## Description
Makes `Ident` consistent with vanilla by prepending the default
namespace if none is provided in the constructor.
Previously, the constructor did not normalize `foo` to `minecraft:foo`.
This could lead to subtle bugs when the ident is eventually unwrapped
with `Ident::as_str`. (comparing `foo` with `minecraft:foo` while inside
the `Ident` was still handled correctly).
## Test Plan
Steps:
1. `cargo test`
## Description
This adds some validation for incoming inventory packets that makes it
so that you can't just spawn items by sending malicious packets. It adds
type 1 and type 2 validations as outlined in #292.
This also adds some new helpers, `InventoryWindow` and
`InventoryWindowMut`.
fixes#292
<details>
<summary>Playground</summary>
```rust
use valence::client::{default_event_handler, despawn_disconnected_clients};
use valence::prelude::event::PlayerInteractBlock;
use valence::prelude::*;
#[allow(unused_imports)]
use crate::extras::*;
const SPAWN_Y: i32 = 64;
const CHEST_POS: [i32; 3] = [0, SPAWN_Y + 1, 3];
pub fn build_app(app: &mut App) {
app.add_plugin(ServerPlugin::new(()).with_connection_mode(ConnectionMode::Offline))
.add_startup_system(setup)
.add_system(default_event_handler.in_schedule(EventLoopSchedule))
.add_system(init_clients)
.add_system(despawn_disconnected_clients)
.add_systems((toggle_gamemode_on_sneak, open_chest).in_schedule(EventLoopSchedule));
}
fn setup(mut commands: Commands, server: Res<Server>) {
let mut instance = server.new_instance(DimensionId::default());
for z in -5..5 {
for x in -5..5 {
instance.insert_chunk([x, z], Chunk::default());
}
}
for z in -25..25 {
for x in -25..25 {
instance.set_block([x, SPAWN_Y, z], BlockState::GRASS_BLOCK);
}
}
instance.set_block(CHEST_POS, BlockState::CHEST);
commands.spawn(instance);
let mut inventory = Inventory::new(InventoryKind::Generic9x3);
inventory.set_slot(0, ItemStack::new(ItemKind::Apple, 100, None));
inventory.set_slot(1, ItemStack::new(ItemKind::Diamond, 40, None));
inventory.set_slot(2, ItemStack::new(ItemKind::Diamond, 30, None));
commands.spawn(inventory);
}
fn init_clients(
mut clients: Query<(&mut Position, &mut Location, &mut Inventory), Added<Client>>,
instances: Query<Entity, With<Instance>>,
) {
for (mut pos, mut loc, mut inv) in &mut clients {
pos.0 = [0.5, SPAWN_Y as f64 + 1.0, 0.5].into();
loc.0 = instances.single();
inv.set_slot(24, ItemStack::new(ItemKind::Apple, 100, None));
inv.set_slot(25, ItemStack::new(ItemKind::Apple, 10, None));
}
}
// Add new systems here!
fn open_chest(
mut commands: Commands,
inventories: Query<Entity, (With<Inventory>, Without<Client>)>,
mut events: EventReader<PlayerInteractBlock>,
) {
let Ok(inventory) = inventories.get_single() else {
return;
};
for event in events.iter() {
if event.position != CHEST_POS.into() {
continue;
}
let open_inventory = OpenInventory::new(inventory);
commands.entity(event.client).insert(open_inventory);
}
}
```
</details>
## Test Plan
Steps:
1. `cargo test`
---------
Co-authored-by: Ryan Johnson <ryanj00a@gmail.com>
## Description
Closes#269Closes#199
- Removes `McEntity` and replaces it with bundles of components, one for
each entity type.
- Tracked data types are now separate components rather than stuffing
everything into a `TrackedData` enum.
- Tracked data is now cached in binary form within each entity,
eliminating some work when entities enter the view of clients.
- Complete redesign of entity code generator.
- More docs for some components.
- Field bits are moved out of the entity extractor and into the valence
entity module.
- Moved hitbox code to separate module.
- Refactor instance update systems to improve parallelism.
### TODOs
- [x] Update examples.
- [x] Update `default_event_handler`.
- [x] Fix bugs.
## Test Plan
Steps:
1. Check out the entity module docs with `cargo d --open`.
2. Run examples.
## Description
- Tweak the system schedule to be more parallel-friendly and explicit.
Dependencies between systems is clearer.
- System and resource configuration is better encapsulated in each
module by using plugins.
The schedule graph for `Main` now looks like this (using
`bevy_mod_debugdump`):
![graph](https://user-images.githubusercontent.com/31678482/225321113-0ec4f4dd-86f6-45fe-8158-12a451536770.svg)
### Unresolved
- What to do about ambiguous systems? Many systems here are ambiguous
because they take `&mut Client`, but the order they write packets isn't
really important. Marking them as ambiguous explicitly with
`.ambiguous_with*` across module boundaries seems difficult and
cumbersome.
## Test Plan
Steps:
1. Run examples. Check that I didn't screw up the system order.
## Description
The scoreboard display packet has a position field that can contain one
of the following:
- 0: List
- 1: Sidebar
- 2: BelowName
- 3..=18: Team specific sidebar indexed as 3 + team color (according to
wiki.vg)
I'm not really sure how team specific sidebars are supposed to work, so
left that as a byte, maybe that can have some more abstraction?
## Test Plan
<details>
<summary>Playground</summary>
```rust
use valence::client::despawn_disconnected_clients;
use valence::client::event::default_event_handler;
use valence::prelude::*;
use valence::protocol::packet::s2c::play::scoreboard_display::ScoreboardPosition;
use valence::protocol::packet::s2c::play::scoreboard_objective_update::{Mode, RenderType};
use valence::protocol::packet::s2c::play::scoreboard_player_update::Action;
use valence::protocol::packet::s2c::play::{
ScoreboardDisplayS2c, ScoreboardObjectiveUpdateS2c, ScoreboardPlayerUpdateS2c,
};
use valence::protocol::var_int::VarInt;
const SPAWN_Y: i32 = 64;
pub fn build_app(app: &mut App) {
app.add_plugin(ServerPlugin::new(()))
.add_system(default_event_handler.in_schedule(EventLoopSchedule))
.add_startup_system(setup)
.add_system(init_clients)
.add_system(scoreboard)
.add_system(despawn_disconnected_clients)
.add_systems(PlayerList::default_systems());
}
fn setup(mut commands: Commands, server: Res<Server>) {
let mut instance = server.new_instance(DimensionId::default());
for z in -5..5 {
for x in -5..5 {
instance.insert_chunk([x, z], Chunk::default());
}
}
for z in -25..25 {
for x in -25..25 {
instance.set_block([x, SPAWN_Y, z], BlockState::GRASS_BLOCK);
}
}
commands.spawn(instance);
}
fn init_clients(
mut clients: Query<&mut Client, Added<Client>>,
instances: Query<Entity, With<Instance>>,
) {
for mut client in &mut clients {
client.set_position([0.0, SPAWN_Y as f64 + 1.0, 0.0]);
client.set_instance(instances.single());
client.set_game_mode(GameMode::Creative);
}
}
// Add new systems here!
fn scoreboard(mut clients: Query<&mut Client, Added<Client>>) {
for mut client in &mut clients {
client.write_packet(&ScoreboardObjectiveUpdateS2c {
objective_name: "sidebar",
mode: Mode::Create {
objective_display_name: "Sidebar".into_text(),
render_type: RenderType::Integer,
},
});
client.write_packet(&ScoreboardPlayerUpdateS2c {
action: Action::Update {
objective_score: VarInt(42),
objective_name: "sidebar",
},
entity_name: "name",
});
client.write_packet(&ScoreboardDisplayS2c {
position: ScoreboardPosition::Sidebar, // Position is now an Enum
score_name: "sidebar",
});
}
}
```
</details>
---------
Co-authored-by: Ryan Johnson <ryanj00a@gmail.com>
## Description
Divides the `Client` component into a set of smaller components as
described by #199 (with many deviations). `McEntity` will be dealt with
in a future PR.
- Divide `Client` into smaller components (There's a lot to look at).
- Move common components to `component` module.
- Remove `Username` type from `valence_protocol` because the added
complexity wasn't adding much benefit.
- Clean up the inventory module.
I've stopped worrying about the "Effect When Added" and "Effect When
Removed" behavior of components so much, and instead assume that all
components of a particular thing are required unless otherwise stated.
## Test Plan
Steps:
1. Run examples and tests.
A large number of tweaks have been made to the inventory module. I tried
to preserve semantics but I could have made a mistake there.
---------
Co-authored-by: Carson McManus <dyc3@users.noreply.github.com>
Co-authored-by: Carson McManus <carson.mcmanus1@gmail.com>
## Description
Adds a `RawPacket` type to `valence_protocol`. This type simply reads
and writes data to a slice, analogous to the `RawBytes` type in the same
module.
## Test Plan
Steps:
1. `cargo t -p valence_protocol`
## 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. -->
<!-- Good PRs have tests! Make sure you have sufficient test coverage.
-->
## 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.