valence/crates/valence_anvil/examples/anvil_loading.rs

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ECS Rewrite (#184) This PR redesigns Valence's architecture around the Bevy Entity Component System framework (`bevy_ecs` and `bevy_app`). Along the way, a large number of changes and improvements have been made. - Valence is now a Bevy plugin. This allows Valence to integrate with the wider Bevy ecosystem. - The `Config` trait has been replaced with the plugin struct which is much easier to configure. Async callbacks are grouped into their own trait. - `World` has been renamed to `Instance` to avoid confusion with `bevy_ecs::world::World`. - Entities, clients, player list, and inventories are all just ECS components/resources. There is no need for us to have our own generational arena/slotmap/etc for each one. - Client events use Bevy's event system. Users can read events with the `EventReader` system parameter. This also means that events are dispatched at an earlier stage of the program where access to the full server is available. There is a special "event loop" stage which is used primarily to avoid the loss of ordering information between events. - Chunks have been completely overhauled to be simpler and faster. The distinction between loaded and unloaded chunks has been mostly eliminated. The per-section bitset that tracked changes has been removed, which should further reduce memory usage. More operations on chunks are available such as removal and cloning. - The full client's game profile is accessible rather than just the textures. - Replaced `vek` with `glam` for parity with Bevy. - Basic inventory support has been added. - Various small changes to `valence_protocol`. - New Examples - The terrain and anvil examples are now fully asynchronous and will not block the main tick loop while chunks are loading. # TODOs - [x] Implement and dispatch client events. - ~~[ ] Finish implementing the new entity/chunk update algorithm.~~ New approach ended up being slower. And also broken. - [x] [Update rust-mc-bot to 1.19.3](https://github.com/Eoghanmc22/rust-mc-bot/pull/3). - [x] Use rust-mc-bot to test for and fix any performance regressions. Revert to old entity/chunk update algorithm if the new one turns out to be slower for some reason. - [x] Make inventories an ECS component. - [x] Make player lists an ECS ~~component~~ resource. - [x] Expose all properties of the client's game profile. - [x] Update the examples. - [x] Update `valence_anvil`. - ~~[ ] Update `valence_spatial_index` to use `glam` instead of `vek`.~~ Maybe later - [x] Make entity events use a bitset. - [x] Update docs. Closes #69 Closes #179 Closes #53 --------- Co-authored-by: Carson McManus <dyc3@users.noreply.github.com> Co-authored-by: AviiNL <me@avii.nl> Co-authored-by: Danik Vitek <x3665107@gmail.com> Co-authored-by: Snowiiii <71594357+Snowiiii@users.noreply.github.com>
2023-02-12 04:51:53 +11:00
use std::collections::hash_map::Entry;
use std::collections::HashMap;
use std::path::PathBuf;
use std::thread;
use clap::Parser;
use flume::{Receiver, Sender};
use tracing::warn;
use valence::bevy_app::AppExit;
use valence::client::despawn_disconnected_clients;
use valence::client::event::default_event_handler;
use valence::prelude::*;
use valence_anvil::{AnvilChunk, AnvilWorld};
const SPAWN_POS: DVec3 = DVec3::new(0.0, 256.0, 0.0);
const SECTION_COUNT: usize = 24;
#[derive(Parser)]
#[clap(author, version, about)]
struct Cli {
/// The path to a Minecraft world save containing a `region` subdirectory.
path: PathBuf,
}
#[derive(Resource)]
struct GameState {
/// Chunks that need to be generated. Chunks without a priority have already
/// been sent to the anvil thread.
pending: HashMap<ChunkPos, Option<Priority>>,
sender: Sender<ChunkPos>,
receiver: Receiver<(ChunkPos, Chunk)>,
}
/// The order in which chunks should be processed by anvil worker. Smaller
/// values are sent first.
type Priority = u64;
pub fn main() {
tracing_subscriber::fmt().init();
App::new()
.add_plugin(ServerPlugin::new(()))
.add_system_to_stage(EventLoop, default_event_handler)
.add_system_set(PlayerList::default_system_set())
.add_startup_system(setup)
.add_system(init_clients)
.add_system(remove_unviewed_chunks.after(init_clients))
.add_system(update_client_views.after(remove_unviewed_chunks))
.add_system(send_recv_chunks.after(update_client_views))
.add_system(despawn_disconnected_clients)
.run();
}
fn setup(world: &mut World) {
let cli = Cli::parse();
let dir = cli.path;
if !dir.exists() {
eprintln!("Directory `{}` does not exist. Exiting.", dir.display());
world.send_event(AppExit);
} else if !dir.is_dir() {
eprintln!("`{}` is not a directory. Exiting.", dir.display());
world.send_event(AppExit);
}
let anvil = AnvilWorld::new(dir);
let (finished_sender, finished_receiver) = flume::unbounded();
let (pending_sender, pending_receiver) = flume::unbounded();
// Process anvil chunks in a different thread to avoid blocking the main tick
// loop.
thread::spawn(move || anvil_worker(pending_receiver, finished_sender, anvil));
world.insert_resource(GameState {
pending: HashMap::new(),
sender: pending_sender,
receiver: finished_receiver,
});
let instance = world
.resource::<Server>()
.new_instance(DimensionId::default());
world.spawn(instance);
}
fn init_clients(
mut clients: Query<&mut Client, Added<Client>>,
instances: Query<Entity, With<Instance>>,
mut commands: Commands,
) {
for mut client in &mut clients {
let instance = instances.single();
client.set_flat(true);
client.set_game_mode(GameMode::Creative);
client.set_position(SPAWN_POS);
client.set_instance(instance);
commands.spawn(McEntity::with_uuid(
EntityKind::Player,
instance,
client.uuid(),
));
}
}
fn remove_unviewed_chunks(mut instances: Query<&mut Instance>) {
instances
.single_mut()
.retain_chunks(|_, chunk| chunk.is_viewed_mut());
}
fn update_client_views(
mut instances: Query<&mut Instance>,
mut clients: Query<&mut Client>,
mut state: ResMut<GameState>,
) {
let instance = instances.single_mut();
for client in &mut clients {
let view = client.view();
let queue_pos = |pos| {
if instance.chunk(pos).is_none() {
match state.pending.entry(pos) {
Entry::Occupied(mut oe) => {
if let Some(priority) = oe.get_mut() {
let dist = view.pos.distance_squared(pos);
*priority = (*priority).min(dist);
}
}
Entry::Vacant(ve) => {
let dist = view.pos.distance_squared(pos);
ve.insert(Some(dist));
}
}
}
};
// Queue all the new chunks in the view to be sent to the anvil worker.
if client.is_added() {
view.iter().for_each(queue_pos);
} else {
let old_view = client.old_view();
if old_view != view {
view.diff(old_view).for_each(queue_pos);
}
}
}
}
fn send_recv_chunks(mut instances: Query<&mut Instance>, state: ResMut<GameState>) {
let mut instance = instances.single_mut();
let state = state.into_inner();
// Insert the chunks that are finished loading into the instance.
for (pos, chunk) in state.receiver.drain() {
instance.insert_chunk(pos, chunk);
assert!(state.pending.remove(&pos).is_some());
}
// Collect all the new chunks that need to be loaded this tick.
let mut to_send = vec![];
for (pos, priority) in &mut state.pending {
if let Some(pri) = priority.take() {
to_send.push((pri, pos));
}
}
// Sort chunks by ascending priority.
to_send.sort_unstable_by_key(|(pri, _)| *pri);
// Send the sorted chunks to be loaded.
for (_, pos) in to_send {
let _ = state.sender.try_send(*pos);
}
}
fn anvil_worker(
receiver: Receiver<ChunkPos>,
sender: Sender<(ChunkPos, Chunk)>,
mut world: AnvilWorld,
) {
while let Ok(pos) = receiver.recv() {
match get_chunk(pos, &mut world) {
Ok(chunk) => {
if let Some(chunk) = chunk {
let _ = sender.try_send((pos, chunk));
}
}
Err(e) => warn!("Failed to get chunk at ({}, {}): {e:#}.", pos.x, pos.z),
}
}
}
fn get_chunk(pos: ChunkPos, world: &mut AnvilWorld) -> anyhow::Result<Option<Chunk>> {
let Some(AnvilChunk { data, .. }) = world.read_chunk(pos.x, pos.z)? else {
return Ok(None)
};
let mut chunk = Chunk::new(SECTION_COUNT);
valence_anvil::to_valence(&data, &mut chunk, 4, |_| BiomeId::default())?;
Ok(Some(chunk))
}