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Merge pull request #1666 from rdbtCVS/t3/explicit-execution-roles
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@@ -44,6 +44,7 @@ mod enchant_effects;
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mod end;
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mod entity_culling;
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mod events;
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mod execution_role;
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mod explosion;
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mod extras;
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mod falling_damage;
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@@ -291,8 +292,8 @@ struct Options {
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/// as vanilla's does: the default. `--in-frame` (or `--no-server-thread`,
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/// or `HORIZON_SERVER_THREAD=0`) runs the world in the frame instead.
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server_thread: bool,
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/// Set on the integrated server's own options: it draws nothing, so it skips meshing.
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integrated: bool,
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/// What this Game executes; independent of its current server connection.
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execution_role: execution_role::ExecutionRole,
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}
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impl Options {
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/// The name to join servers with: the one given, else the offline name kept
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@@ -349,7 +350,7 @@ impl Options {
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// itself, without the event loop: it stays in the frame.
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server_thread: std::env::var("HORIZON_SERVER_THREAD").map_or(true, |v| v != "0")
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&& std::env::var_os("HORIZON_COMMAND_SCRIPT").is_none(),
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integrated: false,
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execution_role: execution_role::ExecutionRole::Client,
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};
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let mut session_file = std::env::var("HORIZON_SESSION_FILE").ok();
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let mut args = std::env::args().skip(1);
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@@ -363,6 +364,7 @@ impl Options {
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return Ok(None);
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}
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"--dedicated" => {
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o.execution_role = execution_role::ExecutionRole::DedicatedServer;
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o.dedicated = Some(args.by_ref().collect());
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break;
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}
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@@ -7529,7 +7531,11 @@ impl Game<'_> {
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}
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self.join_world_rest()?;
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let save_root = std::env::current_dir()?.join("saves").join(folder);
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if integrated::wanted(&self.options, &save_root) {
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if self
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.options
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.execution_role
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.starts_integrated_server(self.options.server_thread)
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{
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return self.open_integrated(folder, name, seed, creative, create);
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}
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let request = world_loading::WorldRequest::new(folder, name, seed, creative, create)?;
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@@ -10565,7 +10571,7 @@ impl Game<'_> {
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}
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// The loading screen's chunk map fills ring by ring, as vanilla's.
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self.streaming.loading =
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self.options.dedicated.is_none() && self.loading_reason().is_some();
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self.options.execution_role.is_client() && self.loading_reason().is_some();
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let (uploads, unloaded) =
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horizon_client::spans::time("streaming", || self.streaming.update(&mut self.world));
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if let Some(lod) = &mut self.lod {
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@@ -12254,7 +12260,7 @@ fn synchronous_startup(options: &Options) -> bool {
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|| options.world_frames.is_some()
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|| options.benchmark.is_some()
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|| options.control.is_some()
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|| options.dedicated.is_some()
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|| !options.execution_role.is_client()
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|| std::env::var_os("HORIZON_DISPENSE_FIXTURE").is_some()
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|| std::env::var_os("HORIZON_SCULK_FIXTURE").is_some()
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|| std::env::var_os("HORIZON_COMMAND_SCRIPT").is_some()
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@@ -12795,7 +12801,7 @@ fn start_game<'a>(
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game.sculk_fixture(&spec)?;
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return Ok(None);
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}
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if game.options.dedicated.is_some() {
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if game.options.execution_role == execution_role::ExecutionRole::DedicatedServer {
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game.run_dedicated()?;
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return Ok(None);
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}
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@@ -13072,7 +13078,7 @@ impl Loading {
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);
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let renderer_ms = renderer_at.elapsed().as_millis();
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// Audio is created on the main thread, after the core is ready.
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let audio = if options.dedicated.is_some() {
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let audio = if !options.execution_role.is_client() {
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Audio::silent(&options.resources)
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} else {
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Audio::new(&options.resources)
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@@ -13247,13 +13253,15 @@ pub fn run() -> Result<()> {
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let Some(mut options) = Options::read()? else {
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return Ok(());
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};
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if options.dedicated.is_some() && !dedicated::preflight(&mut options)? {
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if options.execution_role == execution_role::ExecutionRole::DedicatedServer
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&& !dedicated::preflight(&mut options)?
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{
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return Ok(());
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}
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// Before any worker starts: on Linux they go behind the server thread
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// and the render thread.
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horizon_threads::put_helpers_behind();
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if options.dedicated.is_none() {
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if options.execution_role.is_client() {
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// The render thread, like the server thread, ahead of the workers on
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// macOS and Windows. While terrain loads, the worker pools (two with
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// single player's server thread) and other programs outnumber the
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@@ -13263,7 +13271,7 @@ pub fn run() -> Result<()> {
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}
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// Someone is playing: the anonymous ping behind the launcher's "N playing now". Not for a
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// server, a benchmark or a run that quits by itself.
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if options.dedicated.is_none()
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if options.execution_role.is_client()
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&& options.benchmark.is_none()
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&& !options.offscreen
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&& options.frames.is_none()
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@@ -13304,7 +13312,7 @@ pub fn run() -> Result<()> {
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)?;
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let gui = loaded.gui.ok_or("missing menu bundle")?;
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options.resources = loaded.root.clone();
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let audio = if options.dedicated.is_some() {
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let audio = if !options.execution_role.is_client() {
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Audio::silent(&options.resources)
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} else {
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Audio::new(&options.resources)
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@@ -0,0 +1,39 @@
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//! A Game's execution role is fixed at construction. Connecting or disconnecting
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//! changes `remote`, not this role. A client may simulate a world in-frame.
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub(super) enum ExecutionRole {
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Client,
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IntegratedServer,
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DedicatedServer,
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}
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impl ExecutionRole {
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/// Only a client owns presentation work (audio, loading UI, chunk meshes).
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pub fn is_client(self) -> bool {
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self == Self::Client
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}
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/// The optional in-frame simulation remains a client execution mode.
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pub fn starts_integrated_server(self, server_thread: bool) -> bool {
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self.is_client() && server_thread
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}
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}
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#[cfg(test)]
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mod tests {
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use super::ExecutionRole::*;
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#[test]
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fn world_loading_keeps_in_frame_clients_and_server_roles_separate() {
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for (role, client, threaded) in [
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(Client, true, true),
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(IntegratedServer, false, false),
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(DedicatedServer, false, false),
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] {
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assert_eq!(role.is_client(), client);
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assert_eq!(role.starts_integrated_server(true), threaded);
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assert!(!role.starts_integrated_server(false));
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}
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}
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}
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@@ -12,6 +12,7 @@
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//! way.
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use super::{
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Game, Options, PackResources, Resources, UiResources,
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execution_role::ExecutionRole,
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lan::{LanSettings, Owner},
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world_loading::WorldRequest,
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};
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@@ -27,7 +28,6 @@ use horizon_protocol::connection::Pipe;
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use horizon_protocol::{crypto::offline_uuid, text::translatable};
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use std::{
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net::TcpListener,
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path::Path,
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sync::{
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Arc, Mutex,
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atomic::{AtomicBool, AtomicI32, AtomicU16, AtomicU32, Ordering},
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@@ -171,11 +171,6 @@ struct Launch {
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player: String,
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}
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/// Whether this world opens on a server thread: asked for.
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pub(super) fn wanted(options: &Options, _world: &Path) -> bool {
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options.server_thread && options.dedicated.is_none()
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}
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impl Game<'_> {
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/// `Minecraft.hasSingleplayerServer`: a world of this window's own, run
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/// in the frame or on its server thread.
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@@ -216,9 +211,10 @@ impl Game<'_> {
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};
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let mut options = self.options.clone();
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// A server without a console: no local player, no window, no control socket.
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// Compatibility for gameplay checks outside startup/world loading.
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options.dedicated = Some(Vec::new());
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options.server_thread = false;
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options.integrated = true;
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options.execution_role = ExecutionRole::IntegratedServer;
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options.control = None;
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options.benchmark = None;
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options.frames = None;
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@@ -221,7 +221,7 @@ impl Game<'_> {
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/// holds it (`self.lan` is taken during the network tick).
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pub(super) fn enter_level(&mut self, host: Option<&mut LanHost>, target: Dim) -> Result<()> {
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// The in-frame game keeps its one level (`enter_dimension`).
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if self.options.dedicated.is_none() {
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if self.options.execution_role.is_client() {
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return Ok(());
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}
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if target != self.dim {
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@@ -261,7 +261,7 @@ impl Game<'_> {
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/// nobody is in it; returns the level to put back afterwards. Only a
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/// server holds other levels.
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pub(super) fn enter_command_level(&mut self, dim: Dim) -> Option<Dim> {
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if self.options.dedicated.is_none() || dim == self.dim {
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if self.options.execution_role.is_client() || dim == self.dim {
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return None;
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}
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let back = self.dim;
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@@ -267,7 +267,7 @@ pub(super) fn make_streaming(
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streaming.nether_shading = dim == Dim::Nether;
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// A server draws nothing: neither the integrated server nor the
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// dedicated one meshes sections.
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streaming.mesh = !options.integrated && options.dedicated.is_none();
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streaming.mesh = options.execution_role.is_client();
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Ok((streaming, save, locator))
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}
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+11
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@@ -32,11 +32,17 @@ stay in the host's dimension. That mode is the escape hatch, so it gets no multi
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## One code path for both
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The dedicated server and the server thread are the same code. The server thread runs a `Game` with
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`options.dedicated` set and a hub without a host player. The window joins it through memory as one
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more player. Everything above serves both, and `server_dimension_players` (vanilla clients on Horizon's
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dedicated server) and `lan_e2e --server-thread` (Horizon clients on the server thread) check it from
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the two sides.
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The dedicated server and the server thread are the same code. Each `Game` has an explicit
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`ExecutionRole`: `Client`, `IntegratedServer` or `DedicatedServer`, selected before construction in
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`Options.execution_role`. Startup, world loading and opening other dimensions use that role. Only
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clients mesh chunks and show loading progress; a client can still run its simulation in-frame.
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Connecting or disconnecting changes `remote`, independently of the execution role.
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The server thread has a hub without a host player. The window joins it through memory as one
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more player. It still sets `options.dedicated` for gameplay checks outside the role migration's
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startup/world-loading scope. Everything above serves both servers, and `server_dimension_players`
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(vanilla clients on Horizon's dedicated server) and `lan_e2e --server-thread` (Horizon clients on the
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server thread) check it from the two sides.
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## Cost of an extra level
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