Renderer/src/main/java/electrosphere/server/datacell/Realm.java
austin 9a20a64d5b
Some checks failed
studiorailgun/Renderer/pipeline/head There was a failure building this commit
fixing up gridded data cell manager
2024-11-13 21:08:32 -05:00

290 lines
8.9 KiB
Java

package electrosphere.server.datacell;
import electrosphere.collision.CollisionEngine;
import electrosphere.collision.PhysicsEntityUtils;
import electrosphere.collision.hitbox.HitboxManager;
import electrosphere.engine.Globals;
import electrosphere.entity.Entity;
import electrosphere.entity.scene.Scene;
import electrosphere.game.server.world.ServerWorldData;
import electrosphere.net.parser.net.message.NetworkMessage;
import electrosphere.script.ScriptEngine;
import electrosphere.server.content.ServerContentManager;
import electrosphere.server.datacell.interfaces.DataCellManager;
import java.util.HashSet;
import java.util.LinkedList;
import java.util.List;
import java.util.Set;
import org.joml.Vector3d;
/**
* Manages data cells on the server side
*/
public class Realm {
/**
* No scene was loaded from script engine alongside this realm
*/
public static final int NO_SCENE_INSTANCE = -1;
//The set containing all data cells loaded into this realm
Set<ServerDataCell> loadedDataCells = new HashSet<ServerDataCell>();
//this is the cell that all players loading into the game (via connection startup, death, etc) reside in
ServerDataCell loadingCell = new ServerDataCell(new Scene());
//resolver for entity -> data cell within this realm
EntityDataCellMapper entityDataCellMapper;
//provides functions for relating data cells to physical locations (eg creating cells, deleting cells, etc)
DataCellManager dataCellManager;
//Main entity physics collision checking engine
CollisionEngine collisionEngine;
/**
* The chemistry collision engine
*/
CollisionEngine chemistryEngine;
//Hitbox manager for the realm
HitboxManager hitboxManager;
/**
* The world data about the server
*/
ServerWorldData serverWorldData;
/**
* The content manager
*/
ServerContentManager serverContentManager;
/**
* The instanceId of the scene that was loaded with this realm
*/
int sceneInstanceId = NO_SCENE_INSTANCE;
/**
* The list of available spawnpoints
*/
List<Vector3d> spawnPoints = new LinkedList<Vector3d>();
/**
* Realm constructor
* @param serverWorldData The world data for the realm
* @param collisionEngine The collision engine for the realm
* @param chemistryEngine The chemistry system collision engine for the realm
* @param hitboxManager The hitbox manager for the realm
* @param serverContentManager The content manager for the realm
*/
protected Realm(
ServerWorldData serverWorldData,
CollisionEngine collisionEngine,
CollisionEngine chemistryEngine,
HitboxManager hitboxManager,
ServerContentManager serverContentManager
){
this.serverWorldData = serverWorldData;
this.collisionEngine = collisionEngine;
this.chemistryEngine = chemistryEngine;
this.hitboxManager = hitboxManager;
this.serverContentManager = serverContentManager;
}
/**
* Creates a new data cell
* @return The new data cell
*/
public ServerDataCell createNewCell(){
ServerDataCell newCell = new ServerDataCell(new Scene());
loadedDataCells.add(newCell);
return newCell;
}
/**
* Removes a data cell from tracking in this data cell manager
* @param cell The data cell to no longer keep track of
*/
public void deregisterCell(ServerDataCell cell){
loadedDataCells.remove(cell);
}
/**
* Gets the default loading data cell
* @return The default loading data cell
*/
public ServerDataCell getLoadingDataCell(){
return loadingCell;
}
/**
* Broadcasts a message to all players in a certain serverdatacell
* @param message The message to send
* @param cell The serverdatacell
*/
public void sendNetworkMessageToChunk(NetworkMessage message, Entity e){
//solve for what data cell the entitiy is in
ServerDataCell cell = Globals.entityDataCellMapper.getEntityDataCell(e);
cell.broadcastNetworkMessage(message);
}
/**
* If we're spawning an entity for the first time, call this method with the cell you want it to start in.
* It adds the entity to the given cell and initializes it for all players in said cell
* @param entity The entity we are initializing
* @param cell The cell we are wanting to initialize the entity in
*/
public void initializeServerSideEntity(Entity entity, ServerDataCell cell){
//register entity to this realm
Globals.realmManager.mapEntityToRealm(entity, this);
//add the entity to the cell
cell.getScene().registerEntity(entity);
//send the entity to all players
cell.initializeEntityForNewPlayers(entity, null);
//register to entity data cell mapper
Globals.entityDataCellMapper.registerEntity(entity, cell);
}
/**
* Gets the data cell manager for this realm
* @return The data cell manager for this realm
*/
public DataCellManager getDataCellManager(){
return this.dataCellManager;
}
/**
* Sets the data cell manager for this realm
* @param dataCellManager The data cell manager for this realm
*/
protected void setDataCellManager(DataCellManager dataCellManager){
this.dataCellManager = dataCellManager;
}
/**
* Gets the collision engine for physics collision checking in this realm
* @return The collision engine
*/
public CollisionEngine getCollisionEngine(){
return this.collisionEngine;
}
/**
* Gets the hitbox manager backing this realm
* @return The hitbox manager
*/
public HitboxManager getHitboxManager(){
return this.hitboxManager;
}
/**
* Tells the data cell manager to simulate all loaded cells
*/
protected void simulate(){
Globals.profiler.beginCpuSample("Realm.simulate");
//
//simulate bullet physics engine step
if(Globals.RUN_PHYSICS){
collisionEngine.simulatePhysics((float)Globals.timekeeper.getSimFrameTime());
collisionEngine.updateDynamicObjectTransforms();
PhysicsEntityUtils.serverRepositionEntities(collisionEngine);
chemistryEngine.collide();
}
//
//hitbox sim
hitboxManager.simulate();
//
//main simulation
dataCellManager.simulate();
//
//data cell manager update misc variables (player positions, unload not-in-use cells)
if(dataCellManager != null){
// dataCellManager.unloadPlayerlessChunks();
}
//
//clear collidable impulse lists
collisionEngine.clearCollidableImpulseLists();
chemistryEngine.clearCollidableImpulseLists();
Globals.profiler.endCpuSample();
}
/**
* Saves all server data cells in the realm to a given save
* @param saveName The name of the save
*/
protected void save(String saveName){
dataCellManager.save(saveName);
serverWorldData.getServerTerrainManager().save(saveName);
}
/**
* Gets the server world data for this realm
* @return The server world data
*/
public ServerWorldData getServerWorldData(){
return this.serverWorldData;
}
/**
* Gets the content manager for this realm
* @return The content manager
*/
public ServerContentManager getServerContentManager(){
return this.serverContentManager;
}
/**
* Gets the spawn point for the realm
* @return The spawn point
*/
public Vector3d getSpawnPoint(){
if(this.spawnPoints.size() > 0){
return this.spawnPoints.get(0);
} else {
return new Vector3d(0,0,0);
}
}
/**
* Registers a spawn point
* @param point The spawn point location
*/
public void registerSpawnPoint(Vector3d point){
this.spawnPoints.add(point);
}
/**
* Sets the script-engine side instance id for the scene that was loaded with this realm
* @param sceneInstanceId The instance id
*/
public void setSceneInstanceId(int sceneInstanceId){
this.sceneInstanceId = sceneInstanceId;
}
/**
* Fires a signal in this scene
* @param signalName The name of the signal
* @param args The arguments provided alongside the signal
*/
public void fireSignal(String signalName, Object ... args){
if(Globals.scriptEngine != null && Globals.scriptEngine.isInitialized()){
Globals.scriptEngine.executeSynchronously(() -> {
if(this.sceneInstanceId != NO_SCENE_INSTANCE){
Globals.scriptEngine.fireSignal(signalName, sceneInstanceId, args);
} else {
Globals.scriptEngine.fireSignal(signalName, ScriptEngine.GLOBAL_SCENE, args);
}
});
}
}
}