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//!
//! Evoke provides building blocks to add networking capabilities to game engines.
//!
//! Evoke supports:
//! * Client-Server model with authoritative server
//!
//!
//! ## Client-Server
//!
//! For client-server model Evoke automatically performs state replication with delta compression from server to client\
//! and commands replication from clients to server.
//!
//! Evoke makes no assumption of components used in the game.\
//! User needs to register [`server::Descriptor`] in server and [`client::Descriptor`] in client for components that need to be replicated.
//! There're blanket implementations for components that are comparable for equality and serializable.\
//! For [**server**] and for [**client**].
//!
//! ## Core
//!
//! Evoke's core provides very abstract client and server sessions,
//! supporting sending and receiving commands like
//! `Connect`, `AddPlayer`, `SendInput`, `Update` etc
//! with generic payload.
//! Evoke's core is available as separate crate `evoke-core` and re-exported from this crate as `evoke::core`
//!
//! Unlike the `evoke` crate (this one) `evoke-core` does not depends on `edict` and can be used
//! in any game engine, even written in language other than Rust if packed into FFI-ready library.
//!
//! ## Usage
//!
//! To start using Evoke simply configure and run `ServerSystem` and `ClientSystem` on server and client respectively.
//!
//! #### Server
//! To configure `ServerSystem` provide descriptors for components replication and `RemotePlayer` implementation.
//!
#![cfg_attr(feature = "server", doc = "```")]
#![cfg_attr(not(feature = "server"), doc = "```ignore")]
//! # async fn foo() -> eyre::Result<()> {
//! /// Information associated with player.
//! #[derive(serde::Deserialize)]
//! struct MyPlayerInfo;
//!
//! /// Player input serializable representation.
//! #[derive(serde::Deserialize)]
//! struct MyPlayerInput;
//!
//! /// This type drives player lifecycle and input processing.
//! struct MyRemotePlayer;
//!
//! impl evoke::server::RemotePlayer for MyRemotePlayer {
//!     type Info = MyPlayerInfo;
//!     type Input = MyPlayerInput;
//!
//!     fn accept(info: MyPlayerInfo, pid: evoke::PlayerId, world: &mut edict::World) -> eyre::Result<Self> {
//!         // Decide here whether accept new player based on `info` provided.
//!         // `Ok` signals that player is accepted.
//!         // `Err` signals that player is rejected.
//!         Ok(MyRemotePlayer)
//!     }
//!
//!     fn apply_input(&mut self, entity: edict::EntityId, world: &mut edict::World, pack: MyPlayerInput) {
//!         // Input is associated with provided entity.
//!         // This code should transform input and put it where other systems would be able to consume it properly.
//!         // Usually it do the reverse of [`client::LocalPlayer::replicate`].
//!     }
//! }
//!
//! /// Component that is own descriptor.
//! #[derive(Clone, Copy, PartialEq, serde::Serialize)]
//! pub struct MyComponent;
//!
//! /// Prepare channel listener.
//! let listener = tokio::net::TcpListener::bind((std::net::Ipv4Addr::LOCALHOST, 12523)).await?;
//!
//! /// Build server system.
//! let mut server = evoke::server::ServerSystem::builder()
//!     .with_descriptor::<MyComponent>()
//!     .with_player::<MyRemotePlayer>()
//!     .build(listener);
//!
//! let mut world = edict::World::new();
//! let scope = scoped_arena::Scope::new();
//!
//! // game loop
//! loop {
//!     //
//!     // Game loop tick
//!     //
//!
//!     // Run server every tick.
//!     server.run(&mut world, &scope);
//! }
//! # Ok(()) }
//! ```
//!
//! #### Client
//! To configure `ClientSystem` provide descriptors for components replication and `LocalPlayer` implementation.
//!
#![cfg_attr(feature = "client", doc = "```")]
#![cfg_attr(not(feature = "client"), doc = "```ignore")]
//! # async fn foo() -> eyre::Result<()> {
//! /// Information associated with player.
//! #[derive(serde::Serialize)]
//! struct MyPlayerInfo;
//!
//! /// Player input serializable representation.
//! #[derive(serde::Serialize)]
//! struct MyPlayerInput;
//!
//! /// This type drives player lifecycle and input processing.
//! struct MyLocalPlayer;
//!
//! impl<'a> evoke::client::LocalPlayerPack<'a> for MyLocalPlayer {
//!     type Pack = &'a MyPlayerInput;
//! }
//!
//! impl evoke::client::LocalPlayer for MyLocalPlayer {
//!     type Query = &'static MyPlayerInput;
//!
//!     fn replicate<'a>(item: &'a MyPlayerInput, _scope: &'a scoped_arena::Scope<'_>) -> &'a MyPlayerInput {
//!         item
//!     }
//! }
//!
//! /// Component that is own descriptor.
//! #[derive(Clone, Copy, PartialEq, serde::Deserialize)]
//! pub struct MyComponent;
//!
//! /// Build client system.
//! let mut client = evoke::client::ClientSystem::builder()
//!     .with_descriptor::<MyComponent>()
//!     .with_player::<MyLocalPlayer>()
//!     .build();
//!
//! let mut world = edict::World::new();
//! let scope = scoped_arena::Scope::new();
//!
//! client.connect((std::net::Ipv4Addr::LOCALHOST, 12523), &scope).await?;
//!
//!
//! let player_id: evoke::PlayerId = client.add_player(&MyPlayerInfo, &scope).await?;
//! // The player can controls all entities to which server attaches same `PlayerId` as component.
//!
//! // game loop
//! loop {
//!     //
//!     // Game loop tick
//!     //
//!
//!     // Run client every tick.
//!     client.run(&mut world, &scope);
//! }
//! # Ok(()) }
//! ```
//!
//! [`server::Descriptor`]: https://docs.rs/evoke/0.1.0/evoke/server/trait.Descriptor.html
//! [`client::Descriptor`]: https://docs.rs/evoke/0.1.0/evoke/client/trait.Descriptor.html
//! [**server**]: https://docs.rs/evoke/0.1.0/evoke/server/trait.Descriptor.html#impl-Descriptor
//! [**client**]: https://docs.rs/evoke/0.1.0/evoke/client/trait.Descriptor.html#impl-Descriptor

use std::mem::align_of;

use alkahest::{FixedUsize, Schema, SchemaUnpack};
pub use evoke_core::client_server::PlayerId;

pub use evoke_core as core;

#[cfg(any(feature = "server", feature = "client"))]
mod nid;

#[cfg(feature = "server")]
pub mod server;

#[cfg(feature = "client")]
pub mod client;

struct WorldSchema;

#[derive(Clone, Copy)]
#[repr(C)]
struct WorldPacked {
    offset: FixedUsize,
    updated: FixedUsize,
    removed: FixedUsize,
}

#[derive(Clone, Copy)]
#[repr(C)]
struct WorldUnpacked<'a> {
    raw: &'a [u8],
    updated: usize,
    removed: usize,
}

unsafe impl bytemuck::Zeroable for WorldPacked {}
unsafe impl bytemuck::Pod for WorldPacked {}

impl<'a> SchemaUnpack<'a> for WorldSchema {
    type Unpacked = WorldUnpacked<'a>;
}

impl Schema for WorldSchema {
    type Packed = WorldPacked;

    fn align() -> usize {
        align_of::<FixedUsize>()
    }

    fn unpack(packed: WorldPacked, input: &[u8]) -> WorldUnpacked<'_> {
        let offset = packed.offset as usize;
        let raw = &input[offset..];
        let updated = packed.updated as usize;
        let removed = packed.removed as usize;

        WorldUnpacked {
            raw,
            updated,
            removed,
        }
    }
}

struct InputSchema;

#[derive(Clone, Copy)]
#[repr(C)]
struct InputPacked {
    offset: FixedUsize,
    len: FixedUsize,
}

unsafe impl bytemuck::Zeroable for InputPacked {}
unsafe impl bytemuck::Pod for InputPacked {}

impl<'a> SchemaUnpack<'a> for InputSchema {
    type Unpacked = &'a [u8];
}

impl Schema for InputSchema {
    type Packed = InputPacked;

    fn align() -> usize {
        align_of::<FixedUsize>()
    }

    fn unpack(packed: InputPacked, input: &[u8]) -> &[u8] {
        let offset = packed.offset as usize;
        let len = packed.len as usize;
        &input[offset..][..len]
    }
}

#[cfg(any(feature = "server", feature = "client"))]
#[inline(always)]
fn bincode_opts(
) -> bincode::config::WithOtherTrailing<bincode::DefaultOptions, bincode::config::AllowTrailing> {
    use bincode::Options;
    bincode::DefaultOptions::new().allow_trailing_bytes()
}