## Description
Closes#291
- Update extractors to support Minecraft 1.19.4
- Update code generators.
- Changed generated entity component names to avoid name collisions.
- Update `glam` version.
- Added `Encode` and `Decode` for `glam` types in `valence_protocol`.
- Fixed inconsistent packet names and assign packet IDs automatically.
- Remove `ident` and rename `ident_str` to `ident`.
- Rework registry codec configuration. Biomes and dimensions exist as
entities.`BiomeRegistry` and `DimensionTypeRegistry` resources have been
added. The vanilla registry codec is loaded at startup.
### Issues
- Creating new instances has become more tedious than it should be. This
will be addressed later.
## Test Plan
Steps:
1. Boot up a vanilla server with online mode disabled.
2. Run the `packet_inspector`.
3. Connect to the vanilla server through the packet inspector to ensure
all packets are updated correctly.
4. Close the vanilla server and try some valence examples.
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>