station/crates/game_server/src/lib.rs

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//! Authoritative game simulation.
//!
//! Used by the dedicated server binary and embedded in the client for
//! singleplayer and hosting. Clients only send intents (see
//! [`game_core::protocol`]); all game rules run here.
pub mod actions;
pub mod crafting;
pub mod machines;
pub mod movement;
pub mod network;
pub mod persistence;
pub mod players;
pub mod scripting;
pub mod survival;
pub mod world;
use std::{path::PathBuf, sync::Arc, time::Duration};
use bevy::prelude::*;
use game_core::GameData;
pub use network::NetworkServerPlugin;
/// Configuration of the simulation.
#[derive(Resource, Clone, Debug)]
pub struct ServerSettings {
/// Tiled map, relative to the assets directory.
pub map: String,
/// Where the persistent world is stored. `None` disables saving.
pub save_path: Option<PathBuf>,
pub autosave_interval: Duration,
}
impl Default for ServerSettings {
fn default() -> Self {
Self {
map: game_core::DEFAULT_MAP.to_owned(),
save_path: None,
autosave_interval: Duration::from_secs(60),
}
}
}
/// Runs the game world. Requires [`game_core::CorePlugin`] and the replicon plugins.
pub struct GameServerPlugin {
pub settings: ServerSettings,
}
impl Plugin for GameServerPlugin {
fn build(&self, app: &mut App) {
app.insert_resource(self.settings.clone())
.insert_resource(persistence::AutosaveTimer(Timer::new(
self.settings.autosave_interval,
TimerMode::Repeating,
)))
.init_resource::<players::Players>()
.init_resource::<players::CharacterStore>()
.init_resource::<survival::SurvivalTimer>()
.add_systems(Startup, (load_scripts, world::setup_world).chain())
.add_systems(
FixedUpdate,
(
movement::move_characters,
survival::tick_survival,
machines::tick_machines,
),
)
.add_systems(Update, persistence::autosave)
.add_systems(Last, persistence::save_on_exit)
.add_observer(players::on_login)
.add_observer(players::on_disconnect)
.add_observer(movement::on_set_move_dir)
.add_observer(actions::on_pick_up)
.add_observer(actions::on_drop_item)
.add_observer(actions::on_use_item)
.add_observer(actions::on_interact)
.add_observer(actions::on_craft)
.add_observer(actions::on_construct)
.add_observer(actions::on_deconstruct)
.add_observer(machines::on_machine_insert)
.add_observer(machines::on_machine_take);
}
}
fn load_scripts(mut commands: Commands, data: Res<GameData>) {
let dir = game_core::asset_path("scripts");
let engine = scripting::ScriptEngine::load(&dir, &data).unwrap_or_else(|e| panic!("{e}"));
info!("compiled scripts from `{}`", dir.display());
commands.insert_resource(engine);
commands.insert_resource(actions::SharedData(Arc::new(data.clone())));
}