io_thread::IOThreadManager, WorldSaveFile, open_local_save_file};
pub fn initialize_from_args(
all_storages: AllStoragesView,
) {
// If an address is provided, we're in multiplayer mode (the first argument is the address)
// Otherwise, we're in singleplayer mode and working with local stuff
let args: Vec<String> = env::args().collect();
if args.len() > 1 {
// Parse the address and switch the state to connecting
let address = args[1].parse::<SocketAddr>().expect("invalid address");
all_storages.add_unique(GameType::Muliplayer);
all_storages.add_unique(ServerAddress(address));
all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::Connecting);
} else {
// Open the local save file
let save_file = open_local_save_file(Path::new("./world.kubi")).expect("failed to open save file");
all_storages.add_unique(IOThreadManager::new(save_file));
// Switch the state and kick off the world loading
all_storages.add_unique(GameType::Singleplayer);
all_storages.borrow::<UniqueViewMut<NextState>>().unwrap().0 = Some(GameState::LoadingWorld);
}

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@ -23,7 +23,9 @@ use winit::{
use glam::vec3;
use std::time::Instant;
//TODO remove these re-exports
pub(crate) use kubi_shared::transform;
pub(crate) use kubi_shared::fixed_timestamp;
mod ui;
pub(crate) use ui::{
@ -51,17 +53,12 @@ pub(crate) mod hui_integration;
pub(crate) mod networking;
pub(crate) mod init;
pub(crate) mod color;
pub(crate) mod fixed_timestamp;
pub(crate) mod filesystem;
pub(crate) mod client_physics;
pub(crate) mod chat;
use world::{
init_game_world,
loading::update_loaded_world_around_player,
raycast::update_raycasts,
queue::apply_queued_blocks,
tasks::ChunkTaskManager,
init_game_world, loading::{save_on_exit, update_loaded_world_around_player}, queue::apply_queued_blocks, raycast::update_raycasts, tasks::ChunkTaskManager
};
use player::{spawn_player, MainPlayer};
use prefabs::load_prefabs;
@ -157,7 +154,6 @@ fn update() -> Workload {
kubi_ui_end,
update_state,
exit_on_esc,
disconnect_on_exit.run_if(is_multiplayer),
update_rendering_late,
).into_sequential_workload()
}
@ -183,6 +179,13 @@ fn after_render() -> Workload {
).into_sequential_workload()
}
fn on_exit() -> Workload{
(
disconnect_on_exit.run_if(is_multiplayer),
save_on_exit.run_if(is_singleplayer),
).into_sequential_workload().run_if(is_ingame_or_loading)
}
#[cfg(all(windows, not(debug_assertions)))]
fn attach_console() {
use winapi::um::wincon::{AttachConsole, ATTACH_PARENT_PROCESS};
@ -243,6 +246,7 @@ pub fn kubi_main(
world.add_workload(update);
//world.add_workload(render);
world.add_workload(after_render);
world.add_workload(on_exit);
//Save _visualizer.json
#[cfg(feature = "generate_visualizer_data")] {
@ -350,6 +354,11 @@ pub fn kubi_main(
window_target.exit();
}
},
Event::LoopExiting => {
world.run_workload(on_exit).unwrap();
},
_ => (),
};
}).unwrap();

View file

@ -159,19 +159,15 @@ pub fn update_networking_late() -> Workload {
}
pub fn disconnect_on_exit(
exit: UniqueView<RequestExit>,
mut client: UniqueViewMut<UdpClient>,
) {
//TODO check if this works
if exit.0 {
if client.0.is_active() {
client.0.flush();
client.0.disconnect();
while client.0.is_active() { client.0.step().for_each(|_|()); }
log::info!("Client disconnected");
} else {
log::info!("Client inactive")
}
if client.0.is_active() {
client.0.flush();
client.0.disconnect();
while client.0.is_active() { client.0.step().for_each(|_|()); }
log::info!("Client disconnected");
} else {
log::info!("Client inactive")
}
}

View file

@ -37,7 +37,7 @@ pub fn inject_network_responses_into_manager_queue(
let ServerToClientMessage::ChunkResponse {
chunk, data, queued
} = packet else { unreachable!() };
manager.add_sussy_response(ChunkTaskResponse::LoadedChunk {
manager.add_sussy_response(ChunkTaskResponse::ChunkWorldgenDone {
position: chunk,
chunk_data: data,
queued

View file

@ -62,10 +62,10 @@ impl ChunkStorage {
}
}
#[derive(Unique)]
pub struct WorldInfo {
pub seed: u32,
}
// #[derive(Unique)]
// pub struct WorldInfo {
// pub seed: u32,
// }
#[derive(Default, Unique)]
pub struct ChunkMeshStorage {

View file

@ -57,6 +57,7 @@ pub struct Chunk {
pub desired_state: DesiredChunkState,
pub abortion: Option<Arc<Atomic<AbortState>>>,
pub mesh_dirty: bool,
pub data_modified: bool,
}
impl Chunk {
@ -69,6 +70,7 @@ impl Chunk {
desired_state: Default::default(),
abortion: None,
mesh_dirty: false,
data_modified: false,
}
}
}

View file

@ -1,14 +1,18 @@
use std::sync::Arc;
use atomic::{Atomic, Ordering};
use glam::{IVec3, ivec3};
use kubi_shared::{networking::{channels::Channel, messages::ClientToServerMessage}, worldgen::AbortState};
use kubi_shared::{
data::io_thread::{IOCommand, IOResponse, IOThreadManager},
networking::{channels::Channel, messages::ClientToServerMessage},
worldgen::AbortState,
};
use shipyard::{View, UniqueView, UniqueViewMut, IntoIter, Workload, IntoWorkload, NonSendSync, track};
use uflow::SendMode;
use wgpu::util::DeviceExt;
use crate::{
networking::UdpClient,
player::MainPlayer,
rendering::{world::ChunkVertex, BufferPair, Renderer},
rendering::{BufferPair, Renderer},
settings::GameSettings,
state::GameState,
transform::Transform,
@ -16,10 +20,12 @@ use crate::{
use super::{
ChunkStorage, ChunkMeshStorage,
chunk::{Chunk, DesiredChunkState, CHUNK_SIZE, ChunkMesh, CurrentChunkState, ChunkData},
tasks::{ChunkTaskManager, ChunkTaskResponse, ChunkTask},
tasks::{ChunkTaskManager, ChunkTaskResponse, ChunkTask},
queue::BlockUpdateQueue,
};
const WORLD_SEED: u64 = 0xfeb_face_dead_cafe;
const MAX_CHUNK_OPS_INGAME: usize = 8;
const MAX_CHUNK_OPS: usize = 32;
@ -92,6 +98,7 @@ pub fn update_chunks_if_player_moved(
fn process_state_changes(
task_manager: UniqueView<ChunkTaskManager>,
io: Option<UniqueView<IOThreadManager>>,
mut udp_client: Option<UniqueViewMut<UdpClient>>,
mut world: UniqueViewMut<ChunkStorage>,
mut vm_meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
@ -135,7 +142,7 @@ fn process_state_changes(
chunk.current_state,
CurrentChunkState::Loaded | CurrentChunkState::CalculatingMesh,
) => {
chunk.block_data = None;
// chunk.block_data = None; //HACK when downgrading, keep the data so we can save it
chunk.current_state = CurrentChunkState::Nothing;
},
@ -184,18 +191,38 @@ fn process_state_changes(
SendMode::Reliable
);
} else {
let atomic = Arc::new(Atomic::new(AbortState::Continue));
task_manager.spawn_task(ChunkTask::LoadChunk {
seed: 0xbeef_face_dead_cafe,
position,
abortion: Some(Arc::clone(&atomic)),
});
abortion = Some(atomic);
// If the chunk exists in the save file (and save file is there in the first place),
// ... we'll try to load it
// Otherwise, we'll run worldgen
let mut should_run_worldgen = true;
if let Some(io) = &io {
if io.chunk_exists(position) {
// Try to load the chunk from the save file
// In case that fails, we will run worldgen once the IO thread responds
io.send(IOCommand::LoadChunk { position });
should_run_worldgen = false;
}
}
if should_run_worldgen {
let atomic = Arc::new(Atomic::new(AbortState::Continue));
task_manager.spawn_task(ChunkTask::ChunkWorldgen {
seed: WORLD_SEED,
position,
abortion: Some(Arc::clone(&atomic)),
});
abortion = Some(atomic);
}
}
//Update chunk state
let chunk = world.chunks.get_mut(&position).unwrap();
chunk.current_state = CurrentChunkState::Loading;
chunk.abortion = abortion;
// ===========
//log::trace!("Started loading chunk {position}");
},
@ -254,7 +281,29 @@ fn process_state_changes(
return false
}
//HACK, since save files are not implemented, just unload immediately
// If in singleplayer and have an open save file, we need to save the chunk to the disk
// ==========================================================
//TODO IMPORTANT: WAIT FOR CHUNK TO FINISH SAVING FIRST BEFORE TRANSITIONING TO UNLOADED
// OTHERWISE WE WILL LOSE THE SAVE DATA IF THE USER COMES BACK TO THE CHUNK TOO QUICKLY
// ==========================================================
//XXX: CHECK IF WE REALLY NEED THIS OR IF WE CAN JUST KILL THE CHUNK RIGHT AWAY
//CHANGES TO CHUNK SAVING LOGIC SHOULD HAVE MADE THE ABOVE COMMENT OBSOLETE
if let Some(io) = &io {
if let Some(block_data) = &chunk.block_data {
// Only save the chunk if it has been modified
if chunk.data_modified {
// log::debug!("issue save command");
chunk.data_modified = false;
io.send(IOCommand::SaveChunk {
position,
data: block_data.blocks.clone(),
});
}
}
}
return false
}
true
@ -264,6 +313,7 @@ fn process_state_changes(
fn process_completed_tasks(
task_manager: UniqueView<ChunkTaskManager>,
io: Option<UniqueView<IOThreadManager>>,
mut world: UniqueViewMut<ChunkStorage>,
mut meshes: NonSendSync<UniqueViewMut<ChunkMeshStorage>>,
renderer: UniqueView<Renderer>,
@ -271,9 +321,69 @@ fn process_completed_tasks(
mut queue: UniqueViewMut<BlockUpdateQueue>,
) {
let mut ops: usize = 0;
while let Some(res) = task_manager.receive() {
//TODO reduce code duplication between loaded/generated chunks
// Process IO first
if let Some(io) = &io {
for response in io.poll() {
let IOResponse::ChunkLoaded { position, data } = response else {
//TODO this is bad
panic!("Unexpected IO response: {:?}", response);
};
//check if chunk exists
let Some(chunk) = world.chunks.get_mut(&position) else {
log::warn!("LOADED blocks data discarded: chunk doesn't exist");
continue
};
//we cannot have abortion here but just in case, reset it
chunk.abortion = None;
//check if chunk still wants it
if !matches!(chunk.desired_state, DesiredChunkState::Loaded | DesiredChunkState::Rendered) {
log::warn!("LOADED block data discarded: state undesirable: {:?}", chunk.desired_state);
continue
}
// check if we actually got the data
if let Some(data) = data {
// If we did get the data, yay :3
chunk.block_data = Some(ChunkData {
blocks: data
});
chunk.current_state = CurrentChunkState::Loaded;
} else {
// If we didn't get the data, we need to run worldgen
// XXX: will this ever happen? we should always have the data in the save file
let atomic = Arc::new(Atomic::new(AbortState::Continue));
task_manager.spawn_task(ChunkTask::ChunkWorldgen {
seed: WORLD_SEED,
position,
abortion: Some(Arc::clone(&atomic)),
});
chunk.abortion = Some(atomic);
}
ops += 1;
}
//return early if we've reached the limit
if ops >= match *state {
GameState::InGame => MAX_CHUNK_OPS_INGAME,
_ => MAX_CHUNK_OPS,
} { return }
// XXX: this will completely skip polling the task manager if we've reached the limit
// this is probably fine, but it might be worth revisiting later
}
for res in task_manager.poll() {
match res {
ChunkTaskResponse::LoadedChunk { position, chunk_data, mut queued } => {
ChunkTaskResponse::ChunkWorldgenDone { position, chunk_data, mut queued } => {
//TODO this can fuck shit up really badly if io op gets overwritten by worldgen chunk
//TODO only accept if loading stage, not loaded
//If unwanted chunk is already loaded
//It would be ~~...unethical~~ impossible to abort the operation at this point
//Instead, we'll just throw it away
@ -308,7 +418,7 @@ fn process_completed_tasks(
//increase ops counter
ops += 1;
},
ChunkTaskResponse::GeneratedMesh {
ChunkTaskResponse::GenerateMeshDone {
position,
vertices, indices,
trans_vertices, trans_indices,
@ -392,3 +502,20 @@ fn process_completed_tasks(
} { break }
}
}
/// Save all modified chunks to the disk
pub fn save_on_exit(
io: UniqueView<IOThreadManager>,
world: UniqueView<ChunkStorage>,
) {
for (&position, chunk) in &world.chunks {
if let Some(block_data) = &chunk.block_data {
if chunk.data_modified {
io.send(IOCommand::SaveChunk {
position,
data: block_data.blocks.clone(),
});
}
}
}
}

View file

@ -22,11 +22,15 @@ pub fn apply_queued_blocks(
if event.soft && *block != Block::Air {
return false
}
if event.block_type == *block {
return false
}
*block = event.block_type;
//mark chunk as dirty
let (chunk_pos, block_pos) = ChunkStorage::to_chunk_coords(event.position);
let chunk = world.chunks.get_mut(&chunk_pos).expect("This error should never happen, if it does then something is super fucked up and the whole project needs to be burnt down.");
chunk.mesh_dirty = true;
chunk.data_modified = true;
//If block pos is close to the border, some neighbors may be dirty!
const DIRECTIONS: [IVec3; 6] = [
ivec3(1, 0, 0),

View file

@ -1,6 +1,6 @@
use std::sync::Arc;
use atomic::Atomic;
use flume::{Sender, Receiver};
use flume::{Receiver, Sender, TryIter};
use glam::IVec3;
use kubi_shared::{queue::QueuedBlock, worldgen::AbortState};
use shipyard::Unique;
@ -13,7 +13,7 @@ use super::{
use crate::rendering::world::ChunkVertex;
pub enum ChunkTask {
LoadChunk {
ChunkWorldgen {
seed: u64,
position: IVec3,
abortion: Option<Arc<Atomic<AbortState>>>,
@ -23,13 +23,14 @@ pub enum ChunkTask {
data: MeshGenData
}
}
pub enum ChunkTaskResponse {
LoadedChunk {
ChunkWorldgenDone {
position: IVec3,
chunk_data: BlockData,
queued: Vec<QueuedBlock>
},
GeneratedMesh {
GenerateMeshDone {
position: IVec3,
vertices: Vec<ChunkVertex>,
indices: Vec<u32>,
@ -43,6 +44,7 @@ pub struct ChunkTaskManager {
channel: (Sender<ChunkTaskResponse>, Receiver<ChunkTaskResponse>),
pool: ThreadPool,
}
impl ChunkTaskManager {
pub fn new() -> Self {
Self {
@ -50,11 +52,17 @@ impl ChunkTaskManager {
pool: ThreadPoolBuilder::new().num_threads(4).build().unwrap()
}
}
//TODO get rid of add_sussy_response
/// Add a response to the queue, to be picked up by the main thread
/// Used by the multiplayer netcode, a huge hack
pub fn add_sussy_response(&self, response: ChunkTaskResponse) {
// this WILL get stuck if the channel is bounded
// don't make the channel bounded ever
self.channel.0.send(response).unwrap()
}
pub fn spawn_task(&self, task: ChunkTask) {
let sender = self.channel.0.clone();
self.pool.spawn(move || {
@ -64,23 +72,29 @@ impl ChunkTaskManager {
(vertices, indices),
(trans_vertices, trans_indices),
) = generate_mesh(position, data);
ChunkTaskResponse::GeneratedMesh {
ChunkTaskResponse::GenerateMeshDone {
position,
vertices, indices,
trans_vertices, trans_indices,
}
},
ChunkTask::LoadChunk { position, seed, abortion } => {
ChunkTask::ChunkWorldgen { position, seed, abortion } => {
let Some((chunk_data, queued)) = generate_world(position, seed, abortion) else {
log::warn!("aborted operation");
return
};
ChunkTaskResponse::LoadedChunk { position, chunk_data, queued }
ChunkTaskResponse::ChunkWorldgenDone { position, chunk_data, queued }
}
});
});
}
#[deprecated(note = "use poll instead")]
pub fn receive(&self) -> Option<ChunkTaskResponse> {
self.channel.1.try_recv().ok()
}
pub fn poll(&self) -> TryIter<ChunkTaskResponse> {
self.channel.1.try_iter()
}
}