valence/src/client.rs

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//! Connections to the server after logging in.
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use std::collections::{HashSet, VecDeque};
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use std::iter::FusedIterator;
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use std::time::Duration;
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use bitfield_struct::bitfield;
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pub use event::*;
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use flume::{Receiver, Sender, TrySendError};
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use rayon::iter::ParallelIterator;
use uuid::Uuid;
use vek::Vec3;
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use crate::biome::Biome;
use crate::block_pos::BlockPos;
use crate::chunk_pos::ChunkPos;
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use crate::config::Config;
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use crate::dimension::DimensionId;
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use crate::entity::kinds::Player;
use crate::entity::{
velocity_to_packet_units, Entities, EntityId, EntityKind, Event as EntityEvent,
StatusOrAnimation,
};
use crate::player_textures::SignedPlayerTextures;
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use crate::protocol_inner::packets::play::c2s::{
C2sPlayPacket, DiggingStatus, InteractKind, PlayerCommandId,
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};
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pub use crate::protocol_inner::packets::play::s2c::SetTitleAnimationTimes as TitleAnimationTimes;
use crate::protocol_inner::packets::play::s2c::{
Animate, BiomeRegistry, BlockChangeAck, ChatType, ChatTypeChat, ChatTypeNarration,
ChatTypeRegistry, ChatTypeRegistryEntry, ClearTitles, DimensionTypeRegistry,
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DimensionTypeRegistryEntry, Disconnect, EntityStatus, ForgetLevelChunk, GameEvent,
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GameEventReason, KeepAlive, Login, MoveEntityPosition, MoveEntityPositionAndRotation,
MoveEntityRotation, PlayerPosition, PlayerPositionFlags, RegistryCodec, RemoveEntities,
Respawn, RotateHead, S2cPlayPacket, SetChunkCacheCenter, SetChunkCacheRadius,
SetEntityMetadata, SetEntityMotion, SetSubtitleText, SetTitleText, SpawnPosition, SystemChat,
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TeleportEntity, UpdateAttributes, UpdateAttributesProperty,
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};
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use crate::protocol_inner::{BoundedInt, ByteAngle, Nbt, RawBytes, VarInt};
use crate::server::{C2sPacketChannels, NewClientData, SharedServer};
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use crate::slotmap::{Key, SlotMap};
use crate::text::Text;
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use crate::util::{chunks_in_view_distance, is_chunk_in_view_distance};
use crate::world::{WorldId, Worlds};
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use crate::{ident, Ticks, LIBRARY_NAMESPACE, STANDARD_TPS};
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/// Contains the [`Event`] enum and related data types.
mod event;
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/// A container for all [`Client`]s on a [`Server`](crate::server::Server).
///
/// New clients are automatically inserted into this container but
/// are not automatically deleted. It is your responsibility to delete them once
/// they disconnect. This can be checked with [`Client::is_disconnected`].
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pub struct Clients<C: Config> {
sm: SlotMap<Client<C>>,
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}
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impl<C: Config> Clients<C> {
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pub(crate) fn new() -> Self {
Self { sm: SlotMap::new() }
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}
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pub(crate) fn insert(&mut self, client: Client<C>) -> (ClientId, &mut Client<C>) {
let (id, client) = self.sm.insert(client);
(ClientId(id), client)
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}
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/// Removes a client from the server.
///
/// If the given client ID is valid, `true` is returned and the client is
/// deleted. Otherwise, `false` is returned and the function has no effect.
pub fn delete(&mut self, client: ClientId) -> bool {
self.sm.remove(client.0).is_some()
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}
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/// Deletes all clients from the server (as if by [`Self::delete`]) for
/// which `f` returns `true`.
///
/// All clients are visited in an unspecified order.
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pub fn retain(&mut self, mut f: impl FnMut(ClientId, &mut Client<C>) -> bool) {
self.sm.retain(|k, v| f(ClientId(k), v))
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}
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/// Returns the number of clients on the server. This includes clients
/// which may be disconnected.
pub fn count(&self) -> usize {
self.sm.len()
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}
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/// Returns a shared reference to the client with the given ID. If
/// the ID is invalid, then `None` is returned.
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pub fn get(&self, client: ClientId) -> Option<&Client<C>> {
self.sm.get(client.0)
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}
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/// Returns an exclusive reference to the client with the given ID. If the
/// ID is invalid, then `None` is returned.
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pub fn get_mut(&mut self, client: ClientId) -> Option<&mut Client<C>> {
self.sm.get_mut(client.0)
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}
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/// Returns an immutable iterator over all clients on the server in an
/// unspecified order.
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pub fn iter(&self) -> impl FusedIterator<Item = (ClientId, &Client<C>)> + Clone + '_ {
self.sm.iter().map(|(k, v)| (ClientId(k), v))
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}
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/// Returns a mutable iterator over all clients on the server in an
/// unspecified order.
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pub fn iter_mut(&mut self) -> impl FusedIterator<Item = (ClientId, &mut Client<C>)> + '_ {
self.sm.iter_mut().map(|(k, v)| (ClientId(k), v))
}
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/// Returns a parallel immutable iterator over all clients on the server in
/// an unspecified order.
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pub fn par_iter(&self) -> impl ParallelIterator<Item = (ClientId, &Client<C>)> + Clone + '_ {
self.sm.par_iter().map(|(k, v)| (ClientId(k), v))
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}
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/// Returns a parallel mutable iterator over all clients on the server in an
/// unspecified order.
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pub fn par_iter_mut(
&mut self,
) -> impl ParallelIterator<Item = (ClientId, &mut Client<C>)> + '_ {
self.sm.par_iter_mut().map(|(k, v)| (ClientId(k), v))
}
}
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/// An identifier for a [`Client`] on the server.
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///
/// Client IDs are either _valid_ or _invalid_. Valid client IDs point to
/// clients that have not been deleted, while invalid IDs point to those that
/// have. Once an ID becomes invalid, it will never become valid again.
///
/// The [`Ord`] instance on this type is correct but otherwise unspecified. This
/// is useful for storing IDs in containers such as
/// [`BTreeMap`](std::collections::BTreeMap).
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#[derive(Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash, Default, Debug)]
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pub struct ClientId(Key);
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impl ClientId {
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/// The value of the default client ID which is always invalid.
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pub const NULL: Self = Self(Key::NULL);
}
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/// Represents a remote connection to a client after successfully logging in.
///
/// Much like an [`Entity`], clients posess a location, rotation, and UUID.
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/// However, clients are handled separately from entities and are partially
/// managed by the library.
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///
/// By default, clients have no influence over the worlds they reside in. They
/// cannot break blocks, hurt entities, or see other clients. Interactions with
/// the server must be handled explicitly with [`Self::pop_event`].
///
/// Additionally, clients posess [`Player`] entity data which is only visible to
/// themselves. This can be accessed with [`Self::player`] and
/// [`Self::player_mut`].
///
/// # The Difference Between a "Client" and a "Player"
///
/// Normally in Minecraft, players and clients are one and the same. Players are
/// simply a special type of entity which is backed by a remote connection.
///
/// In Valence however, clients and players have been decoupled. This separation
/// was done primarily to enable multithreaded client updates.
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pub struct Client<C: Config> {
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/// Custom state.
pub state: C::ClientState,
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/// Setting this to `None` disconnects the client.
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send: SendOpt,
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recv: Receiver<C2sPlayPacket>,
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/// The tick this client was created.
created_tick: Ticks,
uuid: Uuid,
username: String,
textures: Option<SignedPlayerTextures>,
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world: WorldId,
new_position: Vec3<f64>,
old_position: Vec3<f64>,
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/// Measured in m/s.
velocity: Vec3<f32>,
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/// Measured in degrees
yaw: f32,
/// Measured in degrees
pitch: f32,
/// Counts up as teleports are made.
teleport_id_counter: u32,
/// The number of pending client teleports that have yet to receive a
/// confirmation. Inbound client position packets are ignored while this
/// is nonzero.
pending_teleports: u32,
spawn_position: BlockPos,
spawn_position_yaw: f32,
death_location: Option<(DimensionId, BlockPos)>,
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events: VecDeque<Event>,
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/// The ID of the last keepalive sent.
last_keepalive_id: i64,
new_max_view_distance: u8,
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old_max_view_distance: u8,
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/// Entities that were visible to this client at the end of the last tick.
/// This is used to determine what entity create/destroy packets should be
/// sent.
loaded_entities: HashSet<EntityId>,
loaded_chunks: HashSet<ChunkPos>,
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new_game_mode: GameMode,
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old_game_mode: GameMode,
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settings: Option<Settings>,
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dug_blocks: Vec<i32>,
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/// Should be sent after login packet.
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msgs_to_send: Vec<Text>,
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attack_speed: f64,
movement_speed: f64,
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flags: ClientFlags,
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/// The data for the client's own player entity.
player_data: Player,
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entity_events: Vec<EntityEvent>,
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}
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#[bitfield(u16)]
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pub(crate) struct ClientFlags {
spawn: bool,
sneaking: bool,
sprinting: bool,
jumping_with_horse: bool,
on_ground: bool,
/// If any of position, yaw, or pitch were modified by the
/// user this tick.
teleported_this_tick: bool,
/// If spawn_position or spawn_position_yaw were modified this tick.
modified_spawn_position: bool,
/// If the last sent keepalive got a response.
got_keepalive: bool,
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hardcore: bool,
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attack_speed_modified: bool,
movement_speed_modified: bool,
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velocity_modified: bool,
#[bits(4)]
_pad: u8,
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}
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impl<C: Config> Client<C> {
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pub(crate) fn new(
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packet_channels: C2sPacketChannels,
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server: &SharedServer<C>,
ncd: NewClientData,
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data: C::ClientState,
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) -> Self {
let (send, recv) = packet_channels;
Self {
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state: data,
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send: Some(send),
recv,
created_tick: server.current_tick(),
uuid: ncd.uuid,
username: ncd.username,
textures: ncd.textures,
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world: WorldId::default(),
new_position: Vec3::default(),
old_position: Vec3::default(),
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velocity: Vec3::default(),
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yaw: 0.0,
pitch: 0.0,
teleport_id_counter: 0,
pending_teleports: 0,
spawn_position: BlockPos::default(),
spawn_position_yaw: 0.0,
death_location: None,
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events: VecDeque::new(),
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last_keepalive_id: 0,
new_max_view_distance: 16,
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old_max_view_distance: 0,
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loaded_entities: HashSet::new(),
loaded_chunks: HashSet::new(),
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new_game_mode: GameMode::Survival,
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old_game_mode: GameMode::Survival,
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settings: None,
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dug_blocks: Vec::new(),
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msgs_to_send: Vec::new(),
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attack_speed: 4.0,
movement_speed: 0.7,
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flags: ClientFlags::new()
.with_modified_spawn_position(true)
.with_got_keepalive(true),
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player_data: Player::new(),
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entity_events: Vec::new(),
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}
}
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/// Gets the tick that this client was created.
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pub fn created_tick(&self) -> Ticks {
self.created_tick
}
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/// Gets the client's UUID.
pub fn uuid(&self) -> Uuid {
self.uuid
}
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/// Gets the username of this client, which is always valid.
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pub fn username(&self) -> &str {
&self.username
}
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/// Returns the sneaking state of this client.
pub fn is_sneaking(&self) -> bool {
self.flags.sneaking()
}
/// Returns the sprinting state of this client.
pub fn is_sprinting(&self) -> bool {
self.flags.sprinting()
}
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/// Gets the player textures of this client. If the client does not have
/// a skin, then `None` is returned.
pub fn textures(&self) -> Option<&SignedPlayerTextures> {
self.textures.as_ref()
}
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/// Gets the world this client is located in.
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pub fn world(&self) -> WorldId {
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self.world
}
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/// Changes the world this client is located in.
///
/// The given [`WorldId`] must be valid. Otherwise, the client is
/// disconnected.
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pub fn spawn(&mut self, world: WorldId) {
self.world = world;
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self.flags.set_spawn(true);
}
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/// Sends a system message to the player which is visible in the chat.
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pub fn send_message(&mut self, msg: impl Into<Text>) {
// We buffer messages because weird things happen if we send them before the
// login packet.
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self.msgs_to_send.push(msg.into());
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}
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/// Gets the absolute position of this client in the world it is located
/// in.
pub fn position(&self) -> Vec3<f64> {
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self.new_position
}
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/// Changes the position and rotation of this client in the world it is
/// located in.
///
/// If you want to change the client's world, use [`Self::spawn`].
pub fn teleport(&mut self, pos: impl Into<Vec3<f64>>, yaw: f32, pitch: f32) {
self.new_position = pos.into();
self.yaw = yaw;
self.pitch = pitch;
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self.velocity = Vec3::default();
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if !self.flags.teleported_this_tick() {
self.flags.set_teleported_this_tick(true);
self.pending_teleports = match self.pending_teleports.checked_add(1) {
Some(n) => n,
None => {
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log::warn!("too many pending teleports for {}", self.username());
self.disconnect_no_reason();
return;
}
};
self.teleport_id_counter = self.teleport_id_counter.wrapping_add(1);
}
}
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/// Gets the velocity of this client in m/s.
///
/// The velocity of a client is derived from their current and previous
/// position.
pub fn velocity(&self) -> Vec3<f32> {
self.velocity
}
/// Sets the client's velocity in m/s.
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pub fn set_velocity(&mut self, velocity: impl Into<Vec3<f32>>) {
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self.velocity = velocity.into();
self.flags.set_velocity_modified(true);
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}
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/// Gets this client's yaw.
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pub fn yaw(&self) -> f32 {
self.yaw
}
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/// Gets this client's pitch.
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pub fn pitch(&self) -> f32 {
self.pitch
}
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/// Gets the spawn position. The client will see `minecraft:compass` items
/// point at the returned position.
pub fn spawn_position(&self) -> BlockPos {
self.spawn_position
}
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/// Sets the spawn position. The client will see `minecraft:compass` items
/// point at the provided position.
pub fn set_spawn_position(&mut self, pos: impl Into<BlockPos>, yaw_degrees: f32) {
let pos = pos.into();
if pos != self.spawn_position || yaw_degrees != self.spawn_position_yaw {
self.spawn_position = pos;
self.spawn_position_yaw = yaw_degrees;
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self.flags.set_modified_spawn_position(true);
}
}
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/// Gets the last death location of this client. The client will see
/// `minecraft:recovery_compass` items point at the returned position.
/// If the client's current dimension differs from the returned
/// dimension or the location is `None` then the compass will spin
/// randomly.
pub fn death_location(&self) -> Option<(DimensionId, BlockPos)> {
self.death_location
}
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/// Sets the last death location. The client will see
/// `minecraft:recovery_compass` items point at the provided position.
/// If the client's current dimension differs from the provided
/// dimension or the location is `None` then the compass will spin
/// randomly.
///
/// Changes to the last death location take effect when the client
/// (re)spawns.
pub fn set_death_location(&mut self, location: Option<(DimensionId, BlockPos)>) {
self.death_location = location;
}
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/// Gets the client's game mode.
pub fn game_mode(&self) -> GameMode {
self.new_game_mode
}
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/// Sets the client's game mode.
pub fn set_game_mode(&mut self, game_mode: GameMode) {
self.new_game_mode = game_mode;
}
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/// Sets the title this client sees.
///
/// A title is a large piece of text displayed in the center of the screen
/// which may also include a subtitle underneath it. The title
/// can be configured to fade in and out using the
/// [`TitleAnimationTimes`] struct.
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pub fn set_title(
&mut self,
title: impl Into<Text>,
subtitle: impl Into<Text>,
animation: impl Into<Option<TitleAnimationTimes>>,
) {
let title = title.into();
let subtitle = subtitle.into();
self.send_packet(SetTitleText { text: title });
if !subtitle.is_empty() {
self.send_packet(SetSubtitleText {
subtitle_text: subtitle,
});
}
if let Some(anim) = animation.into() {
self.send_packet(anim);
}
}
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/// Gets the attack cooldown speed.
pub fn attack_speed(&self) -> f64 {
self.attack_speed
}
/// Sets the attack cooldown speed.
pub fn set_attack_speed(&mut self, speed: f64) {
if self.attack_speed != speed {
self.attack_speed = speed;
self.flags.set_attack_speed_modified(true);
}
}
/// Gets the speed at which the client can run on the ground.
pub fn movement_speed(&self) -> f64 {
self.movement_speed
}
/// Sets the speed at which the client can run on the ground.
pub fn set_movement_speed(&mut self, speed: f64) {
if self.movement_speed != speed {
self.movement_speed = speed;
self.flags.set_movement_speed_modified(true);
}
}
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/// Removes the current title from the client's screen.
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pub fn clear_title(&mut self) {
self.send_packet(ClearTitles { reset: true });
}
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/// Gets if the client is on the ground, as determined by the client.
pub fn on_ground(&self) -> bool {
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self.flags.on_ground()
}
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/// Gets whether or not the client is connected to the server.
///
/// A disconnected client object will never become reconnected. It is your
/// responsibility to remove disconnected clients from the [`Clients`]
/// container.
pub fn is_disconnected(&self) -> bool {
self.send.is_none()
}
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/// Removes an [`Event`] from the event queue.
///
/// If there are no remaining events, `None` is returned.
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///
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/// Any remaining client events are deleted at the end of the
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/// current tick.
pub fn pop_event(&mut self) -> Option<Event> {
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self.events.pop_front()
}
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pub fn trigger_entity_event(&mut self, event: EntityEvent) {
self.entity_events.push(event);
}
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/// The current view distance of this client measured in chunks.
pub fn view_distance(&self) -> u8 {
self.settings
.as_ref()
.map_or(2, |s| s.view_distance)
.min(self.max_view_distance())
}
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/// Gets the maximum view distance. The client will not be able to see
/// chunks and entities past this distance.
///
/// The value returned is measured in chunks.
pub fn max_view_distance(&self) -> u8 {
self.new_max_view_distance
}
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/// Sets the maximum view distance. The client will not be able to see
/// chunks and entities past this distance.
///
/// The new view distance is measured in chunks and is clamped to `2..=32`.
pub fn set_max_view_distance(&mut self, dist: u8) {
self.new_max_view_distance = dist.clamp(2, 32);
}
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/// Enables hardcore mode. This changes the design of the client's hearts.
///
/// To have any visible effect, this function must be called on the same
/// tick the client joins the server.
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pub fn set_hardcore(&mut self, hardcore: bool) {
self.flags.set_hardcore(hardcore);
}
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/// Gets if hardcore mode is enabled.
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pub fn is_hardcore(&mut self) -> bool {
self.flags.hardcore()
}
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/// Gets the client's current settings.
pub fn settings(&self) -> Option<&Settings> {
self.settings.as_ref()
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}
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/// Disconnects this client from the server with the provided reason. This
/// has no effect if the client is already disconnected.
///
/// All future calls to [`Self::is_disconnected`] will return `true`.
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pub fn disconnect(&mut self, reason: impl Into<Text>) {
if self.send.is_some() {
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let txt = reason.into();
log::info!("disconnecting client '{}': \"{txt}\"", self.username);
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self.send_packet(Disconnect { reason: txt });
self.send = None;
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}
}
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/// Like [`Self::disconnect`], but no reason for the disconnect is
/// displayed.
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pub fn disconnect_no_reason(&mut self) {
if self.send.is_some() {
log::info!("disconnecting client '{}'", self.username);
self.send = None;
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}
}
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/// Returns an immutable reference to the client's own [`Player`] data.
pub fn player(&self) -> &Player {
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&self.player_data
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}
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/// Returns a mutable reference to the client's own [`Player`] data.
///
/// Changes made to this data is only visible to this client.
pub fn player_mut(&mut self) -> &mut Player {
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&mut self.player_data
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}
/// Attempts to enqueue a play packet to be sent to this client. The client
/// is disconnected if the clientbound packet buffer is full.
#[cfg(feature = "protocol")]
pub fn send_packet(&mut self, packet: impl Into<S2cPlayPacket>) {
send_packet(&mut self.send, packet);
}
#[cfg(not(feature = "protocol"))]
pub(crate) fn send_packet(&mut self, packet: impl Into<S2cPlayPacket>) {
send_packet(&mut self.send, packet);
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}
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pub(crate) fn handle_serverbound_packets(&mut self, entities: &Entities<C>) {
self.events.clear();
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for _ in 0..self.recv.len() {
self.handle_serverbound_packet(entities, self.recv.try_recv().unwrap());
}
}
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fn handle_serverbound_packet(&mut self, entities: &Entities<C>, pkt: C2sPlayPacket) {
fn handle_movement_packet<C: Config>(
client: &mut Client<C>,
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_vehicle: bool,
new_position: Vec3<f64>,
new_yaw: f32,
new_pitch: f32,
new_on_ground: bool,
) {
if client.pending_teleports == 0 {
// TODO: validate movement using swept AABB collision with the blocks.
// TODO: validate that the client is actually inside/outside the vehicle?
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// Movement packets should be coming in at a rate of STANDARD_TPS.
let new_velocity = (new_position - client.new_position).as_() * STANDARD_TPS as f32;
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let event = Event::Movement {
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old_position: client.new_position,
old_velocity: client.velocity,
old_yaw: client.yaw,
old_pitch: client.pitch,
old_on_ground: client.flags.on_ground(),
new_position,
new_velocity,
new_yaw,
new_pitch,
new_on_ground,
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};
client.new_position = new_position;
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client.velocity = new_velocity;
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client.yaw = new_yaw;
client.pitch = new_pitch;
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client.flags.set_on_ground(new_on_ground);
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client.events.push_back(event);
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}
}
match pkt {
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C2sPlayPacket::AcceptTeleportation(p) => {
if self.pending_teleports == 0 {
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log::warn!("unexpected teleport confirmation from {}", self.username());
self.disconnect_no_reason();
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return;
}
let got = p.teleport_id.0 as u32;
let expected = self
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.teleport_id_counter
.wrapping_sub(self.pending_teleports);
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if got == expected {
self.pending_teleports -= 1;
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} else {
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log::warn!(
"unexpected teleport ID from {} (expected {expected}, got {got})",
self.username()
);
self.disconnect_no_reason();
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}
}
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C2sPlayPacket::BlockEntityTagQuery(_) => {}
C2sPlayPacket::ChangeDifficulty(_) => {}
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C2sPlayPacket::ChatCommand(_) => {}
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C2sPlayPacket::Chat(p) => self.events.push_back(Event::ChatMessage {
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message: p.message.0,
timestamp: Duration::from_millis(p.timestamp),
}),
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C2sPlayPacket::ChatPreview(_) => {}
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C2sPlayPacket::ClientCommand(_) => {}
C2sPlayPacket::ClientInformation(p) => {
let old = self.settings.replace(Settings {
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locale: p.locale.0,
view_distance: p.view_distance.0,
chat_mode: p.chat_mode,
chat_colors: p.chat_colors,
main_hand: p.main_hand,
displayed_skin_parts: p.displayed_skin_parts,
allow_server_listings: p.allow_server_listings,
});
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self.events.push_back(Event::SettingsChanged(old));
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}
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C2sPlayPacket::CommandSuggestion(_) => {}
C2sPlayPacket::ContainerButtonClick(_) => {}
C2sPlayPacket::ContainerClose(_) => {}
C2sPlayPacket::CustomPayload(_) => {}
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C2sPlayPacket::EditBook(_) => {}
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C2sPlayPacket::EntityTagQuery(_) => {}
C2sPlayPacket::Interact(p) => {
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if let Some(id) = entities.get_with_network_id(p.entity_id.0) {
// TODO: verify that the client has line of sight to the targeted entity and
// that the distance is <=4 blocks.
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self.events.push_back(Event::InteractWithEntity {
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id,
sneaking: p.sneaking,
kind: match p.kind {
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InteractKind::Interact(hand) => InteractWithEntityKind::Interact(hand),
InteractKind::Attack => InteractWithEntityKind::Attack,
InteractKind::InteractAt((target, hand)) => {
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InteractWithEntityKind::InteractAt { target, hand }
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}
},
});
}
}
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C2sPlayPacket::JigsawGenerate(_) => {}
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C2sPlayPacket::KeepAlive(p) => {
let last_keepalive_id = self.last_keepalive_id;
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if self.flags.got_keepalive() {
log::warn!("unexpected keepalive from player {}", self.username());
self.disconnect_no_reason();
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} else if p.id != last_keepalive_id {
log::warn!(
"keepalive ids for player {} don't match (expected {}, got {})",
self.username(),
last_keepalive_id,
p.id
);
self.disconnect_no_reason();
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} else {
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self.flags.set_got_keepalive(true);
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}
}
C2sPlayPacket::LockDifficulty(_) => {}
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C2sPlayPacket::MovePlayerPosition(p) => {
handle_movement_packet(self, false, p.position, self.yaw, self.pitch, p.on_ground)
}
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C2sPlayPacket::MovePlayerPositionAndRotation(p) => {
handle_movement_packet(self, false, p.position, p.yaw, p.pitch, p.on_ground)
}
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C2sPlayPacket::MovePlayerRotation(p) => {
handle_movement_packet(self, false, self.new_position, p.yaw, p.pitch, p.on_ground)
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}
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C2sPlayPacket::MovePlayerStatusOnly(p) => handle_movement_packet(
self,
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false,
self.new_position,
self.yaw,
self.pitch,
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p.on_ground,
),
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C2sPlayPacket::MoveVehicle(p) => {
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handle_movement_packet(
self,
true,
p.position,
p.yaw,
p.pitch,
self.flags.on_ground(),
);
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}
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C2sPlayPacket::PaddleBoat(p) => {
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self.events.push_back(Event::SteerBoat {
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left_paddle_turning: p.left_paddle_turning,
right_paddle_turning: p.right_paddle_turning,
});
}
C2sPlayPacket::PickItem(_) => {}
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C2sPlayPacket::PlaceRecipe(_) => {}
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C2sPlayPacket::PlayerAbilities(_) => {}
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C2sPlayPacket::PlayerAction(p) => {
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// TODO: verify dug block is within the correct distance from the client.
// TODO: verify that the broken block is allowed to be broken?
if p.sequence.0 != 0 {
self.dug_blocks.push(p.sequence.0);
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}
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self.events.push_back(match p.status {
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DiggingStatus::StartedDigging => Event::Digging {
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status: event::DiggingStatus::Start,
position: p.location,
face: p.face,
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},
DiggingStatus::CancelledDigging => Event::Digging {
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status: event::DiggingStatus::Cancel,
position: p.location,
face: p.face,
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},
DiggingStatus::FinishedDigging => Event::Digging {
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status: event::DiggingStatus::Finish,
position: p.location,
face: p.face,
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},
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DiggingStatus::DropItemStack => return,
DiggingStatus::DropItem => return,
DiggingStatus::ShootArrowOrFinishEating => return,
DiggingStatus::SwapItemInHand => return,
});
}
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C2sPlayPacket::PlayerCommand(e) => {
// TODO: validate:
// - Can't sprint and sneak at the same time
// - Can't leave bed while not in a bed.
// - Can't jump with a horse if not on a horse
// - Can't open horse inventory if not on a horse.
// - Can't fly with elytra if not wearing an elytra.
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// - Can't jump with horse while already jumping & vice versa?
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self.events.push_back(match e.action_id {
PlayerCommandId::StartSneaking => {
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if self.flags.sneaking() {
return;
}
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self.flags.set_sneaking(true);
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Event::StartSneaking
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}
PlayerCommandId::StopSneaking => {
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if !self.flags.sneaking() {
return;
}
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self.flags.set_sneaking(false);
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Event::StopSneaking
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}
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PlayerCommandId::LeaveBed => Event::LeaveBed,
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PlayerCommandId::StartSprinting => {
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if self.flags.sprinting() {
return;
}
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self.flags.set_sprinting(true);
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Event::StartSprinting
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}
PlayerCommandId::StopSprinting => {
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if !self.flags.sprinting() {
return;
}
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self.flags.set_sprinting(false);
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Event::StopSprinting
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}
PlayerCommandId::StartJumpWithHorse => {
self.flags.set_jumping_with_horse(true);
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Event::StartJumpWithHorse {
jump_boost: e.jump_boost.0 .0 as u8,
}
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}
PlayerCommandId::StopJumpWithHorse => {
self.flags.set_jumping_with_horse(false);
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Event::StopJumpWithHorse
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}
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PlayerCommandId::OpenHorseInventory => Event::OpenHorseInventory,
PlayerCommandId::StartFlyingWithElytra => Event::StartFlyingWithElytra,
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});
}
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C2sPlayPacket::PlayerInput(_) => {}
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C2sPlayPacket::Pong(_) => {}
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C2sPlayPacket::RecipeBookChangeSettings(_) => {}
C2sPlayPacket::RecipeBookSeenRecipe(_) => {}
C2sPlayPacket::RenameItem(_) => {}
C2sPlayPacket::ResourcePack(_) => {}
C2sPlayPacket::SeenAdvancements(_) => {}
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C2sPlayPacket::SelectTrade(_) => {}
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C2sPlayPacket::SetBeacon(_) => {}
C2sPlayPacket::SetCarriedItem(_) => {}
C2sPlayPacket::SetCommandBlock(_) => {}
C2sPlayPacket::SetCommandBlockMinecart(_) => {}
C2sPlayPacket::SetCreativeModeSlot(_) => {}
C2sPlayPacket::SetJigsawBlock(_) => {}
C2sPlayPacket::SetStructureBlock(_) => {}
C2sPlayPacket::SignUpdate(_) => {}
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C2sPlayPacket::Swing(p) => self.events.push_back(Event::ArmSwing(p.hand)),
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C2sPlayPacket::TeleportToEntity(_) => {}
C2sPlayPacket::UseItemOn(_) => {}
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C2sPlayPacket::UseItem(_) => {}
}
}
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pub(crate) fn update(
&mut self,
shared: &SharedServer<C>,
entities: &Entities<C>,
worlds: &Worlds<C>,
) {
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// Mark the client as disconnected when appropriate.
if self.recv.is_disconnected() || self.send.as_ref().map_or(true, |s| s.is_disconnected()) {
self.send = None;
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return;
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}
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let world = match worlds.get(self.world) {
Some(world) => world,
None => {
log::warn!(
"client {} is in an invalid world and must be disconnected",
self.username()
);
self.disconnect_no_reason();
return;
}
};
let current_tick = shared.current_tick();
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// Send the join game packet and other initial packets. We defer this until now
// so that the user can set the client's location, game mode, etc.
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if self.created_tick == current_tick {
world
.meta
.player_list()
.initial_packets(|pkt| self.send_packet(pkt));
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let mut dimension_names: Vec<_> = shared
.dimensions()
.map(|(id, _)| ident!("{LIBRARY_NAMESPACE}:dimension_{}", id.0))
.collect();
dimension_names.push(ident!("{LIBRARY_NAMESPACE}:dummy_dimension"));
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self.send_packet(Login {
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entity_id: 0, // EntityId 0 is reserved for clients.
is_hardcore: self.flags.hardcore(),
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gamemode: self.new_game_mode,
previous_gamemode: self.old_game_mode,
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dimension_names,
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registry_codec: Nbt(make_registry_codec(shared)),
dimension_type_name: ident!(
"{LIBRARY_NAMESPACE}:dimension_type_{}",
world.meta.dimension().0
),
dimension_name: ident!(
"{LIBRARY_NAMESPACE}:dimension_{}",
world.meta.dimension().0
),
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hashed_seed: 0,
max_players: VarInt(0),
view_distance: BoundedInt(VarInt(self.new_max_view_distance as i32)),
simulation_distance: VarInt(16),
reduced_debug_info: false,
enable_respawn_screen: false,
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is_debug: false,
is_flat: world.meta.is_flat(),
last_death_location: self
.death_location
.map(|(id, pos)| (ident!("{LIBRARY_NAMESPACE}:dimension_{}", id.0), pos)),
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});
self.teleport(self.position(), self.yaw(), self.pitch());
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} else {
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if self.flags.spawn() {
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self.flags.set_spawn(false);
self.loaded_entities.clear();
self.loaded_chunks.clear();
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// TODO: clear player list.
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// Client bug workaround: send the client to a dummy dimension first.
self.send_packet(Respawn {
dimension_type_name: ident!("{LIBRARY_NAMESPACE}:dimension_type_0"),
dimension_name: ident!("{LIBRARY_NAMESPACE}:dummy_dimension"),
hashed_seed: 0,
game_mode: self.game_mode(),
previous_game_mode: self.game_mode(),
is_debug: false,
is_flat: false,
copy_metadata: true,
last_death_location: None,
});
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self.send_packet(Respawn {
dimension_type_name: ident!(
"{LIBRARY_NAMESPACE}:dimension_type_{}",
world.meta.dimension().0
),
dimension_name: ident!(
"{LIBRARY_NAMESPACE}:dimension_{}",
world.meta.dimension().0
),
hashed_seed: 0,
game_mode: self.game_mode(),
previous_game_mode: self.game_mode(),
is_debug: false,
is_flat: world.meta.is_flat(),
copy_metadata: true,
last_death_location: self
.death_location
.map(|(id, pos)| (ident!("{LIBRARY_NAMESPACE}:dimension_{}", id.0), pos)),
});
self.teleport(self.position(), self.yaw(), self.pitch());
}
if self.old_game_mode != self.new_game_mode {
self.old_game_mode = self.new_game_mode;
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self.send_packet(GameEvent {
reason: GameEventReason::ChangeGameMode,
value: self.new_game_mode as i32 as f32,
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});
}
world
.meta
.player_list()
.diff_packets(|pkt| self.send_packet(pkt));
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}
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// Set player attributes
if self.flags.attack_speed_modified() {
self.flags.set_attack_speed_modified(false);
self.send_packet(UpdateAttributes {
entity_id: VarInt(0),
properties: vec![UpdateAttributesProperty {
key: ident!("generic.attack_speed"),
value: self.attack_speed,
modifiers: Vec::new(),
}],
});
}
if self.flags.movement_speed_modified() {
self.flags.set_movement_speed_modified(false);
self.send_packet(UpdateAttributes {
entity_id: VarInt(0),
properties: vec![UpdateAttributesProperty {
key: ident!("generic.movement_speed"),
value: self.movement_speed,
modifiers: Vec::new(),
}],
});
}
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// Update the players spawn position (compass position)
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if self.flags.modified_spawn_position() {
self.flags.set_modified_spawn_position(false);
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self.send_packet(SpawnPosition {
location: self.spawn_position,
angle: self.spawn_position_yaw,
})
}
// Update view distance fog on the client if necessary.
if self.old_max_view_distance != self.new_max_view_distance {
self.old_max_view_distance = self.new_max_view_distance;
if self.created_tick != current_tick {
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self.send_packet(SetChunkCacheRadius {
view_distance: BoundedInt(VarInt(self.new_max_view_distance as i32)),
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})
}
}
// Check if it's time to send another keepalive.
if current_tick % (shared.tick_rate() * 8) == 0 {
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if self.flags.got_keepalive() {
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let id = rand::random();
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self.send_packet(KeepAlive { id });
self.last_keepalive_id = id;
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self.flags.set_got_keepalive(false);
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} else {
log::warn!(
"player {} timed out (no keepalive response)",
self.username()
);
self.disconnect_no_reason();
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}
}
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let view_dist = self.view_distance();
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let center = ChunkPos::at(self.new_position.x, self.new_position.z);
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// Send the update view position packet if the client changes the chunk section
// they're in.
{
let old_section = self.old_position.map(|n| (n / 16.0).floor() as i32);
let new_section = self.new_position.map(|n| (n / 16.0).floor() as i32);
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if old_section != new_section {
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self.send_packet(SetChunkCacheCenter {
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chunk_x: VarInt(new_section.x),
chunk_z: VarInt(new_section.z),
})
}
}
let dimension = shared.dimension(world.meta.dimension());
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// Update existing chunks and unload those outside the view distance. Chunks
// that have been overwritten also need to be unloaded.
self.loaded_chunks.retain(|&pos| {
// The cache stops chunk data packets from needing to be sent when a player
// moves to an adjacent chunk and back to the original.
let cache = 2;
if let Some(chunk) = world.chunks.get(pos) {
if is_chunk_in_view_distance(center, pos, view_dist + cache)
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&& chunk.created_tick() != current_tick
{
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chunk.block_change_packets(pos, dimension.min_y, |pkt| {
send_packet(&mut self.send, pkt)
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});
return true;
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}
}
send_packet(
&mut self.send,
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ForgetLevelChunk {
chunk_x: pos.x,
chunk_z: pos.z,
},
);
false
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});
// Load new chunks within the view distance
for pos in chunks_in_view_distance(center, view_dist) {
if let Some(chunk) = world.chunks.get(pos) {
if self.loaded_chunks.insert(pos) {
self.send_packet(chunk.chunk_data_packet(pos));
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chunk.block_change_packets(pos, dimension.min_y, |pkt| self.send_packet(pkt));
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}
}
}
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// Acknowledge broken blocks.
for seq in self.dug_blocks.drain(..) {
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send_packet(
&mut self.send,
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BlockChangeAck {
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sequence: VarInt(seq),
},
)
}
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// Teleport the player.
//
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// This is done after the chunks are loaded so that the "downloading terrain"
// screen is closed at the appropriate time.
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if self.flags.teleported_this_tick() {
self.flags.set_teleported_this_tick(false);
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self.send_packet(PlayerPosition {
position: self.new_position,
yaw: self.yaw,
pitch: self.pitch,
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flags: PlayerPositionFlags::new(false, false, false, false, false),
teleport_id: VarInt((self.teleport_id_counter - 1) as i32),
dismount_vehicle: false,
});
}
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// Set velocity. Do this after teleporting since teleporting sets velocity to
// zero.
if self.flags.velocity_modified() {
self.flags.set_velocity_modified(false);
self.send_packet(SetEntityMotion {
entity_id: VarInt(0),
velocity: velocity_to_packet_units(self.velocity),
});
}
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// Send chat messages.
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for msg in self.msgs_to_send.drain(..) {
send_packet(
&mut self.send,
SystemChat {
chat: msg,
kind: VarInt(0),
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},
);
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}
let mut entities_to_unload = Vec::new();
// Update all entities that are visible and unload entities that are no
// longer visible.
self.loaded_entities.retain(|&id| {
if let Some(entity) = entities.get(id) {
debug_assert!(entity.kind() != EntityKind::Marker);
if self.new_position.distance(entity.position()) <= view_dist as f64 * 16.0 {
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if let Some(meta) = entity.updated_tracked_data_packet(id) {
send_packet(&mut self.send, meta);
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}
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let position_delta = entity.position() - entity.old_position();
let needs_teleport = position_delta.map(f64::abs).reduce_partial_max() >= 8.0;
let flags = entity.flags();
if entity.position() != entity.old_position()
&& !needs_teleport
&& flags.yaw_or_pitch_modified()
{
send_packet(
&mut self.send,
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MoveEntityPositionAndRotation {
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entity_id: VarInt(id.to_network_id()),
delta: (position_delta * 4096.0).as_(),
yaw: ByteAngle::from_degrees(entity.yaw()),
pitch: ByteAngle::from_degrees(entity.pitch()),
on_ground: entity.on_ground(),
},
);
} else {
if entity.position() != entity.old_position() && !needs_teleport {
send_packet(
&mut self.send,
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MoveEntityPosition {
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entity_id: VarInt(id.to_network_id()),
delta: (position_delta * 4096.0).as_(),
on_ground: entity.on_ground(),
},
);
}
if flags.yaw_or_pitch_modified() {
send_packet(
&mut self.send,
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MoveEntityRotation {
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entity_id: VarInt(id.to_network_id()),
yaw: ByteAngle::from_degrees(entity.yaw()),
pitch: ByteAngle::from_degrees(entity.pitch()),
on_ground: entity.on_ground(),
},
);
}
}
if needs_teleport {
send_packet(
&mut self.send,
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TeleportEntity {
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entity_id: VarInt(id.to_network_id()),
position: entity.position(),
yaw: ByteAngle::from_degrees(entity.yaw()),
pitch: ByteAngle::from_degrees(entity.pitch()),
on_ground: entity.on_ground(),
},
);
}
if flags.velocity_modified() {
send_packet(
&mut self.send,
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SetEntityMotion {
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entity_id: VarInt(id.to_network_id()),
velocity: velocity_to_packet_units(entity.velocity()),
},
);
}
if flags.head_yaw_modified() {
send_packet(
&mut self.send,
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RotateHead {
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entity_id: VarInt(id.to_network_id()),
head_yaw: ByteAngle::from_degrees(entity.head_yaw()),
},
)
}
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send_entity_events(&mut self.send, id.to_network_id(), entity.events());
return true;
}
}
entities_to_unload.push(VarInt(id.to_network_id()));
false
});
if !entities_to_unload.is_empty() {
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self.send_packet(RemoveEntities {
entities: entities_to_unload,
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});
}
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// Update the client's own player metadata.
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let mut data = Vec::new();
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self.player_data.updated_tracked_data(&mut data);
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if !data.is_empty() {
data.push(0xff);
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self.send_packet(SetEntityMetadata {
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entity_id: VarInt(0),
metadata: RawBytes(data),
});
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}
// Spawn new entities within the view distance.
let pos = self.position();
world.spatial_index.query::<_, _, ()>(
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|bb| bb.projected_point(pos).distance(pos) <= view_dist as f64 * 16.0,
|id, _| {
let entity = entities
.get(id)
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.expect("entity IDs in spatial index should be valid at this point");
if entity.kind() != EntityKind::Marker
&& entity.uuid() != self.uuid
&& self.loaded_entities.insert(id)
{
self.send_packet(
entity
.spawn_packet(id)
.expect("should not be a marker entity"),
);
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if let Some(meta) = entity.initial_tracked_data_packet(id) {
self.send_packet(meta);
}
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send_entity_events(&mut self.send, id.to_network_id(), entity.events());
}
None
},
);
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send_entity_events(&mut self.send, 0, &self.entity_events);
self.entity_events.clear();
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self.player_data.clear_modifications();
self.old_position = self.new_position;
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}
}
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type SendOpt = Option<Sender<S2cPlayPacket>>;
fn send_packet(send_opt: &mut SendOpt, pkt: impl Into<S2cPlayPacket>) {
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if let Some(send) = send_opt {
match send.try_send(pkt.into()) {
Err(TrySendError::Full(_)) => {
log::warn!("max outbound packet capacity reached for client");
*send_opt = None;
}
Err(TrySendError::Disconnected(_)) => {
*send_opt = None;
}
Ok(_) => {}
}
}
}
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fn send_entity_events(send_opt: &mut SendOpt, entity_id: i32, events: &[EntityEvent]) {
for &event in events {
match event.status_or_animation() {
StatusOrAnimation::Status(code) => send_packet(
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send_opt,
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EntityStatus {
entity_id,
entity_status: code,
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},
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),
StatusOrAnimation::Animation(code) => send_packet(
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send_opt,
Animate {
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entity_id: VarInt(entity_id),
animation: code,
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},
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),
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}
}
}
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fn make_registry_codec<C: Config>(shared: &SharedServer<C>) -> RegistryCodec {
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let mut dims = Vec::new();
for (id, dim) in shared.dimensions() {
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let id = id.0 as i32;
dims.push(DimensionTypeRegistryEntry {
name: ident!("{LIBRARY_NAMESPACE}:dimension_type_{id}"),
id,
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element: dim.to_dimension_registry_item(),
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})
}
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let mut biomes: Vec<_> = shared
.biomes()
.map(|(id, biome)| biome.to_biome_registry_item(id.0 as i32))
.collect();
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// The client needs a biome named "minecraft:plains" in the registry to
// connect. This is probably a bug.
//
// If the issue is resolved, just delete this block.
if !biomes.iter().any(|b| b.name == ident!("plains")) {
let biome = Biome::default();
assert_eq!(biome.name, ident!("plains"));
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biomes.push(biome.to_biome_registry_item(biomes.len() as i32));
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}
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RegistryCodec {
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dimension_type_registry: DimensionTypeRegistry {
kind: ident!("dimension_type"),
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value: dims,
},
biome_registry: BiomeRegistry {
kind: ident!("worldgen/biome"),
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value: biomes,
},
chat_type_registry: ChatTypeRegistry {
kind: ident!("chat_type"),
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value: vec![ChatTypeRegistryEntry {
name: ident!("system"),
id: 0,
element: ChatType {
chat: ChatTypeChat {},
narration: ChatTypeNarration {
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priority: "system".into(),
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},
},
}],
},
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}
}