valence/README.md

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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>
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<p align="center">
<img src="assets/logo-full.svg" width="650" align="center">
</p>
<p align="center">
<a href="https://github.com/valence-rs/valence/blob/main/LICENSE.txt">
<img src="https://img.shields.io/github/license/valence-rs/valence"
alt="license"></a>
<a href="https://crates.io/crates/valence">
<img src="https://img.shields.io/crates/d/valence?label=crates.io"></a>
<a href="https://discord.gg/8Fqqy9XrYb">
<img src="https://img.shields.io/discord/998132822239870997?logo=discord"
alt="chat on Discord"></a>
<a href="https://github.com/sponsors/rj00a">
<img src="https://img.shields.io/github/sponsors/rj00a"
alt="GitHub sponsors"></a>
</p>
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A Rust framework for building Minecraft: Java Edition servers.
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>
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Built on top of [Bevy ECS](https://bevyengine.org/learn/book/getting-started/ecs/), Valence is an effort to create a
Minecraft compatible server completely from scratch in Rust. You can think of Valence as a _game engine for
Minecraft servers_. It doesn't do much by default, but by writing game logic yourself and leveraging Bevy's
powerful [plugin system](https://bevyengine.org/learn/book/getting-started/plugins/), you can make almost anything.
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>
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Opinionated features like dynamic scripting, dedicated executables, and vanilla game mechanics are all expected to be
built as optional plugins. This level of modularity is desirable for those looking to build highly custom experiences
in Minecraft such as minigame servers.
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# Goals
Valence aims to be the following:
* **Complete**. Abstractions for the full breadth of the Minecraft protocol.
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>
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* **Flexible**. Valence provides direct access to the lowest levels of Minecraft's protocol when necessary.
* **Modular**. Pick and choose the features you actually need.
* **Intuitive**. An API that is easy to use and difficult to misuse. Extensive documentation and examples are important.
* **Efficient**. Optimal use of system resources with multiple CPU cores in mind. Valence uses very little memory and
can
support [thousands](https://cdn.discordapp.com/attachments/998132822864834613/1051100042519380028/2022-12-10_03.30.09.png)
of players at the same time without lag (assuming you have the bandwidth).
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* **Up to date**. Targets the most recent stable version of Minecraft. Support for multiple versions at once is not
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>
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planned. However, you can use a proxy with [ViaBackwards](https://www.spigotmc.org/resources/viabackwards.27448/) to
achieve backwards compatibility with older clients.
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## Current Status
Valence is still early in development with many features unimplemented or incomplete. However, the foundations are in
place. Here are some noteworthy achievements:
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>
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- `valence_nbt`: A speedy new library for Minecraft's Named Binary Tag (NBT) format.
- `valence_protocol`: A library for working with Minecraft's protocol. Does not depend on Valence and can be used in
other projects.
- Authentication, encryption, and compression
- Block states
- Chunks
- Entities and metadata
- Bounding volume hierarchy for fast spatial entity queries
- Player list and player skins
- Dimensions, biomes, and worlds
- JSON Text API
- A Fabric mod for extracting data from the game into JSON files. These files are processed by a build script to
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generate Rust code for the project. The JSON files can be used in other projects as well.
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>
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- Inventories
- Items
- Particles
- Anvil file format (read only)
- Proxy support ([Velocity](https://velocitypowered.com/), [Bungeecord](https://www.spigotmc.org/wiki/bungeecord/)
and [Waterfall](https://docs.papermc.io/waterfall))
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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>
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Here is a [short video](https://www.youtube.com/watch?v=6P072lKE01s) (outdated) showing the examples and some of
Valence's capabilities.
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# Getting Started
## Running the Examples
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>
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After cloning the repository, run
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```shell
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>
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cargo r -r --example
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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>
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to view the list of examples. I recommend giving `parkour`, `conway`, `terrain`, and `cow_sphere` a try.
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Next, open your Minecraft client and connect to the address `localhost`.
If all goes well you should be playing on the server.
## Adding Valence as a Dependency
Valence is published to [crates.io](https://crates.io/crates/valence). Run `cargo add valence` to add it to your
project. Documentation is available [here](https://docs.rs/valence/latest/valence/).
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However, the crates.io version is likely outdated. To use the most recent development version, add Valence as a
[git dependency](https://doc.rust-lang.org/cargo/reference/specifying-dependencies.html#specifying-dependencies-from-git-repositories)
```toml
[dependencies]
valence = { git = "https://github.com/valence-rs/valence" }
```
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>
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View the latest documentation by running `cargo d --open` in your project.
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# Contributing
Contributions are welcome! Please
see [CONTRIBUTING.md](https://github.com/valence-rs/valence/blob/main/CONTRIBUTING.md). You can also
join [the Discord](https://discord.gg/8Fqqy9XrYb) to discuss the project and ask questions.
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# License
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Code is licensed under [MIT](https://opensource.org/licenses/MIT) while the Valence logo is
under [CC BY-NC-ND 4.0](https://creativecommons.org/licenses/by-nc-nd/4.0/)
# Funding
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>
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If you would like to contribute financially, consider sponsoring me (rj00a)
on [GitHub](https://github.com/sponsors/rj00a)
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>
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or [Patreon](https://www.patreon.com/rj00a).
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I would love to continue working on Valence and your support would help me do that. Thanks!