## Description
Combines the `EncodePacket` and `DecodePacket` trait into a single
`Packet` trait. This makes `valence_protocol` simpler and easier to use.
This can be done because all packets were made to be bidirectional in
#253.
Additionally, a `packet_id` method has been added. This should help with
#238.
## Test Plan
Steps:
1. Run examples, packet_inspector, etc. Behavior should be the same.
## Description
- Remove duplicate packet definitions by using `Cow`.
- Rename packets to match yarn mappings.
- Remove some top-level re-exports.
- Move every packet into its own module for consistency.
- Move packet-specific types from the `types` module into the
appropriate packet module.
- Remove internal use of `EncodePacket`/`DecodePacket` derives and move
packet identification to `packet_group`. This can be done because there
are no duplicate packets anymore.
- Simplify some events.
In a future PR I plan to clean things up further by properly bounding
packet data (to prevent DoS exploits) and fixing any remaining
inconsistencies with the game's packet definitions.
## Test Plan
Behavior of `valence_protocol` should be the same.
Steps:
1. Use the packet inspector against the vanilla server to ensure packet
behavior has not changed.
2. Run the examples.
3. Run `valence_stresser`.
<!-- Please make sure that your PR is aligned with the guidelines in
CONTRIBUTING.md to the best of your ability. -->
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## Description
This adds an API for getting the wall / attachable variant of a block.
Unlike #117 it does not add convenience methods for orientation, and it
does not modify the example to use this code.
## Test Plan
<!-- Explain how you tested your changes, and include any code that you
used to test this. -->
<!-- If there is an example that is sufficient to use in place of a
playground, replace the playground section with a note that indicates
this. -->
The extractor is not tested.
The API has some tests in the test module.
#### Related
<!-- Link to any issues that have context for this or that this PR
fixes. -->
#115 - it does not fix this, as it doesn't modify the example, but it
could lead to it.
---------
Co-authored-by: EmperialDev <saroke.dev@gmail.com>
This is my first time contributing here so I was pretty unfamiliar with
the codebase and may have done some things incorrectly.
## Description
- Added a sound extractor to extract sound event ids and identifiers
- Added a `Sound` enum (with a build script) to represent sound effects
- Added a `play_sound` method to `Instance` and `Client`
- Re-implemented sound effects in the parkour example
## Test Plan
I tested this using the sounds I added to the parkour example.
#### Related
Hopefully fixes#206
This PR redesigns Valence's architecture around the Bevy Entity
Component System framework (`bevy_ecs` and `bevy_app`). Along the way, a
large number of changes and improvements have been made.
- Valence is now a Bevy plugin. This allows Valence to integrate with
the wider Bevy ecosystem.
- The `Config` trait has been replaced with the plugin struct which is
much easier to configure. Async callbacks are grouped into their own
trait.
- `World` has been renamed to `Instance` to avoid confusion with
`bevy_ecs::world::World`.
- Entities, clients, player list, and inventories are all just ECS
components/resources. There is no need for us to have our own
generational arena/slotmap/etc for each one.
- Client events use Bevy's event system. Users can read events with the
`EventReader` system parameter. This also means that events are
dispatched at an earlier stage of the program where access to the full
server is available. There is a special "event loop" stage which is used
primarily to avoid the loss of ordering information between events.
- Chunks have been completely overhauled to be simpler and faster. The
distinction between loaded and unloaded chunks has been mostly
eliminated. The per-section bitset that tracked changes has been
removed, which should further reduce memory usage. More operations on
chunks are available such as removal and cloning.
- The full client's game profile is accessible rather than just the
textures.
- Replaced `vek` with `glam` for parity with Bevy.
- Basic inventory support has been added.
- Various small changes to `valence_protocol`.
- New Examples
- The terrain and anvil examples are now fully asynchronous and will not
block the main tick loop while chunks are loading.
# TODOs
- [x] Implement and dispatch client events.
- ~~[ ] Finish implementing the new entity/chunk update algorithm.~~ New
approach ended up being slower. And also broken.
- [x] [Update rust-mc-bot to
1.19.3](https://github.com/Eoghanmc22/rust-mc-bot/pull/3).
- [x] Use rust-mc-bot to test for and fix any performance regressions.
Revert to old entity/chunk update algorithm if the new one turns out to
be slower for some reason.
- [x] Make inventories an ECS component.
- [x] Make player lists an ECS ~~component~~ resource.
- [x] Expose all properties of the client's game profile.
- [x] Update the examples.
- [x] Update `valence_anvil`.
- ~~[ ] Update `valence_spatial_index` to use `glam` instead of `vek`.~~
Maybe later
- [x] Make entity events use a bitset.
- [x] Update docs.
Closes#69Closes#179Closes#53
---------
Co-authored-by: Carson McManus <dyc3@users.noreply.github.com>
Co-authored-by: AviiNL <me@avii.nl>
Co-authored-by: Danik Vitek <x3665107@gmail.com>
Co-authored-by: Snowiiii <71594357+Snowiiii@users.noreply.github.com>
- Extends `Text`'s `Deserialize` impl to allow for deserializing JSON
data types other than objects.
- Add additional `From` impls for `Text`.
- Better `Debug` impl for `Text`.
- Tweaked text unit tests.
Adds `tracing` to `valence_protocol` so we can log debug info about
partially decoded packets. `packet_inspector` has been set to print log
messages at the debug level.