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use crate::*; use async_std::channel::{self, Receiver, RecvError, Sender}; use async_std::sync::{Arc, Mutex, RwLock}; use async_std::task::{self, JoinHandle}; use paperplane::tungstenite::Message; use paperplane::{Event, Server}; use rapier3d::dynamics::{RigidBody, RigidBodyHandle}; use rapier3d::geometry::ColliderHandle; use rapier3d::pipeline::ChannelEventCollector; use serde::Serialize; use std::collections::HashMap; use std::convert::TryFrom; use std::time::{Duration, Instant}; pub struct Game<Input> { server: Arc<Server>, server_task: Mutex<Option<JoinHandle<()>>>, event_sender: Sender<Event<Input>>, event_receiver: Mutex<Receiver<Event<Input>>>, physics: RwLock<Physics>, physics_task: Mutex<Option<JoinHandle<()>>>, entities: RwLock<Vec<u128>>, shapes: RwLock<HashMap<u128, Shape>>, materials: RwLock<HashMap<u128, Material>>, body_handles: RwLock<HashMap<u128, RigidBodyHandle>>, collider_handles: RwLock<HashMap<u128, ColliderHandle>>, } impl<Input> Game<Input> where Input: TryFrom<Message> + Send + 'static, <Input as TryFrom<Message>>::Error: Send, { pub fn new() -> Self { let (event_sender, event_receiver) = channel::bounded(1000); Self { server: Server::new(1000), server_task: Mutex::new(None), event_sender, event_receiver: Mutex::new(event_receiver), physics: RwLock::new(Physics::new()), physics_task: Mutex::new(None), entities: RwLock::new(Vec::new()), shapes: RwLock::new(HashMap::new()), materials: RwLock::new(HashMap::new()), body_handles: RwLock::new(HashMap::new()), collider_handles: RwLock::new(HashMap::new()), } } async fn share<M>(&self, id: Option<u128>, msg: M) where M: Into<ServerMessage<()>>, { let srv_msg: ServerMessage<()> = msg.into(); self.server.send_transform(id, &srv_msg).await.ok(); } pub async fn send<Output>(&self, id: Option<u128>, output: Output) where Output: Serialize, { self.server .send_transform(id, &ServerMessage::Custom(output)) .await .ok(); } pub async fn next(&self) -> Result<Event<Input>, RecvError> { self.event_receiver.lock().await.recv().await } async fn new_entity(&self) -> u128 { let mut entities = self.entities.write().await; let entity = entities.last().map(|id| id + 1).unwrap_or_default(); entities.push(entity); entity } async fn remove_entity(&self, entity: u128) { let entity_index = self.entities.read().await.iter().position(|e| e == &entity); if let Some(entity_index) = entity_index { self.entities.write().await.remove(entity_index); } } pub async fn add_mesh(&self, mesh: Mesh) -> MeshHandle { let entity = self.new_entity().await; let isometry = mesh.body.position().clone(); let (body_handle, collider_handle) = self.physics.write().await.add(mesh.body, mesh.shape.into()); self.shapes.write().await.insert(entity, mesh.shape); self.materials.write().await.insert(entity, mesh.material); self.body_handles.write().await.insert(entity, body_handle); self.collider_handles .write() .await .insert(entity, collider_handle); self.share( None, ( entity, vec![mesh.shape.into(), mesh.material.into(), isometry.into()], ), ) .await; MeshHandle { entity, body_handle, collider_handle, } } pub async fn remove_mesh(&self, entity: u128) { self.remove_entity(entity).await; let body_handle = self.body_handles.write().await.get(&entity).map(|v| *v); if let Some(body_handle) = body_handle { self.physics.write().await.remove(body_handle); } self.shapes.write().await.remove(&entity); self.materials.write().await.remove(&entity); self.body_handles.write().await.remove(&entity); self.collider_handles.write().await.remove(&entity); self.share(None, vec![(entity, Component::Shape(None))]) .await; } pub async fn set_shape(&self, entity: u128, shape: Shape) { let collider_handle = self.collider_handles.read().await.get(&entity).map(|v| *v); if let Some(collider_handle) = collider_handle { if self .physics .write() .await .collider_mut(collider_handle) .map(|collider| collider.set_shape(shape.into())) .is_some() { self.shapes.write().await.insert(entity, shape); self.share(None, vec![(entity, shape.into())]).await; } } } pub async fn set_material(&self, entity: u128, material: Material) { if self .materials .write() .await .get_mut(&entity) .map(|mat_ref| *mat_ref = material) .is_some() { self.share(None, vec![(entity, material.into())]).await; } } pub async fn update_body<F>(&self, body_handle: RigidBodyHandle, predicate: F) where F: Fn(&mut RigidBody), { self.physics .write() .await .body_mut(body_handle) .map(|body| predicate(body)); } pub async fn set_event_handler(&self, event_handler: Option<ChannelEventCollector>) { self.physics.write().await.set_event_handler(event_handler) } async fn initial_components(&self) -> Vec<(u128, Component)> { let mut list = vec![]; let entities = self.entities.read().await; let shapes = self.shapes.read().await; let materials = self.materials.read().await; let body_handles = self.body_handles.read().await; let physics = self.physics.read().await; for entity in entities.iter() { if let Some(shape) = shapes.get(entity) { list.push((*entity, (*shape).into())); if let Some(material) = materials.get(entity) { list.push((*entity, (*material).into())); } if let Some(isometry) = body_handles .get(entity) .map(|handle| physics.body(*handle).map(|body| *body.position())) .flatten() { list.push((*entity, isometry.into())); } } } list } async fn tick_components(&self) -> Vec<(u128, Component)> { let mut list = vec![]; let entities = self.entities.read().await; let body_handles = self.body_handles.read().await; let physics = self.physics.read().await; for entity in entities.iter() { if let Some(isometry) = body_handles .get(entity) .map(|handle| { physics .body(*handle) .map(|body| { (!body.is_static() && !body.is_sleeping()).then(|| *body.position()) }) .flatten() }) .flatten() { list.push((*entity, isometry.into())); } } list } async fn server_loop(self: &Arc<Self>) { self.server.listen("0.0.0.0:42069").await.unwrap(); while let Some(transform) = self.server.next_transform::<Input>().await { if let Ok(event) = transform { match event { Event::Connected(id) => { let game = self.clone(); task::spawn(async move { game.share(Some(id), game.initial_components().await).await }); } _ => {} } self.event_sender.send(event).await.ok(); } } } async fn physics_loop(self: &Arc<Self>) { loop { let start = Instant::now(); self.physics.write().await.step(); { let game = self.clone(); task::spawn(async move { game.share(None, game.tick_components().await).await; }); } task::sleep(Duration::from_nanos( 16_666_666 - start.elapsed().as_nanos().min(16_666_666) as u64, )) .await; } } pub async fn start_server_task(self: &Arc<Self>) { let mut server_task = self.server_task.lock().await; if let Some(handle) = server_task.take() { handle.cancel().await; self.server.close().await.ok(); } let game = self.clone(); *server_task = Some(task::spawn(async move { game.server_loop().await; })); } pub async fn stop_server_task(&self) { let mut server_task = self.server_task.lock().await; if let Some(handle) = server_task.take() { handle.cancel().await; self.server.close().await.ok(); } *server_task = None; } pub async fn start_physics_task(self: &Arc<Self>) { let mut physics_task = self.physics_task.lock().await; if let Some(handle) = physics_task.take() { handle.cancel().await; } let game = self.clone(); *physics_task = Some(task::spawn(async move { game.physics_loop().await; })); } pub async fn stop_physics_task(&self) { let mut physics_task = self.physics_task.lock().await; if let Some(handle) = physics_task.take() { handle.cancel().await; } *physics_task = None; } }