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https://github.com/italicsjenga/valence.git
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Upgrade the chunk example
This commit is contained in:
parent
004f84370d
commit
8ad9c8587a
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@ -50,6 +50,7 @@ features = ["rustls-tls", "json"]
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[dev-dependencies]
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env_logger = "0.9"
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noise = "0.7"
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[build-dependencies]
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anyhow = "1"
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@ -1,131 +0,0 @@
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use std::net::SocketAddr;
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use std::sync::atomic::{AtomicUsize, Ordering};
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use log::LevelFilter;
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use valence::block::BlockState;
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use valence::client::GameMode;
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use valence::config::{Config, ServerListPing};
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use valence::text::Color;
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use valence::{
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async_trait, ChunkPos, ClientMut, DimensionId, Server, ShutdownResult, Text,
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TextFormat, WorldId, WorldsMut,
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};
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pub fn main() -> ShutdownResult {
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env_logger::Builder::new()
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.filter_module("valence", LevelFilter::Trace)
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.parse_default_env()
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.init();
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valence::start_server(Game {
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player_count: AtomicUsize::new(0),
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})
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}
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struct Game {
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player_count: AtomicUsize,
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}
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const MAX_PLAYERS: usize = 10;
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#[async_trait]
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impl Config for Game {
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fn max_connections(&self) -> usize {
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// We want status pings to be successful even if the server is full.
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MAX_PLAYERS + 64
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}
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fn online_mode(&self) -> bool {
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// You'll want this to be true on real servers.
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false
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}
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async fn server_list_ping(&self, _server: &Server, _remote_addr: SocketAddr) -> ServerListPing {
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ServerListPing::Respond {
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online_players: self.player_count.load(Ordering::SeqCst) as i32,
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max_players: MAX_PLAYERS as i32,
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description: "Hello Valence!".color(Color::AQUA),
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favicon_png: Some(include_bytes!("favicon.png")),
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}
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}
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fn join(
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&self,
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_server: &Server,
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_client: ClientMut,
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worlds: WorldsMut,
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) -> Result<WorldId, Text> {
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if let Ok(_) = self
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.player_count
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.fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| {
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(count < MAX_PLAYERS).then(|| count + 1)
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})
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{
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Ok(worlds.iter().next().unwrap().0)
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} else {
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Err("The server is full!".into())
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}
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}
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fn init(&self, _server: &Server, mut worlds: WorldsMut) {
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let world_id = worlds.create(DimensionId::default()).0;
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let mut world = worlds.get_mut(world_id).unwrap();
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let size = 5;
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for z in -size..size {
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for x in -size..size {
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let pos = ChunkPos::new(x, z);
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world.chunks.create(pos);
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let mut chunk = world.chunks.get_mut(pos).unwrap();
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// Chunks are only visible to clients if all adjacent chunks are loaded.
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// This will make the perimiter chunks contain only air.
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if x != -size && x != size - 1 && z != -size && z != size - 1 {
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for z in 0..16 {
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for x in 0..16 {
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let block_x = pos.x * 16 + x as i32;
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let block_z = pos.z * 16 + z as i32;
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let height = 50.0
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+ ((block_x as f64 / 10.0).cos() + (block_z as f64 / 10.0).sin())
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* 7.0;
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for y in 0..height.round() as usize {
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let states = [
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BlockState::ACACIA_PLANKS,
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BlockState::SLIME_BLOCK,
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BlockState::IRON_BLOCK,
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BlockState::SEA_LANTERN,
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BlockState::STONE,
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BlockState::DIRT,
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BlockState::PRISMARINE_BRICKS,
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BlockState::DIAMOND_ORE,
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];
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chunk.set_block_state(x, y, z, states[y % states.len()]);
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}
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}
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}
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}
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}
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}
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}
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fn update(&self, server: &Server, mut worlds: WorldsMut) {
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let mut world = worlds.iter_mut().next().unwrap().1;
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world.clients.retain(|_, mut client| {
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if client.created_tick() == server.current_tick() {
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client.set_game_mode(GameMode::Creative);
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client.teleport([0.0, 200.0, 0.0], 0.0, 0.0);
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}
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if client.is_disconnected() {
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self.player_count.fetch_sub(1, Ordering::SeqCst);
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false
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} else {
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true
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}
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});
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}
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}
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291
examples/terrain.rs
Normal file
291
examples/terrain.rs
Normal file
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@ -0,0 +1,291 @@
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use std::collections::HashSet;
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use std::net::SocketAddr;
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use std::sync::atomic::{AtomicUsize, Ordering};
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use log::LevelFilter;
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use noise::{NoiseFn, Seedable, SuperSimplex};
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use rayon::iter::ParallelIterator;
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use valence::block::{BlockState, PropName, PropValue};
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use valence::client::GameMode;
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use valence::config::{Config, ServerListPing};
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use valence::text::Color;
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use valence::util::chunks_in_view_distance;
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use valence::{
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async_trait, ChunkPos, ClientMut, DimensionId, Server, ShutdownResult, Text, TextFormat,
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WorldId, WorldsMut,
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};
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use vek::Lerp;
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pub fn main() -> ShutdownResult {
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env_logger::Builder::new()
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.filter_module("valence", LevelFilter::Trace)
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.parse_default_env()
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.init();
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let seed = rand::random();
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valence::start_server(Game {
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player_count: AtomicUsize::new(0),
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density_noise: SuperSimplex::new().set_seed(seed),
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hilly_noise: SuperSimplex::new().set_seed(seed.wrapping_add(1)),
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stone_noise: SuperSimplex::new().set_seed(seed.wrapping_add(2)),
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gravel_noise: SuperSimplex::new().set_seed(seed.wrapping_add(3)),
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grass_noise: SuperSimplex::new().set_seed(seed.wrapping_add(4)),
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})
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}
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struct Game {
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player_count: AtomicUsize,
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density_noise: SuperSimplex,
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hilly_noise: SuperSimplex,
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stone_noise: SuperSimplex,
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gravel_noise: SuperSimplex,
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grass_noise: SuperSimplex,
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}
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const MAX_PLAYERS: usize = 10;
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#[async_trait]
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impl Config for Game {
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fn max_connections(&self) -> usize {
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// We want status pings to be successful even if the server is full.
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MAX_PLAYERS + 64
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}
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fn online_mode(&self) -> bool {
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// You'll want this to be true on real servers.
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false
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}
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async fn server_list_ping(&self, _server: &Server, _remote_addr: SocketAddr) -> ServerListPing {
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ServerListPing::Respond {
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online_players: self.player_count.load(Ordering::SeqCst) as i32,
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max_players: MAX_PLAYERS as i32,
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description: "Hello Valence!".color(Color::AQUA),
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favicon_png: Some(include_bytes!("favicon.png")),
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}
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}
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fn join(
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&self,
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_server: &Server,
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_client: ClientMut,
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worlds: WorldsMut,
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) -> Result<WorldId, Text> {
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if let Ok(_) = self
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.player_count
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.fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| {
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(count < MAX_PLAYERS).then(|| count + 1)
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})
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{
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Ok(worlds.iter().next().unwrap().0)
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} else {
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Err("The server is full!".into())
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}
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}
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fn init(&self, _server: &Server, mut worlds: WorldsMut) {
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worlds.create(DimensionId::default());
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}
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fn update(&self, server: &Server, mut worlds: WorldsMut) {
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let mut world = worlds.iter_mut().next().unwrap().1;
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let mut chunks_to_unload = HashSet::<_>::from_iter(world.chunks.iter().map(|t| t.0));
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world.clients.retain(|_, mut client| {
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if client.is_disconnected() {
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self.player_count.fetch_sub(1, Ordering::SeqCst);
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return false;
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}
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if client.created_tick() == server.current_tick() {
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client.set_game_mode(GameMode::Creative);
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client.teleport([0.0, 200.0, 0.0], 0.0, 0.0);
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}
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let dist = client.view_distance();
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let p = client.position();
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for pos in chunks_in_view_distance(ChunkPos::at(p.x, p.z), dist) {
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chunks_to_unload.remove(&pos);
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if world.chunks.get(pos).is_none() {
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world.chunks.create(pos);
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}
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}
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true
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});
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for pos in chunks_to_unload {
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world.chunks.delete(pos);
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}
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world.chunks.par_iter_mut().for_each(|(pos, mut chunk)| {
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if chunk.created_tick() == server.current_tick() {
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for z in 0..16 {
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for x in 0..16 {
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let block_x = x as i64 + pos.x as i64 * 16;
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let block_z = z as i64 + pos.z as i64 * 16;
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let mut in_terrain = false;
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let mut depth = 0;
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for y in (0..chunk.height()).rev() {
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let b = terrain_column(
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self,
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block_x,
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y as i64,
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block_z,
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&mut in_terrain,
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&mut depth,
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);
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chunk.set_block_state(x, y, z, b);
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}
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// Add grass
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for y in (0..chunk.height()).rev() {
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if chunk.get_block_state(x, y, z).is_air()
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&& chunk.get_block_state(x, y - 1, z) == BlockState::GRASS_BLOCK
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{
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let density = fbm(
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&self.grass_noise,
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[block_x, y as i64, block_z].map(|a| a as f64 / 5.0),
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4,
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2.0,
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0.7,
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);
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if density > 0.55 {
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if density > 0.7 && chunk.get_block_state(x, y + 1, z).is_air()
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{
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let upper = BlockState::TALL_GRASS
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.set(PropName::Half, PropValue::Upper);
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let lower = BlockState::TALL_GRASS
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.set(PropName::Half, PropValue::Lower);
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chunk.set_block_state(x, y + 1, z, upper);
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chunk.set_block_state(x, y, z, lower);
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} else {
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chunk.set_block_state(x, y, z, BlockState::GRASS);
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}
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}
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}
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}
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}
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}
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}
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});
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}
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}
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fn terrain_column(
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g: &Game,
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x: i64,
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y: i64,
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z: i64,
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in_terrain: &mut bool,
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depth: &mut u32,
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) -> BlockState {
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const WATER_HEIGHT: i64 = 55;
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if has_terrain_at(g, x, y, z) {
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let gravel_height = WATER_HEIGHT
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- (noise01(&g.gravel_noise, [x, y, z].map(|a| a as f64 / 10.0)) * 6.0).round() as i64;
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if *in_terrain {
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if *depth > 0 {
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*depth -= 1;
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if y < gravel_height {
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BlockState::GRAVEL
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} else {
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BlockState::DIRT
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}
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} else {
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BlockState::STONE
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}
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} else {
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*in_terrain = true;
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let n = noise01(&g.stone_noise, [x, y, z].map(|a| a as f64 / 15.0));
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*depth = (n * 5.0).round() as u32;
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if y < gravel_height {
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BlockState::GRAVEL
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} else if y < WATER_HEIGHT - 1 {
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BlockState::DIRT
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} else {
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BlockState::GRASS_BLOCK
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}
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}
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} else {
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*in_terrain = false;
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*depth = 0;
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if y < WATER_HEIGHT {
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BlockState::WATER
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} else {
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BlockState::AIR
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}
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}
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}
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fn has_terrain_at(g: &Game, x: i64, y: i64, z: i64) -> bool {
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let hilly = Lerp::lerp_unclamped(
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0.1,
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1.0,
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noise01(&g.hilly_noise, [x, y, z].map(|a| a as f64 / 400.0)).powi(2),
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);
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let lower = 10.0 + 150.0 * hilly;
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let upper = lower + 100.0 * hilly;
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if y as f64 <= lower {
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return true;
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} else if y as f64 >= upper {
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return false;
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}
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let density = 1.0 - lerpstep(lower, upper, y as f64);
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let n = fbm(
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&g.density_noise,
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[x, y, z].map(|a| a as f64 / 100.0),
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4,
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2.0,
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0.5,
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);
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n < density
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}
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fn lerpstep(edge0: f64, edge1: f64, x: f64) -> f64 {
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if x <= edge0 {
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0.0
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} else if x >= edge1 {
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1.0
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} else {
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(x - edge0) / (edge1 - edge0)
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}
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}
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fn fbm(noise: &SuperSimplex, p: [f64; 3], octaves: u32, lacunarity: f64, persistence: f64) -> f64 {
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let mut freq = 1.0;
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let mut amp = 1.0;
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let mut amp_sum = 0.0;
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let mut sum = 0.0;
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for _ in 0..octaves {
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let n = noise01(noise, p.map(|a| a * freq));
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sum += n * amp;
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amp_sum += amp;
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freq *= lacunarity;
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amp *= persistence;
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}
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// Scale the output to [0, 1]
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sum / amp_sum
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}
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fn noise01(noise: &SuperSimplex, xyz: [f64; 3]) -> f64 {
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(noise.get(xyz) + 1.0) / 2.0
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}
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@ -290,6 +290,10 @@ impl ChunkPos {
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pub const fn new(x: i32, z: i32) -> Self {
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Self { x, z }
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}
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pub fn at(x: f64, z: f64) -> Self {
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Self::new((x / 16.0) as i32, (z / 16.0) as i32)
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}
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}
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impl From<(i32, i32)> for ChunkPos {
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|
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@ -248,6 +248,14 @@ impl Client {
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&self.events
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}
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/// The current view distance of this client measured in chunks.
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pub fn view_distance(&self) -> u8 {
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self.settings
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.as_ref()
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.map_or(2, |s| s.view_distance)
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.min(self.max_view_distance())
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}
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pub fn max_view_distance(&self) -> u8 {
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self.new_max_view_distance
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}
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|
@ -424,13 +432,7 @@ impl<'a> ClientMut<'a> {
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}
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}
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// The actual view distance.
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let view_dist = self
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.0
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.settings
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.as_ref()
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.map_or(2, |s| s.view_distance)
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.min(self.new_max_view_distance);
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let view_dist = self.view_distance();
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let center = ChunkPos::new(
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(self.new_position.x / 16.0) as i32,
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|
@ -610,15 +612,10 @@ impl<'a> ClientMut<'a> {
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});
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}
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// Spawn new entities within the view distance.
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let pos = self.position();
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spatial_index.query::<_, _, ()>(
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|bb| {
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bb.projected_point(pos)
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.distance(pos)
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<= view_dist as f64 * 16.0
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},
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|bb| bb.projected_point(pos).distance(pos) <= view_dist as f64 * 16.0,
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|id, _| {
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if self.0.loaded_entities.insert(id) {
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let entity = entities.get(id).unwrap();
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|
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|
@ -98,7 +98,7 @@ pub trait Config: Any + Send + Sync + UnwindSafe + RefUnwindSafe {
|
|||
/// An unspecified value is returned that should be adequate in most
|
||||
/// situations.
|
||||
fn outgoing_packet_capacity(&self) -> usize {
|
||||
512
|
||||
2048
|
||||
}
|
||||
|
||||
/// Called once at startup to get a handle to the tokio runtime the server
|
||||
|
|
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Reference in a new issue