use std::thread::sleep; use std::time::Duration; use std::path::PathBuf; use std::sync::{Arc, atomic::{AtomicBool, Ordering}}; use std::fs; use serde_json; use structopt::StructOpt; mod server; mod gameserver; mod room; mod util; mod controls; mod components; mod resources; mod systems; mod worldmessages; mod pos; mod componentwrapper; mod parameter; mod assemblage; mod componentparameter; mod encyclopedia; mod template; mod roomtemplate; mod savestate; mod playerid; mod playerstate; mod roomid; mod persistence; mod worldloader; mod world; mod sprite; mod timestamp; mod purgatory; mod config; use self::{ pos::Pos, playerid::PlayerId, roomid::RoomId, util::Result, sprite::Sprite, template::Template, encyclopedia::Encyclopedia, timestamp::Timestamp, gameserver::GameServer, server::Server, server::address::Address, persistence::FileStorage, controls::Action, worldloader::WorldLoader, world::World, worldmessages::MessageCache }; fn main() -> Result<()>{ let config = config::Config::from_args(); let adresses = config.address .unwrap_or(vec!["abstract:rustifarm".parse()?, "inet:127.0.0.1:1234".parse()?]); println!("adresses: {:?}", adresses); let servers: Vec> = adresses .iter() .map(|a| a.to_server().unwrap()) .collect(); let mut gameserver = GameServer::new(servers); let content_dir = config.content_dir.unwrap_or( PathBuf::new() .join(std::env::var("CARGO_MANIFEST_DIR").unwrap_or(".".to_string())) .join("content/") ); println!("content directory: {:?}", content_dir); let loader = WorldLoader::new(content_dir.join("maps")); let encyclopedia = Encyclopedia::from_json( serde_json::from_str( &fs::read_to_string( content_dir .join("encyclopediae") .join("default_encyclopedia.json") )? )? )?; let save_dir = config.save_dir.unwrap_or( FileStorage::default_save_dir().expect("couldn't find any save directory") ); println!("save directory: {:?}", content_dir); let storage = FileStorage::new(save_dir); let mut world = World::new(encyclopedia, loader, Box::new(storage), RoomId::from_str("room")); let mut message_cache = MessageCache::default(); // close handler // todo: don't let the closing wait on sleep (using a timer thread or recv_timeout) let running = Arc::new(AtomicBool::new(true)); let r = running.clone(); ctrlc::set_handler(move || { println!("shutting down"); r.store(false, Ordering::SeqCst); }).expect("can't set close handler"); println!("asciifarm started"); let mut count = 0; while running.load(Ordering::SeqCst) { let actions = gameserver.update(); for action in actions { match action { Action::Input(player, control) => { let _ = world.control_player(player, control); } Action::Join(player) => { world.add_player(&player)?; } Action::Leave(player) => { world.remove_player(&player)?; message_cache.remove(&player); } } } world.update(); if count % 50 == 0 { world.save(); world.unload_rooms(); } let messages = world.view(); for (player, mut message) in messages { message_cache.trim(&player, &mut message); if message.is_empty(){ continue; } // println!("m {}", message.to_json()); let _ = gameserver.send(&player, message.to_json()); } count += 1; sleep(Duration::from_millis(100)); } println!("saving world"); world.save(); println!("world saved"); Ok(()) }