valence/examples/building.rs

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use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
use log::LevelFilter;
use num::Integer;
use valence::client::{DiggingStatus, Hand};
use valence::prelude::*;
pub fn main() -> ShutdownResult {
env_logger::Builder::new()
.filter_module("valence", LevelFilter::Trace)
.parse_default_env()
.init();
valence::start_server(
Game {
player_count: AtomicUsize::new(0),
},
ServerState { player_list: None },
)
}
struct Game {
player_count: AtomicUsize,
}
struct ServerState {
player_list: Option<PlayerListId>,
}
#[derive(Default)]
struct ClientState {
entity_id: EntityId,
}
const MAX_PLAYERS: usize = 10;
const SIZE_X: usize = 100;
const SIZE_Z: usize = 100;
#[async_trait]
impl Config for Game {
type ServerState = ServerState;
type ClientState = ClientState;
type EntityState = ();
type WorldState = ();
type ChunkState = ();
type PlayerListState = ();
fn max_connections(&self) -> usize {
// We want status pings to be successful even if the server is full.
MAX_PLAYERS + 64
}
fn dimensions(&self) -> Vec<Dimension> {
vec![Dimension {
fixed_time: Some(6000),
..Dimension::default()
}]
}
async fn server_list_ping(
&self,
_server: &SharedServer<Self>,
_remote_addr: SocketAddr,
_protocol_version: i32,
) -> ServerListPing {
ServerListPing::Respond {
online_players: self.player_count.load(Ordering::SeqCst) as i32,
max_players: MAX_PLAYERS as i32,
player_sample: Default::default(),
description: "Hello Valence!".color(Color::AQUA),
favicon_png: Some(include_bytes!("../assets/logo-64x64.png").as_slice().into()),
}
}
fn init(&self, server: &mut Server<Self>) {
let world = server.worlds.insert(DimensionId::default(), ()).1;
server.state.player_list = Some(server.player_lists.insert(()).0);
// initialize chunks
for chunk_z in -2..Integer::div_ceil(&(SIZE_Z as i32), &16) + 2 {
for chunk_x in -2..Integer::div_ceil(&(SIZE_X as i32), &16) + 2 {
world.chunks.insert(
[chunk_x as i32, chunk_z as i32],
UnloadedChunk::default(),
(),
);
}
}
// initialize blocks in the chunks
for chunk_x in 0..Integer::div_ceil(&SIZE_X, &16) {
for chunk_z in 0..Integer::div_ceil(&SIZE_Z, &16) {
let chunk = world
.chunks
.get_mut((chunk_x as i32, chunk_z as i32))
.unwrap();
for x in 0..16 {
for z in 0..16 {
let cell_x = chunk_x * 16 + x;
let cell_z = chunk_z * 16 + z;
if cell_x < SIZE_X && cell_z < SIZE_Z {
chunk.set_block_state(x, 63, z, BlockState::GRASS_BLOCK);
}
}
}
}
}
}
fn update(&self, server: &mut Server<Self>) {
let (world_id, world) = server.worlds.iter_mut().next().unwrap();
let spawn_pos = [SIZE_X as f64 / 2.0, 1.0, SIZE_Z as f64 / 2.0];
server.clients.retain(|_, client| {
if client.created_this_tick() {
if self
.player_count
.fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| {
(count < MAX_PLAYERS).then_some(count + 1)
})
.is_err()
{
client.disconnect("The server is full!".color(Color::RED));
return false;
}
match server
.entities
.insert_with_uuid(EntityKind::Player, client.uuid(), ())
{
Some((id, _)) => client.state.entity_id = id,
None => {
client.disconnect("Conflicting UUID");
return false;
}
}
client.spawn(world_id);
client.set_flat(true);
client.teleport(spawn_pos, 0.0, 0.0);
client.set_player_list(server.state.player_list.clone());
if let Some(id) = &server.state.player_list {
server.player_lists.get_mut(id).insert(
client.uuid(),
client.username(),
client.textures().cloned(),
client.game_mode(),
0,
None,
);
}
client.set_game_mode(GameMode::Creative);
client.send_message("Welcome to Valence! Build something cool.".italic());
}
if client.is_disconnected() {
self.player_count.fetch_sub(1, Ordering::SeqCst);
server.entities.remove(client.state.entity_id);
if let Some(id) = &server.state.player_list {
server.player_lists.get_mut(id).remove(client.uuid());
}
return false;
}
let player = server.entities.get_mut(client.state.entity_id).unwrap();
if client.position().y <= -20.0 {
client.teleport(spawn_pos, client.yaw(), client.pitch());
}
while let Some(event) = handle_event_default(client, player) {
match event {
ClientEvent::Digging {
position, status, ..
} => {
match status {
DiggingStatus::Start => {
// Allows clients in creative mode to break blocks.
if client.game_mode() == GameMode::Creative {
world.chunks.set_block_state(position, BlockState::AIR);
}
}
DiggingStatus::Finish => {
// Allows clients in survival mode to break blocks.
world.chunks.set_block_state(position, BlockState::AIR);
}
_ => {}
}
}
ClientEvent::InteractWithBlock {
hand,
location,
face,
..
} => {
if hand == Hand::Main {
let place_at = location.get_in_direction(face);
if let Some(stack) = client.held_item() {
if let Some(block_kind) = stack.item.to_block_kind() {
world.chunks.set_block_state(
place_at,
BlockState::from_kind(block_kind),
);
if client.game_mode() != GameMode::Creative {
client.consume_one_held_item();
}
}
}
}
}
_ => {}
}
}
true
});
}
}