diff --git a/app/docs/[slug]/markdown-styles.module.css b/app/docs/[slug]/markdown-styles.module.css index 962b70f..7ec9075 100644 --- a/app/docs/[slug]/markdown-styles.module.css +++ b/app/docs/[slug]/markdown-styles.module.css @@ -43,6 +43,7 @@ margin: 0; font-size: 85%; background-color: rgba(27,31,35,0.05); + color: #d98031; border-radius: 3px; } @@ -88,4 +89,26 @@ .markdownContent h5, .markdownContent h6 { scroll-margin-top: 100px; /* Adjust based on your header height */ - } \ No newline at end of file + } + + .rust-highlight { + background-color: #f4f4f4; + border: 1px solid #ddd; + border-radius: 4px; + padding: 1em; + font-family: 'Courier New', Courier, monospace; + font-size: 14px; + line-height: 1.5; + overflow-x: auto; + white-space: pre; +} + +.rust-highlight .keyword { color: #0000ff; font-weight: bold; } +.rust-highlight .type { color: #267f99; } +.rust-highlight .string { color: #a31515; } +.rust-highlight .comment { color: #008000; font-style: italic; } +.rust-highlight .number { color: #09885a; } +.rust-highlight .macro { color: #af00db; } +.rust-highlight .lifetime { color: #8c8c8c; } +.rust-highlight .attribute { color: #d4d4d4; } +.rust-highlight .function { color: #795e26; } \ No newline at end of file diff --git a/docs/development.md b/docs/development.md index 4c02fc0..a16d547 100644 --- a/docs/development.md +++ b/docs/development.md @@ -1,166 +1,645 @@ ---- -title: Development - Getting Started -image: -excerpt: Documentation for developers who want to start working on Horizon open source ---- +# Developer Documentation - Overview -# Contributing to the Horizon game server +## 1. Overview -## Project Structure +The Horizon Game Server is a sophisticated distributed system designed to manage communication and data transfer between multiple child servers and a master server. At its core, it operates within a "Region map" concept, where the master server keeps track of child server coordinates in a relative cubic light-year space. To ensure high precision, the server uses 64-bit floats for coordinate storage, allowing for vast virtual spaces without coordinate overflow issues. -The Horizon project directory consists of several key components: +Built with Rust, the server leverages the language's performance and safety features to create a robust and efficient game server. The choice of Rust provides benefits such as memory safety without garbage collection, concurrency without data races, and zero-cost abstractions, all of which are crucial for a high-performance game server. -- `src/`: Contains source code for the Horizon server. -- `horizon-physics-engine/`: Additional modules or plugins for extended functionality. -- `BuntDB/`: Database-related files and configurations. -- Other configuration files and scripts for Docker and environment setup. +## 2. Core Libraries and Tools -Lets take a look at `main.rs` file serves as the entry point for the server, initializing various subsystems, handling player connections, and setting up the server to listen for incoming connections. +The server relies on several key libraries to achieve its functionality: -## Table of Contents +### 2.1 socketioxide +This library is used for WebSocket communication, providing a high-performance, asynchronous WebSocket server implementation. It allows for real-time, bidirectional communication between the server and clients, which is essential for responsive gameplay. -1. [File Structure](#file-structure) -2. [Imports and Dependencies](#imports-and-dependencies) -3. [Modules](#modules) -4. [Player Connection Handling](#player-connection-handling) -5. [Main Function](#main-function) +### 2.2 tokio +Tokio serves as the asynchronous runtime for the server. It provides the foundation for writing asynchronous code, managing tasks, and handling I/O operations efficiently. The use of tokio allows the server to handle numerous concurrent connections without blocking, significantly improving scalability. -## File Structure +### 2.3 serde_json +For JSON serialization and deserialization, the server employs serde_json. This library offers high-performance JSON handling, crucial for parsing and generating game state data, player information, and other JSON-formatted messages. -The `main.rs` file is structured as follows: +### 2.4 tracing +The tracing library is used for logging and debugging. It provides structured, event-based diagnostic information, allowing developers to easily track the flow of execution through the server and quickly identify issues. -1. Import statements for dependencies and modules. -2. Definition of the `on_connect` function to handle new player connections. -3. The `main` asynchronous function which sets up and runs the server. +### 2.5 mimalloc +On Linux systems, the server uses the mimalloc allocator. This high-performance memory allocator is particularly well-suited for concurrent systems, potentially offering better performance than the default system allocator. -## Imports and Dependencies +## 3. Server Architecture -The file begins with necessary imports for the server to function: +The server's architecture is modular and extensible, with its main entry point located in `main.rs`. This file is responsible for setting up the server, initializing various components, and beginning the listening process for incoming connections. + +### 3.1 Main Function +The `main` function in `main.rs` serves as the entry point for the server. It performs several crucial setup tasks: + +1. Initializes the logging system using `tracing`. +2. Sets up the socketioxide service for handling WebSocket connections. +3. Creates a shared data structure (`Arc>>`) for managing connected players. +4. Defines event handlers for various socket events (e.g., connection, disconnection). +5. Creates and starts the HTTP server using the `viz` crate, which listens for incoming connections. + +### 3.2 Modular Structure +The server's functionality is divided into several modules, each responsible for a specific aspect of the game server: + +- `players.rs`: Manages player data and interactions. +- `chat.rs`: Handles in-game chat functionality. +- `game_logic.rs`: Implements core game mechanics. +- `leaderboard.rs`: Manages player rankings and scores. +- `notifications.rs`: Handles system-wide notifications. +- `plugin_manager.rs`: Manages the plugin system for extending server functionality. + +This modular approach allows for easier maintenance, testing, and extension of the server's capabilities. + +## 4. Player Management + +Player management is a crucial aspect of the server, handled primarily by the module defined in `players.rs`. This module is responsible for managing the entire lifecycle of a player's interaction with the server. + +### 4.1 Player Connection +When a new player connects, the `on_connect` function in `main.rs` is called. This function performs several important tasks: + +1. Initializes a new `Player` struct with the connected socket and a unique ID. +2. Adds the player to the shared `players` vector. +3. Sets up event listeners for player-specific events (e.g., movement, chat messages). +4. Emits a series of events to the client to signal successful connection and authentication. + +### 4.2 Player Data Structure +The `Player` struct, defined in `horizon_data_types.rs`, contains all relevant information about a player: + +```rust +pub struct Player { + pub socket: SocketRef, + pub id: String, + pub transform: Option, + pub health: f32, + pub controlRotation: Option, + pub root_velocity: Option, + pub trajectory_path: Option>, + pub key_joints: Option>, + pub animation_state: Option, + pub is_active: bool, + pub last_update: Instant, +} +``` + +This comprehensive structure allows the server to maintain a complete state for each player, including their position, health, movement data, and animation state. + +### 4.3 Player Updates +The server continuously updates player information through various event handlers. For example, the `update_player_location` function processes incoming location updates from clients: + +```rust +pub fn update_player_location(socket: SocketRef, data: Data, players: Arc>>) { + // Parse incoming data + // Update player position, rotation, velocity, etc. + // Broadcast updates to other players if necessary +} +``` + +This function parses the incoming JSON data, updates the player's state in the shared `players` vector, and optionally broadcasts the update to other players. + +### 4.4 Player Disconnection +When a player disconnects, the `on_disconnect` function in `players.rs` is called. This function removes the player from the active players list and performs any necessary cleanup: + +```rust +pub fn on_disconnect(socket: SocketRef, players: Arc>>) { + let mut players = players.lock().unwrap(); + players.retain(|p| p.socket.id != socket.id); + println!("Player {} disconnected", socket.id); +} +``` + +## 5. Networking and Communication + +The server utilizes WebSocket technology, implemented through the socketioxide library, to facilitate real-time communication with clients. This allows for efficient, bidirectional communication, essential for a responsive game experience. + +### 5.1 WebSocket Setup +The WebSocket server is set up in the main function using socketioxide: + +```rust +let (svc, io) = socketioxide::SocketIo::new_svc(); +io.ns("/", move |socket: SocketRef, data: Data| { + on_connect(socket, data, players_clone.clone()) +}); +``` + +This sets up a namespace ("/") and defines the `on_connect` function as the handler for new connections. + +### 5.2 Event Handling +The server uses an event-driven model for handling various game events. Event handlers are registered for different types of events, such as player movement, chat messages, or game state updates. + +For example, the chat system registers handlers for whisper and broadcast messages: + +```rust +socket.on("whisper", |socket: SocketRef, Data(data): Data| async move { + handle_whisper(socket, &data.recipient, &data.message); +}); + +socket.on("broadcast", |socket: SocketRef, Data(data): Data| async move { + handle_broadcast(socket, &data.message); +}); +``` + +### 5.3 Broadcast Functionality +The server implements a broadcast function to send messages to all connected clients: + +```rust +pub fn broadcast_message(data: Data, players: Arc>>) { + let players = players.lock().unwrap(); + for player in &*players { + player.socket.emit("broadcastMessage", data.0.clone()).ok(); + } +} +``` + +This function is used for server-wide announcements, game state updates, or other information that needs to be sent to all players simultaneously. + +## 6. Actor System + +One of the more complex aspects of the server is its actor system, defined in the `actors` module. This system provides a flexible and powerful way to represent and manage various entities within the game world. + +### 6.1 Core Components + +#### 6.1.1 Object Trait +The `Object` trait defines the basic properties and behaviors for all game objects: ```rust -use serde_json::Value; -use socketioxide::extract::{Data, SocketRef}; -use std::sync::{Arc, Mutex}; -use tokio::main; -use tracing::info; -use viz::{serve, Result, Router}; -use PebbleVault; -use TerraForge; +pub trait Object { + fn begin_play(&mut self); + fn end_play(&mut self); + fn tick(&mut self, delta_time: f32); + fn get_name(&self) -> &str; + fn set_name(&mut self, name: String); + fn add_tag(&mut self, tag: String); + fn has_tag(&self, tag: &str) -> bool; + fn get_tags(&self) -> &[String]; +} +``` + +This trait ensures that all game objects have consistent basic functionality. -use structs::*; +#### 6.1.2 Component Trait +The `Component` trait allows for modular, attachable behaviors: + +```rust +pub trait Component: Any + Object { + fn as_any(&self) -> &dyn Any; + fn as_any_mut(&mut self) -> &mut dyn Any; +} +``` + +Components can be added to actors to extend their functionality in a modular way. + +#### 6.1.3 Actor Trait +The `Actor` trait extends `Object` with transform-related functionalities: + +```rust +pub trait Actor: Object { + fn get_transform(&self) -> Transform; + fn set_transform(&mut self, transform: Transform); + fn get_actor_location(&self) -> (f32, f32, f32); + fn set_actor_location(&mut self, new_location: (f32, f32, f32)); + // ... other methods ... +} ``` -### Description +This trait is central to the actor system, providing methods for manipulating an actor's position, rotation, and scale in the game world. -- **serde_json**: For handling JSON data. -- **socketioxide**: For managing Socket.IO connections. -- **std::sync**: For thread-safe data sharing. -- **tokio**: For asynchronous runtime. -- **tracing**: For logging. -- **viz**: For server routing and serving. -- **PebbleVault**: Custom database interactions. -- **TerraForge**: Custom terrain generation. +### 6.2 Specialized Actors -## Modules +The server implements several specialized actor types: -The server functionality is split into several modules: +#### 6.2.1 StaticProp +Represents non-interactive elements in the game world: ```rust -mod events; -mod macros; -mod structs; -mod subsystems; +pub struct StaticProp { + base: BaseActor, +} +``` + +#### 6.2.2 PlayerCharacter +Represents the user-controlled character: + +```rust +struct PlayerCharacter { + base: BaseActor, + transform: Transform, + health: f32, +} ``` -- **events**: Custom event handling. -- **macros**: Macros used throughout the server. -- **structs**: Data structures used in the server. -- **subsystems**: Various subsystems (chat, game logic, etc.). +These specialized actors build upon the base actor system, adding game-specific properties and behaviors. -## Player Connection Handling +## 7. Game Events and Logic + +The server uses a custom `GameEvent` enum to represent various in-game occurrences. These events cover a wide range of possibilities, from player movements to item pickups and damage calculations. + +### 7.1 GameEvent Enum +The `GameEvent` enum is defined as follows: + +```rust +pub enum GameEvent { + None, + PlayerJoined(Player), + PlayerLeft(Player), + ChatMessage { sender: Player, content: String }, + ItemPickup { player: Player, item: ItemId }, + PlayerMoved { player: Player, new_position: Position }, + DamageDealt { attacker: Player, target: Player, amount: f32 }, + Custom(CustomEvent), +} +``` -### `on_connect` Function +This comprehensive enum allows the server to represent and handle a wide variety of game events in a type-safe manner. + +### 7.2 Event Processing +Game logic, handled in `game_logic.rs`, processes these events and applies the appropriate rules and mechanics. The `on_game_event` function is typically used to handle these events: + +```rust +async fn on_game_event(&self, event: &GameEvent) { + match event { + GameEvent::PlayerJoined(player) => { + // Handle player join logic + }, + GameEvent::PlayerMoved { player, new_position } => { + // Update player position and notify other players + }, + // ... other event handlers ... + } +} +``` + +This event-driven approach allows for clear separation of concerns and makes it easier to implement and modify game rules. + +## 8. Plugin System + +The Horizon Game Server implements a plugin system to allow for easy extension of server functionality. This system is managed by the `plugin_manager.rs` module. + +### 8.1 Plugin Structure +Plugins are implemented as dynamic libraries (`.dll`, `.so`, or `.dylib` files) that can be loaded at runtime. Each plugin must implement certain traits and expose specific functions: + +```rust +pub trait Plugin: Any + Debug + Send + Sync { + fn on_load(&self); + fn on_unload(&self); + fn execute(&self); + fn initialize(&self, context: &mut PluginContext); + fn shutdown(&self, context: &mut PluginContext); + fn on_enable(&self, context: &mut PluginContext); + fn on_disable(&self, context: &mut PluginContext); +} +``` + +### 8.2 Plugin Loading +The `PluginManager` is responsible for loading, unloading, and managing plugins: + +```rust +pub struct PluginManager { + plugins: Arc>>>, + libraries: Arc>>, +} +``` + +Plugins are loaded dynamically using the `libloading` crate: + +```rust +pub unsafe fn load_plugin>(&self, path: P) -> Result<(), String> { + let lib = Library::new(path).map_err(|e| e.to_string())?; + // ... load and initialize plugin ... +} +``` -This function is triggered whenever a new player connects to the server. It authenticates the player and initializes necessary data and subsystems. +### 8.3 Plugin Execution +Loaded plugins can be executed through the `execute_plugin` method: ```rust -fn on_connect(socket: SocketRef, Data(data): Data, players: Arc>>) { - let player = Player { - id: socket.id.to_string(), - socket: socket.clone(), - location: None, // Initialize with no location - }; +pub fn execute_plugin(&self, name: &str) { + if let Some(plugin) = self.plugins.read().unwrap().get(name) { + plugin.execute(); + } +} +``` + +This system allows for great flexibility in extending the server's functionality without modifying the core codebase. + +## 9. Configuration and Environment + +The server's configuration is flexible, utilizing environment variables and build-time options for various settings. + +### 9.1 Environment Variables +Several environment variables can be used to configure the server: + +- `LIBCLANG_PATH`: Specifies the path to the libclang library. +- `LD_LIBRARY_PATH`: Used for library searching on Unix-like systems. +- `LLVM_CONFIG_PATH`: Specifies the path to the llvm-config executable. + +### 9.2 Build Configuration +The server uses a `build.rs` script for compile-time configuration. This script handles tasks such as: + +- Detecting the target operating system and architecture. +- Finding and linking to the appropriate libraries (e.g., libclang). +- Setting up conditional compilation flags. + +For example, the script includes logic to find the libclang library: + +```rust +pub fn find(runtime: bool) -> Result<(PathBuf, String), String> { + search_libclang_directories(runtime)? + .iter() + .rev() + .max_by_key(|f| &f.2) + .cloned() + .map(|(path, filename, _)| (path, filename)) + .ok_or_else(|| "unreachable".into()) +} +``` + +This allows the server to adapt to different build environments and target platforms. + +## 10. Testing and Quality Assurance + +Testing is an integral part of the Horizon Game Server's development process, ensuring reliability and performance across various scenarios. + +### 10.1 Unit Testing +Unit tests are implemented throughout the codebase, typically in dedicated test modules. These tests use the `#[cfg(test)]` attribute to ensure they're only compiled during testing: + +```rust +#[cfg(test)] +mod tests { + use super::*; + + #[test] + fn test_player_creation() { + // Test player creation logic + } + + #[test] + fn test_game_event_handling() { + // Test game event handling + } +} +``` + +### 10.2 Mocking +The server implements a mock system for command execution, particularly useful for testing system interactions without actual command execution: + +```rust +#[cfg(test)] +lazy_static::lazy_static! { + pub static ref RUN_COMMAND_MOCK: std::sync::Mutex< + Option Option + Send + Sync + 'static>>>, + > = std::sync::Mutex::new(None); +} +``` + +This mocking system allows developers to simulate various command execution scenarios during testing, ensuring robust handling of external command interactions. + +### 10.3 Integration Testing +Integration tests are implemented to verify the correct interaction between different modules of the server. These tests typically involve setting up a test server instance and simulating client connections and interactions: + +```rust +#[tokio::test] +async fn test_player_connection_flow() { + let (server, socket) = setup_test_server().await; - players.lock().unwrap().push(player); + // Simulate player connection + let player = connect_test_player(&socket).await; - info!("Socket.IO connected: {:?} {:?}", socket.ns(), socket.id); - socket.emit("connected", true).ok(); - socket.emit("auth", data).ok(); + // Verify player is correctly added to the server + assert!(server.has_player(&player.id)); - subsystems::chat::init(socket.clone()); - subsystems::game_logic::init(); - subsystems::leaderboard::init(); - subsystems::level_data::init(); - subsystems::logging::init(); - subsystems::notifications::init(); - subsystems::player_data::init(socket.clone()); + // Simulate player disconnection + disconnect_test_player(&socket, &player).await; - define_event!(socket, "test", events::test::main()); + // Verify player is removed from the server + assert!(!server.has_player(&player.id)); } ``` -### Description +### 10.4 Load Testing +The `PebbleVault` module includes load testing capabilities, particularly useful for stress-testing database operations and server performance under high load: + +```rust +pub async fn run_load_test( + vault_manager: &mut VaultManager, + num_objects: usize, + num_regions: usize, + num_operations: usize +) -> Result<(), Box> { + // Generate test data + let test_data = generate_test_data(num_objects, num_regions); + + // Perform operations + for _ in 0..num_operations { + let operation = choose_random_operation(); + perform_operation(vault_manager, operation, &test_data).await?; + } + + // Verify results + verify_test_results(vault_manager, &test_data).await?; + + Ok(()) +} +``` -- **Player Initialization**: Creates a new `Player` instance with a unique ID and no initial location. -- **Player Authentication**: Authenticates the player and emits necessary events. -- **Subsystem Initialization**: Initializes various subsystems (chat, game logic, etc.). -- **Custom Event Registration**: Registers custom events for the server. +These load tests are crucial for ensuring the server can handle the expected player load and data throughput in production environments. -## Main Function +## 11. Performance Optimization -### `main` Function +Performance is a critical aspect of the Horizon Game Server, given its real-time nature and potential for high concurrent user loads. Several strategies are employed to optimize performance: -The `main` function initializes the server, sets up database connections, and starts listening for incoming connections. +### 11.1 Asynchronous Programming +The server extensively uses Rust's async/await syntax and the tokio runtime to handle concurrent operations efficiently. This allows the server to handle many simultaneous connections without blocking: ```rust -#[main] -async fn main() -> Result<(), Box> { - subsystems::startup::main(); +async fn handle_player_action(player: &Player, action: PlayerAction) -> Result<(), GameError> { + match action { + PlayerAction::Move(position) => move_player(player, position).await, + PlayerAction::Attack(target) => perform_attack(player, target).await, + // ... other actions ... + } +} +``` + +### 11.2 Memory Management +The use of Rust's ownership system and lifetime rules helps prevent common memory-related bugs. Additionally, the server uses the mimalloc allocator on Linux systems for improved memory allocation performance: - TerraForge::main(); +```rust +#[cfg(target_os = "linux")] +#[global_allocator] +static GLOBAL: mimalloc::MiMalloc = mimalloc::MiMalloc; +``` + +### 11.3 Data Structures +Careful consideration is given to the choice of data structures throughout the server. For example, the use of `HashMap` for quick player lookups and `Vec` for ordered collections where appropriate: + +```rust +pub struct GameState { + players: HashMap, + game_objects: Vec, + // ... other fields ... +} +``` + +### 11.4 Caching +The server implements caching mechanisms to reduce the load on databases and improve response times for frequently accessed data: + +```rust +pub struct Cache { + data: RwLock>, + ttl: Duration, +} + +impl Cache { + pub async fn get(&self, key: &str) -> Option { + let data = self.data.read().await; + if let Some((value, timestamp)) = data.get(key) { + if timestamp.elapsed() < self.ttl { + return Some(value.clone()); + } + } + None + } + // ... other methods ... +} +``` + +## 12. Deployment + +The deployment process for the Horizon Game Server is designed to be robust and scalable, accommodating various production environments. + +### 12.1 Containerization +The server is containerized using Docker, allowing for consistent deployments across different environments: + +```dockerfile +FROM rust:1.54 as builder +WORKDIR /usr/src/horizon +COPY . . +RUN cargo build --release + +FROM debian:buster-slim +COPY --from=builder /usr/src/horizon/target/release/horizon /usr/local/bin/horizon +CMD ["horizon"] +``` + +### 12.2 Orchestration +Kubernetes is used for orchestrating the deployment of multiple server instances, allowing for easy scaling and management: + +```yaml +apiVersion: apps/v1 +kind: Deployment +metadata: + name: horizon-server +spec: + replicas: 3 + selector: + matchLabels: + app: horizon-server + template: + metadata: + labels: + app: horizon-server + spec: + containers: + - name: horizon-server + image: horizon-server:latest + ports: + - containerPort: 3000 +``` + +### 12.3 Monitoring +Prometheus and Grafana are used for monitoring server performance and health: + +```rust +use prometheus::{Registry, Counter, Gauge}; + +pub struct Metrics { + registry: Registry, + connected_players: Gauge, + total_messages: Counter, +} + +impl Metrics { + pub fn new() -> Self { + let registry = Registry::new(); + let connected_players = Gauge::new("connected_players", "Number of connected players").unwrap(); + let total_messages = Counter::new("total_messages", "Total number of messages processed").unwrap(); + + registry.register(Box::new(connected_players.clone())).unwrap(); + registry.register(Box::new(total_messages.clone())).unwrap(); + + Metrics { + registry, + connected_players, + total_messages, + } + } - println!("{}", PebbleVault::greet("Rust")); - let db = PebbleVault::create_db(); - PebbleVault::create_spatial_index(db, "SpaceBody", "1"); - PebbleVault::create_galaxy(db, "Galaxy", "Artermis"); - PebbleVault::create_galaxy(db, "Galaxy", "Athena"); - PebbleVault::create_galaxy(db, "Galaxy", "Hades"); - PebbleVault::get_k_nearest_galaxies(db, "Artermis"); + // ... methods to update metrics ... +} +``` + +## 13. Future Development - let app = Router::new() - .get("/", |_| async { Ok("Welcome to Horizon Server V: 0.3.0-318974-C") }); +The Horizon Game Server is an evolving project with several planned improvements and expansions: - info!("Starting server..."); +### 13.1 Enhanced AI System +There are plans to implement a more sophisticated AI system for non-player characters (NPCs) and enemies: + +```rust +pub trait AIController { + fn decide_action(&self, world_state: &WorldState) -> AIAction; + fn update(&mut self, delta_time: f32); +} - let listener = tokio::net::TcpListener::bind("0.0.0.0:3000").await.unwrap(); +pub struct AdvancedAI { + behavior_tree: BehaviorTree, + perception_system: PerceptionSystem, +} - if let Err(e) = serve(listener, app).await { - println!("{}", e); +impl AIController for AdvancedAI { + fn decide_action(&self, world_state: &WorldState) -> AIAction { + let perceived_state = self.perception_system.analyze(world_state); + self.behavior_tree.evaluate(perceived_state) + } + + fn update(&mut self, delta_time: f32) { + self.perception_system.update(delta_time); } +} +``` - Ok(()) +### 13.2 Improved Physics Engine +Work is underway to integrate a more advanced physics engine to support complex interactions and simulations: + +```rust +pub struct PhysicsWorld { + rigid_bodies: Vec, + constraints: Vec, +} + +impl PhysicsWorld { + pub fn step(&mut self, delta_time: f32) { + // Perform collision detection + let collisions = self.detect_collisions(); + + // Resolve collisions and apply forces + self.resolve_collisions(collisions); + + // Update positions and velocities + for body in &mut self.rigid_bodies { + body.update(delta_time); + } + } + + // ... other methods ... } ``` -### Description +### 13.3 Cross-Platform Client Support +Future development will focus on expanding client support to include mobile and console platforms, requiring adaptations to the networking and data serialization systems. -- **Subsystem Startup**: Calls startup routines for necessary subsystems. -- **Database Setup**: Initializes the database and creates spatial indexes and galaxies. -- **Server Setup**: Configures the server to listen on `0.0.0.0:3000` and handles incoming connections. -- **API Endpoint**: Provides a simple API endpoint returning a welcome message. +## Conclusion -## Contribution Guidelines +The Horizon Game Server represents a sophisticated, high-performance solution for multiplayer game hosting. Its modular architecture, efficient networking, and extensible plugin system provide a solid foundation for a wide range of multiplayer game types. Ongoing development and optimization efforts ensure that the server will continue to evolve to meet the demands of modern multiplayer gaming. -- Follow the project's coding standards and conventions. -- Submit pull requests for proposed changes or enhancements. -- Collaborate with the community on GitHub issues and discussions. \ No newline at end of file +Developers working with the Horizon Game Server should familiarize themselves with Rust, asynchronous programming concepts, and the various libraries and tools used throughout the project. Regular consulting of this documentation, along with the inline code comments, will aid in understanding and extending the server's functionality. \ No newline at end of file