1
0
mirror of https://git.ngram.ca/OpenJam/rc-servers synced 2026-08-23 23:08:52 +00:00
Files
ojrc/rc_multiplayer/src/matches/generic.rs

1242 lines
58 KiB
Rust

pub(super) struct UserConnection {
pub(super) user: std::sync::Arc<Box<dyn oj_rc_core::persist::user::MultiplayerUser + Send + Sync + 'static>>,
pub(super) connection: UserSender,
pub(super) state: std::sync::Arc<UserState>,
pub(super) machine: MachineState,
pub(super) descriptor: oj_rc_core::persist::user::PlayerDescriptor,
pub(super) counters: UserData,
}
#[allow(dead_code)]
pub(super) struct FakeUser {
pub(super) state: std::sync::Arc<UserState>,
pub(super) machine: MachineState,
pub(super) descriptor: oj_rc_core::persist::user::PlayerDescriptor,
pub(super) counters: UserData,
}
impl FakeUser {
fn new(descriptor: oj_rc_core::persist::user::PlayerDescriptor) -> Self {
Self {
state: std::sync::Arc::new(UserState {
mode: std::sync::atomic::AtomicU8::new(ConnectionMode::InGame.to_u8()),
progress: std::sync::atomic::AtomicU8::new(100),
}),
machine: MachineState::new(),
descriptor,
counters: UserData::new(),
}
}
}
#[derive(Clone)]
pub(super) struct UserSender {
pub(super) connection: std::sync::Arc<literustlib_server::Connection<crate::PacketData>>,
pub(super) sender: std::sync::Arc<literustlib_server::DataSender<crate::PacketData>>,
}
impl UserSender {
pub fn rlnl(&self) -> crate::handlers::RlnlSender<'_> {
crate::handlers::RlnlSender::new(&self.sender)
}
}
pub(super) struct UserState {
pub(super) mode: std::sync::atomic::AtomicU8,
pub(super) progress: std::sync::atomic::AtomicU8, // percent
}
impl UserState {
fn new() -> Self {
Self {
mode: std::sync::atomic::AtomicU8::new(ConnectionMode::Loading.to_u8()),
progress: std::sync::atomic::AtomicU8::new(0),
}
}
}
pub(super) struct MachineState {
pub(super) selected_weapon: WeaponInfo,
pub(super) location: Location,
}
impl MachineState {
fn new() -> Self {
Self {
selected_weapon: WeaponInfo::new(),
location: Location::new(),
}
}
}
pub(super) struct WeaponInfo {
category: std::sync::atomic::AtomicU32,
size: std::sync::atomic::AtomicU32,
}
impl WeaponInfo {
fn new() -> Self {
Self {
category: std::sync::atomic::AtomicU32::new(0),
size: std::sync::atomic::AtomicU32::new(0),
}
}
}
pub(super) struct Location {
pub x: atomic_float::AtomicF32,
pub y: atomic_float::AtomicF32,
pub z: atomic_float::AtomicF32,
}
impl Location {
fn new() -> Self {
Self {
x: atomic_float::AtomicF32::new(0.0),
y: atomic_float::AtomicF32::new(0.0),
z: atomic_float::AtomicF32::new(0.0),
}
}
}
pub(super) struct UserData {
pub kills: std::sync::atomic::AtomicU32,
pub deaths: std::sync::atomic::AtomicU32,
pub assists: std::sync::atomic::AtomicU32,
pub healed: std::sync::atomic::AtomicU32,
pub received_healed: std::sync::atomic::AtomicU32,
pub cubes: std::sync::atomic::AtomicU32,
pub received_cubes: std::sync::atomic::AtomicU32, // damage taken
//pub segments_captured: std::sync::atomic::AtomicU32, // TODO
pub crystals: std::sync::atomic::AtomicU32, // crystals destroyed
}
impl UserData {
fn new() -> Self {
Self {
kills: std::sync::atomic::AtomicU32::new(0),
deaths: std::sync::atomic::AtomicU32::new(0),
assists: std::sync::atomic::AtomicU32::new(0),
healed: std::sync::atomic::AtomicU32::new(0),
received_healed: std::sync::atomic::AtomicU32::new(0),
cubes: std::sync::atomic::AtomicU32::new(0),
received_cubes: std::sync::atomic::AtomicU32::new(0),
//segments_captured: std::sync::atomic::AtomicU32::new(0),
crystals: std::sync::atomic::AtomicU32::new(0),
}
}
pub(super) fn generic_score(&self) -> u32 {
self.kills.load(std::sync::atomic::Ordering::Relaxed) * 1_000
+ self.assists.load(std::sync::atomic::Ordering::Relaxed) * 100
+ self.healed.load(std::sync::atomic::Ordering::Relaxed)
+ self.cubes.load(std::sync::atomic::Ordering::Relaxed)
+ self.crystals.load(std::sync::atomic::Ordering::Relaxed) * 25
}
pub(super) fn get_generic_packet(&self, player_id: u8, stat: rlnl::types::IngameStatId, delta: Option<u32>) -> rlnl::events::ingame::UpdateGameStats {
let (stat_amount, backup_delta) = match stat {
rlnl::types::IngameStatId::DestroyedCubes
| rlnl::types::IngameStatId::DestroyedCubesInProtection
| rlnl::types::IngameStatId::DestroyedCubesDefendingTheBase => (self.cubes.load(std::sync::atomic::Ordering::SeqCst), 1),
rlnl::types::IngameStatId::Kill => (self.kills.load(std::sync::atomic::Ordering::Relaxed), 1_000),
rlnl::types::IngameStatId::KillAssist => (self.assists.load(std::sync::atomic::Ordering::Relaxed), 100),
rlnl::types::IngameStatId::HealCubes => (self.assists.load(std::sync::atomic::Ordering::SeqCst), 1),
rlnl::types::IngameStatId::RobotDestroyed => (self.deaths.load(std::sync::atomic::Ordering::Relaxed), 0),
rlnl::types::IngameStatId::DestroyedProtoniumCubes => (self.deaths.load(std::sync::atomic::Ordering::Relaxed), 25),
s => panic!("Cannot generate game stat {:?}", s)
};
rlnl::events::ingame::UpdateGameStats {
player_id,
stat_id: stat,
amount: stat_amount,
score: self.generic_score(),
delta_score: delta.unwrap_or(backup_delta),
}
}
}
#[repr(u8)]
#[derive(Debug, Copy, Clone)]
pub(super) enum ConnectionMode {
Loading = 0,
WaitingForSync = 1,
Sync = 2,
WaitingToStart = 3,
InGame = 4,
Disconnected = 5,
}
impl ConnectionMode {
#[inline]
pub(super) fn from_u8(num: u8) -> Self {
match num {
0 => Self::Loading,
1 => Self::WaitingForSync,
2 => Self::Sync,
3 => Self::WaitingToStart,
4 => Self::InGame,
5 => Self::Disconnected,
x => panic!("Unrecognized ConnectionMode {}", x),
}
}
#[inline]
pub(super) fn to_u8(self) -> u8 {
self as u8
}
}
pub(super) struct GenericGamemodeEngine<L: super::CustomGameLogic> {
pub users: tokio::sync::RwLock<std::collections::HashMap<u8, UserConnection>>,
pub user_id_map: tokio::sync::RwLock<std::collections::HashMap<i32, u8>>,
//pub recv: tokio::sync::Mutex<tokio::sync::mpsc::Receiver<super::GameMessage>>,
//pub send: tokio::sync::mpsc::Sender<super::GameMessage>,
//pub game_guid: String,
is_complete: std::sync::atomic::AtomicBool,
pub game_start: std::sync::atomic::AtomicI64,
pub map_config: std::sync::Arc<oj_rc_core::persist::config::MapConfig>,
pub game_descriptor: oj_rc_core::persist::user::GameDescriptor,
pub game_duration: std::time::Duration,
pub players_info: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>,
pub custom_logic_handler: L,
pub fake_users: std::collections::HashMap<u8, FakeUser>,
pub fakes_handler: super::fake::Handler,
}
impl <L: super::CustomGameLogic> GenericGamemodeEngine<L> {
const END_OF_SYNC_DELAY: std::time::Duration = std::time::Duration::from_millis(100);
const COUNTDOWN_DURATION: std::time::Duration = std::time::Duration::from_secs(5);
pub fn new(
game: oj_rc_core::persist::user::GameDescriptor,
map: oj_rc_core::persist::config::MapConfig,
config: &oj_rc_core::data::game_mode::GameModeConfig,
players: Vec<oj_rc_core::persist::user::PlayerDescriptor>,
custom: L,
fakes_handler: super::fake::Handler,
) -> Self {
let fake_users = players.iter()
.filter(|player| player.user_id.is_none())
.map(|player| (player.team as u8, FakeUser::new(player.to_owned())))
.collect();
Self {
users: tokio::sync::RwLock::new(std::collections::HashMap::new()),
user_id_map: tokio::sync::RwLock::new(std::collections::HashMap::new()),
is_complete: std::sync::atomic::AtomicBool::new(false),
game_start: std::sync::atomic::AtomicI64::new(-1),
map_config: std::sync::Arc::new(map),
game_descriptor: game,
game_duration: std::time::Duration::from_secs((config.game_time_minutes as u64) * 60),
players_info: std::sync::Arc::new(players),
custom_logic_handler: custom,
fake_users,
fakes_handler,
}
}
#[inline]
pub(super) fn game_guid(&self) -> &'_ str {
&self.game_descriptor.guid
}
pub(super) async fn user_key_by_user_id(&self, user_id: i32) -> Option<u8> {
self.user_id_map.read().await.get(&user_id).copied()
}
pub(super) async fn rebroadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T, in_game: bool) {
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() { continue; }
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = crate::handlers::RlnlSender::new(&conn.connection.sender);
crate::events::log_lnl_send_failure(sender.send_data(
data,
code,
property,
&conn.connection.connection,
).await);
}
}
pub(super) async fn rebroadcast_dataless(&self, user_id: i32, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, in_game: bool) {
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() { continue; }
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = crate::handlers::RlnlSender::new(&conn.connection.sender);
crate::events::log_lnl_send_failure(sender.send_empty(
code,
property,
&conn.connection.connection,
).await);
}
}
pub(super) async fn broadcast<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T, in_game: bool) {
for conn in self.users.read().await.values() {
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = conn.connection.rlnl();
crate::events::log_lnl_send_failure(sender.send_data(
data,
code,
property,
&conn.connection.connection,
).await);
}
}
pub(super) async fn broadcast_dataless(&self, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, in_game: bool) {
for conn in self.users.read().await.values() {
if in_game {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::InGame) { continue; }
}
let sender = conn.connection.rlnl();
crate::events::log_lnl_send_failure(sender.send_empty(
code,
property,
&conn.connection.connection,
).await);
}
}
pub(super) fn elapsed_game_time(&self) -> f32 {
let game_start = self.game_start.load(std::sync::atomic::Ordering::Relaxed);
//let game_end = (game_start as u64) + self.game_duration.as_secs();
let duration = self.game_duration.as_secs();
let now = chrono::Utc::now().timestamp();
((now - game_start) as f32) / duration as f32
}
/// seconds since Unix epoch
pub(super) fn game_end(&self) -> i64 {
self.game_start.load(std::sync::atomic::Ordering::Relaxed) + self.game_duration.as_secs() as i64
}
/*pub(super) async fn send_to_player<T: byteserde::ser_heap::ByteSerializeHeap + ?Sized>(&self, player_id: u8, code: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &T) {
if let Some(player) = self.users.read().await.get(&player_id) {
crate::events::log_lnl_send_failure(player.connection.rlnl().send_data(
data,
code,
property,
&player.connection.connection,
).await);
}
}*/
pub(super) fn spawn(self) -> tokio::sync::mpsc::Sender<super::GameMessage> {
let (tx, rx) = tokio::sync::mpsc::channel(super::CHANNEL_BOUND);
tokio::spawn(self.run(rx));
tx
}
pub(super) async fn run(self, mut recv: tokio::sync::mpsc::Receiver<super::GameMessage>) {
let mut is_engaged = true;
while !recv.is_closed() && is_engaged {
if let Some(msg) = recv.recv().await {
match msg {
super::GameMessage::NewConnection { user, game_guid, connection, response, sender } => {
self.on_new_connection(user, game_guid, connection, response, sender).await;
},
super::GameMessage::EndConnection { user_id } => {
is_engaged = self.on_end_connection(user_id).await;
},
super::GameMessage::RequestLeave { user_id } => {
self.on_request_leave(user_id).await;
}
super::GameMessage::LoadingProgress { user_id, user_name, progress } => {
self.on_loading_progress(user_id, user_name, progress).await;
}
super::GameMessage::RequestLoadingProgress { user_id } => {
self.on_request_loading_progress(user_id).await;
},
super::GameMessage::WeaponSelect { user_id, machine_id, category, size } => {
self.on_weapon_select(user_id, machine_id, category, size).await;
},
super::GameMessage::RequestLoadingSync { user_id } => {
self.on_request_loading_sync(user_id).await;
},
super::GameMessage::LoadComplete { user_id } => {
self.on_load_complete(user_id).await;
},
super::GameMessage::SpotVehicle { user_id, remote_player } => {
self.on_spot_vehicle(user_id, remote_player).await;
},
super::GameMessage::DestroyVehicle { user_id, remote_player, killer_player } => {
self.on_destroy_vehicle(user_id, remote_player, killer_player).await;
},
super::GameMessage::SelfDestruct { user_id, is_classic } => {
self.on_self_destruct(user_id, is_classic).await;
},
super::GameMessage::FlippingStarted { user_id } => {
self.on_flipping_started(user_id).await;
},
super::GameMessage::MapPing { user_id, ping } => {
self.on_map_ping(user_id, ping).await;
},
super::GameMessage::KillBonus { user_id, shootee, shooter } => {
self.on_kill_bonus(user_id, shootee, shooter).await;
},
super::GameMessage::AssistBonus { user_id, shootee, shooters } => {
self.on_assist_bonus(user_id, shootee, shooters).await;
},
super::GameMessage::DestroyCubesBonus { user_id, info } => {
self.on_destroy_cubes_bonus(user_id, info).await;
},
super::GameMessage::HealCubesBonus { user_id, info } => {
self.on_heal_cubes_bonus(user_id, info).await;
},
super::GameMessage::BroadcastRlnl { user_id, event, event_in, property, data } => {
self.on_broadcast(user_id, event, event_in, property, data, false).await;
},
super::GameMessage::RebroadcastRlnl { skip_user_id, event, event_in, property, data } => {
self.on_broadcast(skip_user_id, event, event_in, property, data, true).await;
},
super::GameMessage::CustomLogicRlnl { user_id, event, property, data } => {
self.custom_logic_handler.on_custom(&self, user_id, event, property, data).await;
},
super::GameMessage::PlayerInputChanged { user_id, data } => {
self.on_player_input_changed(user_id, data).await;
},
super::GameMessage::Motion { user_id, motion } => {
self.on_motion(user_id, motion).await;
},
super::GameMessage::NoOp => {},
}
}
}
self.fakes_handler.stop();
log::info!("Game {} has exited", self.game_guid());
}
async fn on_new_connection(&self,
user: std::sync::Arc<Box<dyn oj_rc_core::persist::user::MultiplayerUser + Send + Sync + 'static>>,
game_guid: String,
connection: std::sync::Arc<literustlib_server::Connection<crate::PacketData>>,
response: tokio::sync::oneshot::Sender<Option<super::messages::ErrorMessage>>,
sender: std::sync::Arc<literustlib_server::DataSender<crate::PacketData>>
) {
if self.game_guid() != game_guid {
log::error!("Game guid does not match (got: {}, expected: {})", game_guid, self.game_guid());
response.send(Some(super::messages::ErrorMessage {
message: format!("Game guid does not match (got: {}, expected: {})", game_guid, self.game_guid()),
inner: None,
})).unwrap_or_default();
} else {
let mut users = self.users.write().await;
//tokio::time::sleep(std::time::Duration::from_secs(1)).await;
//let id = users.len() as u8;
let user_id = user.user_id();
let player_info = self.players_info.iter().find(|p| p.user_id == Some(user_id)).unwrap();
let id = player_info.player_id;
let new_user = UserConnection {
user,
connection: UserSender {
connection,
sender,
},
state: std::sync::Arc::new(UserState::new()),
machine: MachineState::new(),
descriptor: player_info.to_owned(),
counters: UserData::new(),
};
if self.custom_logic_handler.on_player_join(self, &new_user, &self.players_info).await {
//self.spawn_send_loading_events(&new_user, id, self.players_info.clone());
crate::events::log_lnl_send_failure(new_user.connection.rlnl().send_data(
&rlnl::events::ingame::PlayerId { player: id },
rlnl::event_code::NetworkEvent::GameGuidValidated,
literustlib::packet::Property::ReliableOrdered,
&new_user.connection.connection
).await);
log::debug!("User {} is validated to play game {}", new_user.user.user_id(), game_guid);
self.user_id_map.write().await.insert(new_user.user.user_id(), id);
users.insert(id, new_user);
}
response.send(None).unwrap_or_default();
}
}
async fn on_end_connection(&self, user_id: i32) -> bool {
if let Some(player_id) = self.user_key_by_user_id(user_id).await {
let conn_opt = self.users.write().await.remove(&player_id);
if let Some(conn) = conn_opt {
if self.custom_logic_handler.on_player_end(self, &conn).await {
conn.state.mode.store(ConnectionMode::Disconnected.to_u8(), std::sync::atomic::Ordering::Relaxed);
if !self.is_complete.load(std::sync::atomic::Ordering::Relaxed) {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::OnAnotherClientDisconnected,
literustlib::packet::Property::ReliableOrdered,
&rlnl::events::ingame::PlayerId { player: player_id },
true,
).await;
} else {
// in every other case this packet would've already been sent
// this makes the end-of-match "continue" button send you back to the main menu a bit sooner
// (otherwise it waits for the multiplayer server to disconnect via timeout)
crate::events::log_lnl_send_failure(conn.connection.rlnl().send_empty(
rlnl::event_code::NetworkEvent::PlayerQuitRequestComplete,
literustlib::packet::Property::ReliableOrdered,
&conn.connection.connection,
).await);
}
let mut has_active_connections = false;
for user in self.users.read().await.values() {
let mode = ConnectionMode::from_u8(user.state.mode.load(std::sync::atomic::Ordering::Relaxed));
has_active_connections |= !matches!(mode, ConnectionMode::Disconnected);
}
//is_engaged = has_active_connections;
if !has_active_connections {
self.is_complete.store(true, std::sync::atomic::Ordering::Relaxed);
if self.custom_logic_handler.on_game_completed(self).await {
if let Err(e) = conn.user.complete_game(self.game_guid()).await {
log::error!("Failed to mark game {} as complete: {}", self.game_guid(), e);
}
}
}
conn.connection.connection.goodbye(&conn.connection.sender).await;
return has_active_connections;
}
}
}
true
}
async fn on_request_leave(&self, user_id: i32) {
log::info!("User {} wants to leave game {}", user_id, self.game_guid());
if let Some(player_id) = self.user_key_by_user_id(user_id).await {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::MachineDestroyedConfirmed,
literustlib::packet::Property::ReliableOrdered,
&rlnl::events::ingame::Kill {
killee_player_id: player_id,
killer_player_id: player_id,
},
true,
).await;
if let Some(conn) = self.users.read().await.get(&player_id) {
crate::events::log_lnl_send_failure(conn.connection.rlnl().send_empty(
rlnl::event_code::NetworkEvent::PlayerQuitRequestComplete,
literustlib::packet::Property::ReliableOrdered,
&conn.connection.connection,
).await);
}
}
}
async fn on_loading_progress(&self, user_id: i32, user_name: String, progress: f32) {
let progress_data = rlnl::events::loading::LoadingProgress {
user_name: rlnl::types::BinaryWriterString(user_name),
progress,
};
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() {
let progress_percent = ((progress * 100.0).ceil() as u8).clamp(0, 100);
log::info!("User {} is loaded {}% into game {}", user_id, progress_percent, self.game_guid());
conn.state.progress.store(progress_percent, std::sync::atomic::Ordering::Relaxed);
continue;
}
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
match mode {
ConnectionMode::Loading | ConnectionMode::Disconnected => {},
ConnectionMode::WaitingForSync | ConnectionMode::Sync | ConnectionMode::WaitingToStart => {
crate::events::log_lnl_send_failure(conn.connection.rlnl().send_data(
&progress_data,
rlnl::event_code::NetworkEvent::BroadcastLoadingProgress,
literustlib::packet::Property::ReliableOrdered,
&conn.connection.connection,
).await);
},
ConnectionMode::InGame => {
log::warn!("Got loading progress for user {} who is supposed to be already in-game", user_id);
},
}
}
}
async fn on_request_loading_progress(&self, user_id: i32) {
log::info!("Got request loading progress");
if let Some(user_key) = self.user_key_by_user_id(user_id).await {
if let Some(user_info) = self.users.read().await.get(&user_key) {
self.spawn_send_loading_events(user_info, user_key, self.players_info.clone());
let sender = user_info.connection.rlnl();
for conn in self.users.read().await.values() {
if user_id == conn.user.user_id() { continue; }
/*crate::events::log_lnl_send_failure(sender.send_data(
&user_info.1,
rlnl::event_code::NetworkEvent::BroadcastLoadingProgress,
literustlib::packet::Property::ReliableOrdered,
&user_info.0.connection,
).await);*/
let event = rlnl::events::loading::LoadingProgress {
user_name: rlnl::types::BinaryWriterString(conn.user.user_name().to_owned()),
progress: (conn.state.progress.load(std::sync::atomic::Ordering::Relaxed) as f32) / 100.0,
};
crate::events::log_lnl_send_failure(sender.send_data(
&event,
rlnl::event_code::NetworkEvent::BroadcastLoadingProgress,
literustlib::packet::Property::ReliableOrdered,
&user_info.connection.connection,
).await)
}
for fake in self.fake_users.values() {
let event = rlnl::events::loading::LoadingProgress {
user_name: rlnl::types::BinaryWriterString(fake.descriptor.public_id.clone()),
progress: (fake.state.progress.load(std::sync::atomic::Ordering::Relaxed) as f32) / 100.0,
};
crate::events::log_lnl_send_failure(sender.send_data(
&event,
rlnl::event_code::NetworkEvent::BroadcastLoadingProgress,
literustlib::packet::Property::ReliableOrdered,
&user_info.connection.connection,
).await)
}
} else {
log::error!("Failed to find player {} in connected users for match {}", user_key, self.game_guid());
}
} else {
log::error!("Failed to find user {} in connected users for match {}", user_id, self.game_guid());
}
}
async fn on_weapon_select(&self,
user_id: i32,
machine_id: u8,
category: oj_rc_core::data::weapon_list::ItemCategory,
size: oj_rc_core::data::cube_list::ItemTier
) {
if let Some(conn) = self.users.read().await.get(&machine_id) {
let category_u32 = category as u32;
let size_u32 = size as u32;
conn.machine.selected_weapon.category.store(category_u32, std::sync::atomic::Ordering::Relaxed);
conn.machine.selected_weapon.size.store(size_u32, std::sync::atomic::Ordering::Relaxed);
let data = rlnl::events::ingame::SelectWeapon {
machine_id,
item_category: category_u32,
item_size: size_u32,
};
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::BroadcastWeaponSelect,
literustlib::packet::Property::ReliableOrdered,
&data,
true
).await;
}
}
async fn on_request_loading_sync(&self, user_id: i32) {
// wait for all users to be ready before transitioning to loading sync
let mut ready_count = 0;
for user in self.users.read().await.values() {
if user.user.user_id() == user_id {
if !matches!(ConnectionMode::from_u8(user.state.mode.load(std::sync::atomic::Ordering::Relaxed)), ConnectionMode::Loading | ConnectionMode::Disconnected) {
log::warn!("Got RequestLoadingSync after user {} was already in/past WaitingForSync stage", user_id);
continue;
}
log::info!("User {} is awaiting sync", user_id);
user.state.mode.store(ConnectionMode::WaitingForSync.to_u8(), std::sync::atomic::Ordering::Relaxed);
ready_count += 1;
} else if matches!(ConnectionMode::from_u8(user.state.mode.load(std::sync::atomic::Ordering::Relaxed)), ConnectionMode::WaitingForSync) {
ready_count += 1;
}
}
let player_count = self.players_info.iter().filter(|x| x.user_id.is_some()).count();
if ready_count == player_count {
log::info!("All players ({}) awaiting sync for game {}", player_count, self.game_guid());
for (user_key, conn) in self.users.read().await.iter() {
let extra_packets = self.custom_logic_handler.extra_sync_events(self, conn).await;
self.spawn_send_sync_events(conn, conn.user.user_id(), *user_key, self.players_info.clone(), extra_packets, self.map_config.clone());
}
}
}
async fn on_load_complete(&self, user_id: i32) {
if let Some(user_key) = self.user_key_by_user_id(user_id).await {
if let Some(conn) = self.users.read().await.get(&user_key) {
log::info!("Loading complete for game {}, user {} (player {})", self.game_guid(), user_id, user_key);
conn.state.progress.store(100, std::sync::atomic::Ordering::Relaxed);
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
if !matches!(mode, ConnectionMode::Sync) {
log::warn!("Player {} completed loading but is in mode {:?} (should be Sync)", conn.descriptor.player_id, mode);
}
conn.state.mode.store(ConnectionMode::WaitingToStart.to_u8(), std::sync::atomic::Ordering::Relaxed);
self.spawn_initial_ingame_events(conn, user_id);
} else {
log::warn!("Invalid LoadComplete user key {} for game {}", user_key, self.game_guid());
return;
}
} else {
log::warn!("Unknown LoadComplete user id {} for game {}", user_id, self.game_guid());
return;
}
// wait for all users to be ready for starting game start countdown
let mut all_users_loading_complete = true;
for conn in self.users.read().await.values() {
let mode = ConnectionMode::from_u8(conn.state.mode.load(std::sync::atomic::Ordering::Relaxed));
all_users_loading_complete &= matches!(mode, ConnectionMode::WaitingToStart);
}
// trigger game start
if all_users_loading_complete {
let player_count = self.players_info.iter().filter(|x| x.user_id.is_some()).count();
log::info!("All players ({}) are ready for game {}", player_count, self.game_guid());
tokio::time::sleep(Self::END_OF_SYNC_DELAY).await;
self.fakes_handler.on_ready(
self.users.read().await.iter()
.map(|(id, real_player)| (*id, real_player.connection.clone()))
.collect()
);
let game_start = chrono::Utc::now() + Self::COUNTDOWN_DURATION;
if self.custom_logic_handler.on_countdown_start(self, game_start).await {
let mut senders = Vec::new();
for conn in self.users.read().await.values() {
senders.push((conn.connection.clone(), conn.state.clone()));
}
self.game_start.store(game_start.timestamp(), std::sync::atomic::Ordering::Relaxed);
super::countdown::match_countdown(senders, game_start);
}
}
}
async fn on_spot_vehicle(&self, user_id: i32, remote_player: u8) {
if self.custom_logic_handler.on_spot_vehicle(self, user_id, remote_player).await {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::RemoteEnemySpotted,
literustlib::packet::Property::ReliableOrdered,
&rlnl::events::ingame::PlayerId { player: remote_player },
true
).await;
}
}
async fn on_destroy_vehicle(&self,
user_id: i32,
remote_player: u8,
killer_player: u8,
) {
// FIXME allow custom_logic_handler to override the MachineDestroyedConfirmed send
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::MachineDestroyedConfirmed,
literustlib::packet::Property::ReliableOrdered,
&rlnl::events::ingame::Kill { killee_player_id: remote_player, killer_player_id: killer_player },
true,
).await;
log::info!("Player {} was destroyed by player {} (user {}) in game {}", remote_player, killer_player, user_id, self.game_guid());
if self.custom_logic_handler.on_vehicle_destroyed(self, killer_player, remote_player).await {
// the kill tracking is initiated separately by the client with kill bonus event
if let Some(killed) = self.users.read().await.get(&remote_player) {
killed.counters.deaths.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
let data = killed.counters.get_generic_packet(remote_player, rlnl::types::IngameStatId::RobotDestroyed, None);
self.broadcast(
rlnl::event_code::NetworkEvent::UpdateGameStats,
literustlib::packet::Property::ReliableOrdered,
&data,
true,
).await;
}
}
}
async fn on_self_destruct(&self, user_id: i32, is_classic: bool) {
if let Some(player_id) = self.user_key_by_user_id(user_id).await {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::MachineDestroyedConfirmed,
literustlib::packet::Property::ReliableOrdered,
&rlnl::events::ingame::Kill { killee_player_id: player_id, killer_player_id: player_id },
true,
).await;
log::info!("Player {} ({}) self-destructed in game {} (elimination? {})", player_id, user_id, self.game_guid(), is_classic);
if self.custom_logic_handler.on_vehicle_self_destruct(self, player_id, is_classic).await {
if is_classic {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::OnAnotherClientDisconnected,
literustlib::packet::Property::ReliableOrdered,
&rlnl::events::ingame::PlayerId { player: player_id },
true,
).await;
if let Some(conn) = self.users.read().await.get(&player_id) {
crate::events::log_lnl_send_failure(conn.connection.rlnl().send_empty(
rlnl::event_code::NetworkEvent::PlayerQuitRequestComplete,
literustlib::packet::Property::ReliableOrdered,
&conn.connection.connection
).await);
conn.state.mode.store(ConnectionMode::Disconnected.to_u8(), std::sync::atomic::Ordering::Relaxed);
conn.connection.connection.disconnect();
}
}
}
}
}
async fn on_flipping_started(&self, user_id: i32) {
if let Some(user_key) = self.user_key_by_user_id(user_id).await {
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::AlignmentRectifierStarted,
literustlib::packet::Property::ReliableOrdered,
&rlnl::events::ingame::PlayerId { player: user_key },
true,
).await;
}
}
async fn on_map_ping(&self, _user_id: i32, ping: rlnl::events::ingame::MapPing) {
for (id, conn) in self.users.read().await.iter() {
if (*id as i32) != ping.sender && conn.descriptor.team == ping.team_id {
crate::events::log_lnl_send_failure(conn.connection.rlnl().send_data(
&ping,
rlnl::event_code::NetworkEvent::MapPingEvent,
literustlib::packet::Property::ReliableOrdered,
&conn.connection.connection
).await);
}
}
}
async fn on_kill_bonus(&self,
_user_id: i32,
shootee: u8,
shooter: u8,
) {
if self.custom_logic_handler.on_kill_bonus(self, shooter, shootee).await {
if let Some(to_reward) = self.users.read().await.get(&shooter) {
to_reward.counters.kills.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
crate::events::log_lnl_send_failure(to_reward.connection.rlnl().send_data(
&rlnl::events::ingame::Kill {
killee_player_id: shootee,
killer_player_id: shooter,
},
rlnl::event_code::NetworkEvent::ConfirmedKill,
literustlib::packet::Property::ReliableOrdered,
&to_reward.connection.connection
).await);
let data = to_reward.counters.get_generic_packet(shooter, rlnl::types::IngameStatId::Kill, None);
self.broadcast(
rlnl::event_code::NetworkEvent::UpdateGameStats,
literustlib::packet::Property::ReliableOrdered,
&data,
true,
).await;
}
}
}
async fn on_assist_bonus(&self,
_user_id: i32,
shootee: u8,
shooters: Vec<u8>,
) {
let lock = self.users.read().await;
for shooter in shooters {
if let Some(to_reward) = lock.get(&shooter) {
to_reward.counters.assists.fetch_add(1, std::sync::atomic::Ordering::Relaxed);
crate::events::log_lnl_send_failure(to_reward.connection.rlnl().send_data(
&rlnl::events::ingame::Kill {
killee_player_id: shootee,
killer_player_id: shooter,
},
rlnl::event_code::NetworkEvent::ConfirmedAssist,
literustlib::packet::Property::ReliableOrdered,
&to_reward.connection.connection
).await);
let data = to_reward.counters.get_generic_packet(shooter, rlnl::types::IngameStatId::KillAssist, None);
self.broadcast(
rlnl::event_code::NetworkEvent::UpdateGameStats,
literustlib::packet::Property::ReliableOrdered,
&data,
true,
).await;
}
}
}
async fn on_destroy_cubes_bonus(&self,
_user_id: i32,
info: rlnl::events::ingame::DestroyedHealedCubesBonus
) {
let lock = self.users.read().await;
for shooter in info.shooters {
if let Some(to_reward) = lock.get(&shooter.shooting_player_id) {
let mut total_cubes = 0;
for target in shooter.shooter_targets {
if let Some(to_punish) = lock.get(&target.target_player_id) {
let mut total_cubes_received = 0;
for cubes in target.cube_amounts {
// TODO use cube_id for something!?
total_cubes += cubes.cube_count;
total_cubes_received += cubes.cube_count;
}
to_punish.counters.received_cubes.fetch_add(total_cubes_received, std::sync::atomic::Ordering::SeqCst);
}
}
to_reward.counters.cubes.fetch_add(total_cubes, std::sync::atomic::Ordering::SeqCst);
let data = to_reward.counters.get_generic_packet(shooter.shooting_player_id, rlnl::types::IngameStatId::DestroyedCubes, Some(total_cubes));
self.broadcast(
rlnl::event_code::NetworkEvent::UpdateGameStats,
literustlib::packet::Property::Unreliable,
&data,
true,
).await;
}
}
}
async fn on_heal_cubes_bonus(&self,
_user_id: i32,
info: rlnl::events::ingame::DestroyedHealedCubesBonus,
) {
let lock = self.users.read().await;
for shooter in info.shooters {
if let Some(to_reward) = lock.get(&shooter.shooting_player_id) {
let mut total_cubes = 0;
for target in shooter.shooter_targets {
if let Some(to_punish) = lock.get(&target.target_player_id) {
let mut total_cubes_received = 0;
for cubes in target.cube_amounts {
// TODO use cube_id for something!?
total_cubes += cubes.cube_count;
total_cubes_received += cubes.cube_count;
}
to_punish.counters.received_healed.fetch_add(total_cubes_received, std::sync::atomic::Ordering::SeqCst);
}
}
to_reward.counters.healed.fetch_add(total_cubes, std::sync::atomic::Ordering::SeqCst);
let data = to_reward.counters.get_generic_packet(shooter.shooting_player_id, rlnl::types::IngameStatId::HealCubes, Some(total_cubes));
self.broadcast(
rlnl::event_code::NetworkEvent::UpdateGameStats,
literustlib::packet::Property::Unreliable,
&data,
true,
).await;
}
}
}
async fn on_broadcast(&self,
user_id: i32,
event: rlnl::event_code::NetworkEvent,
event_in: rlnl::event_code::NetworkEvent,
property: literustlib::packet::Property,
data: Option<Box<dyn crate::Broadcastable>>,
skip_user: bool,
) {
if self.custom_logic_handler.on_broadcast(self, user_id, event, event_in, property, &data, skip_user).await {
#[allow(clippy::collapsible_else_if)]
if let Some(data) = data {
if skip_user {
self.rebroadcast(user_id, event, property, &*data, true).await;
} else {
self.broadcast(event, property, &*data, true).await;
}
} else {
if skip_user {
self.rebroadcast_dataless(user_id, event, property, true).await;
} else {
self.broadcast_dataless(event, property, true).await;
}
}
}
}
async fn on_player_input_changed(&self, user_id: i32, input: rlnl::events::ingame::PlayerIdAndInputData) {
let full_payload = rlnl::events::ingame::MultiPlayerInputChanged {
num_players: 1,
changes: vec![input],
};
self.rebroadcast(
user_id,
rlnl::event_code::NetworkEvent::OnServerReceivedInputChange,
literustlib::packet::Property::ReliableOrdered,
&full_payload,
true,
).await;
}
async fn on_motion(&self, user_id: i32, motion: rlnl::machine_motion::MachineMotion) {
//let (looking_at_x, looking_at_y, looking_at_z) = motion.target_point.clone().into();
//log::info!("Player {} looking at ({}, {}, {})", motion.player_id, looking_at_x, looking_at_y, looking_at_z);
let (x, y, z) = motion.rb_state.rb_pos_rot.pos.into();
let (x2, y2, z2) = motion.rb_state.center_of_mass.into();
let (w3, x3, y3, z3) = motion.rb_state.rb_pos_rot.rot.into();
let quat = num_quaternion::Quaternion::new(w3, x3, y3, z3);
if let Some(unit_quat) = quat.normalize() {
let coords = unit_quat.rotate_vector([x2, y2, z2]);
let (x4, y4, z4) = (x + coords[0], y + coords[1], z + coords[2]);
//log::debug!("Player {} world CoM is at (x, y, z) ({}, {}, {})", motion.player_id, x4, y4, z4);
if self.custom_logic_handler.on_motion(self, &motion, (x4, y4, z4)).await {
if let Some(conn) = self.users.read().await.get(&motion.player_id) {
conn.machine.location.x.store(x4, std::sync::atomic::Ordering::Relaxed);
conn.machine.location.y.store(y4, std::sync::atomic::Ordering::Relaxed);
conn.machine.location.z.store(z4, std::sync::atomic::Ordering::Relaxed);
use byteserde::ser_heap::ByteSerializeHeap;
let mut ser = byteserde::ser_heap::ByteSerializerHeap::default();
if let Err(e) = motion.byte_serialize_heap(&mut ser) {
log::error!("Failed to serialize motion data from user {}: {}", user_id, e);
} else {
let data = bytes::Bytes::copy_from_slice(ser.as_slice());
for conn in self.users.read().await.values() {
if conn.user.user_id() == user_id { continue; } // fun fact: the game hard crashes if you omit this
crate::events::log_lnl_send_failure(conn.connection.sender.send_data(crate::handler::EventData {
message_ty: crate::data::MessageType::RobotMotion,
variant: 0,
data_size: data.len() as _,
data: data.clone(),
}, literustlib::packet::Property::Unreliable, &conn.connection.connection).await);
}
}
} else {
log::warn!("Received machine motion with unknown player id {} from user {}", motion.player_id, user_id);
}
}
}
}
fn spawn_send_loading_events(&self, user: &UserConnection, player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>) {
let connection = user.connection.clone();
let user_id = user.user.user_id();
tokio::spawn(Self::send_loading_events_wrapper(connection, player_id, user_id, players));
}
async fn send_loading_events_wrapper(connection: UserSender, player_id: u8, user_id: i32, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>) {
if let Err(e) = Self::send_loading_events(&connection, player_id, players).await {
log::error!("Failed to send Loading events for user {} ({}): {}", user_id, player_id, e);
}
}
async fn send_loading_events(user: &UserSender, _player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>) -> std::io::Result<()> {
//tokio::time::sleep(std::time::Duration::from_millis(1)).await;
let sender = user.rlnl();
/*sender.send_data(
&rlnl::events::ingame::PlayerId { player: player_id },
rlnl::event_code::NetworkEvent::GameGuidValidated,
literustlib::packet::Property::ReliableOrdered,
&user.connection
).await?;*/
sender.send_data(
&rlnl::events::loading::PlayerIDsAndNames {
num_players: players.len() as _,
players: players.iter().map(|player| rlnl::events::loading::PlayerIDAndName {
player_id: player.player_id as _,
name: rlnl::types::BinaryWriterString(player.public_id.clone()),
display_name: rlnl::types::BinaryWriterString(player.display_name.clone()),
})
.collect(),
},
rlnl::event_code::NetworkEvent::PlayerIDs,
literustlib::packet::Property::ReliableOrdered,
&user.connection
).await?;
sender.send_data(
&rlnl::events::loading::PlayerIDs {
num_ids: 0,
players: vec![],
},
rlnl::event_code::NetworkEvent::HostAIs,
literustlib::packet::Property::ReliableOrdered,
&user.connection
).await?;
Ok(())
}
fn spawn_send_sync_events(&self, user: &UserConnection, user_id: i32, player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>, extra_packets: Vec<super::RlnlPacket>, map: std::sync::Arc<oj_rc_core::persist::config::MapConfig>) {
let connection = user.connection.clone();
tokio::spawn(Self::send_sync_events_wrapper(connection, user_id, player_id, players, extra_packets, map));
user.state.mode.store(ConnectionMode::Sync.to_u8(), std::sync::atomic::Ordering::Relaxed);
}
async fn send_sync_events_wrapper(connection: UserSender, user_id: i32, player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>, extra_packets: Vec<super::RlnlPacket>, map: std::sync::Arc<oj_rc_core::persist::config::MapConfig>) {
if let Err(e) = Self::send_sync_events(connection, player_id, players, extra_packets, map).await {
log::error!("Failed to send Sync events for user {}: {}", user_id, e);
}
}
async fn send_sync_events(connection: UserSender, _player_id: u8, players: std::sync::Arc<Vec<oj_rc_core::persist::user::PlayerDescriptor>>, extra_packets: Vec<super::RlnlPacket>, map: std::sync::Arc<oj_rc_core::persist::config::MapConfig>) -> std::io::Result<()> {
let num_players = players.len() as u8;
let sender = connection.rlnl();
sender.send_empty(
rlnl::event_code::NetworkEvent::BeginSync,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
for packet in extra_packets {
sender.send_data(
&*packet.data,
packet.event,
packet.property,
&connection.connection)
.await?;
}
sender.send_data(
&rlnl::events::sync::InitialiseGameStats {
num_players,
stats: (0..num_players)
.map(|i| rlnl::types::IngamePlayerStats {
player_name: i,
num_stats: 0,
stats: vec![],
}).collect(),
},
rlnl::event_code::NetworkEvent::InitialiseGameStats,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
if map.spawns.is_empty() {
// fallback
for i in 0..num_players {
sender.send_data(
&rlnl::events::sync::SpawnPoint {
pos: rlnl::types::PosQuatPair {
pos: rlnl::types::CompressedVec3::from((10.0 * (i as f32), 100.0, 10.0 * (i as f32))),
rot: rlnl::types::CompressedQuat { x: 0, y: 0, z: 0 },
},
owner: i,
},
rlnl::event_code::NetworkEvent::FreeSpawnPoint,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
}
} else {
let mut last_spawn_point = std::collections::HashMap::with_capacity(2); // team -> last index
for player in players.iter() {
let team = player.team as u8;
if let Some(team_points) = map.spawns.get(&team) {
if !team_points.is_empty() {
let spawn_index = if let Some(last_spawn_i) = last_spawn_point.get_mut(&team) {
*last_spawn_i = (*last_spawn_i + 1) % team_points.len();
*last_spawn_i
} else {
last_spawn_point.insert(team, 0usize);
0
};
let spawn = &team_points[spawn_index];
sender.send_data(
&rlnl::events::sync::SpawnPoint {
pos: rlnl::types::PosQuatPair {
pos: rlnl::types::CompressedVec3::from((spawn.x, spawn.y, spawn.z)),
rot: rlnl::types::CompressedQuat { x: 0, y: 0, z: 0 },
},
owner: player.player_id,
},
rlnl::event_code::NetworkEvent::FreeSpawnPoint,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
continue;
}
}
// fallback
log::warn!("No spawn point found for player {} on team {}, using bad fallback", player.player_id, team);
sender.send_data(
&rlnl::events::sync::SpawnPoint {
pos: rlnl::types::PosQuatPair {
pos: rlnl::types::CompressedVec3::from((10.0 * (player.player_id as f32), 100.0, 10.0 * (team as f32) + 10.0)),
rot: rlnl::types::CompressedQuat { x: 0, y: 0, z: 0 },
},
owner: player.player_id,
},
rlnl::event_code::NetworkEvent::FreeSpawnPoint,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;
}
}
// seems to be for reconnecting
/*sender.send_data(
&rlnl::events::sync::SyncMachineCubes {
machine_id: 0,
num_cubes: 0,
events: vec![
rlnl::types::CubeState {
loc: rlnl::types::Byte3 { x: 0, y: 0, z: 0 },
status: rlnl::types::CubeStatus {
ty: rlnl::types::CubeHistoryEventType::Heal,
damage: Some(1),
}
}
],
},
rlnl::event_code::NetworkEvent::SyncMachineCubes,
literustlib::packet::Property::ReliableOrdered,
&user.connection)
.await?;*/
tokio::time::sleep(GenericGamemodeEngine::<super::modes::NoOpLogic>::END_OF_SYNC_DELAY).await;
sender.send_empty(
rlnl::event_code::NetworkEvent::EndOfSync,
literustlib::packet::Property::ReliableOrdered,
&connection.connection
).await?;
Ok(())
}
fn spawn_initial_ingame_events(&self, user: &UserConnection, user_id: i32) {
let connection = user.connection.clone();
tokio::spawn(Self::send_initial_ingame_events_wrapper(connection, user_id));
//user.state.mode.store(ConnectionMode::InGame.to_u8(), std::sync::atomic::Ordering::Relaxed);
}
async fn send_initial_ingame_events_wrapper(connection: UserSender, user_id: i32) {
if let Err(e) = Self::send_initial_ingame_events(connection).await {
log::error!("Failed to send Sync events for user {}: {}", user_id, e);
}
}
async fn send_initial_ingame_events(_connection: UserSender) -> std::io::Result<()> {
//let sender = connection.rlnl();
/*sender.send_data(
&rlnl::events::GameTime(3.0),
rlnl::event_code::NetworkEvent::TimeToGameStart,
literustlib::packet::Property::ReliableOrdered,
&connection.connection)
.await?;*/
// TODO
Ok(())
}
pub(super) fn game_done(&self) {
let old = self.is_complete.swap(true, std::sync::atomic::Ordering::SeqCst);
if old {
log::warn!("Game {} was marked as done again", self.game_guid());
} else {
log::debug!("Game {} is marked done (handler will exit once all players have disconnected)", self.game_guid());
}
}
pub(super) fn is_game_done(&self) -> bool {
self.is_complete.load(std::sync::atomic::Ordering::SeqCst)
}
#[inline]
pub(super) fn is_in(loc: &(f32, f32, f32), sphere: &oj_rc_core::persist::config::Sphere) -> bool {
let distance = (
(loc.0 - sphere.center.x).powi(2)
+ (loc.1 - sphere.center.y).powi(2)
+ (loc.2 - sphere.center.z).powi(2)
).sqrt();
//log::info!("{} away from sphere", distance);
distance < sphere.radius
}
}