Closes#82Closes#43Closes#64
# Changes and Improvements
- Packet encoding/decoding happens within `Client` instead of being sent
over a channel first. This is better for performance and lays the
groundwork for #83.
- Reduce the amount of copying necessary by leveraging the `bytes` crate
and recent changes to `EncodePacket`. Performance is noticeably improved
with maximum players in the `rust-mc-bot` test going from 750 to 1050.
- Packet encoding/decoding code is decoupled from IO. This is easier to
understand and more suitable for a future protocol lib.
- Precise control over the number of bytes that are buffered for
sending/receiving. This is important for limiting maximum memory usage
correctly.
- "packet controllers" are introduced, which are convenient structures
for managing packet IO before and during the play state.
- `byte_channel` module is created to help implement the
`PlayPacketController`. This is essentially a channel of bytes
implemented with an `Arc<Mutex<BytesMut>>`.
- Error handling in the update procedure for clients was improved using
`anyhow::Result<()>` to exit as early as possible. The `client` module
is a bit cleaner as a result.
- The `LoginPlay` packet is always sent before all other play packets.
We no longer have to worry about the behavior of packets sent before
that packet. Most packet deferring performed currently can be
eliminated.
- The packet_inspector was rewritten in response to the above changes.
- Timeouts on IO operations behave better.
# Known Issues
- The packet_inspector now re-encodes packets rather than just decoding
them. This will cause problems when trying to use it with the vanilla
server because there are missing clientbound packets and other issues.
This will be fixed when the protocol module is moved to a separate
crate.
Adds the performance_tests/ directory.
In the future we could use our own fake client software instead of
rust-mc-bot. This would make it easier to run the tests.
The current approach to managing chunk data is misconceived. This new approach uses genuine paletted containers and does not suffer from complexities caused by caching. As a result, memory usage (according to htop) in the terrain example with render distance = 32 has gone from 785 megs to 137 megs. That's 17.4% of the memory it used to use. Terrain generation speed was not affected.
* Adding basic test for entities container
* Entities test written
* Fixes: #11
* Update src/entity.rs
Co-authored-by: Ryan Johnson <ryanj00a@gmail.com>
* Removing unused imports
Co-authored-by: Ryan Johnson <ryanj00a@gmail.com>
Vek has been pleasant to use in practice. nalgebra is slow to compile
and its documentation is difficult to traverse. Vek also comes with its
own AABB impl, so we use that instead.
This change was made to make it easier for invariants to be upheld. When
the spatial partition is added, we can ensure that changes to entities
are immediately reflected in the partition. Additionally, chunks being
shared between worlds was a leaky abstraction to begin with and is now
removed. A method in `Config` is now necessary to determine what world a
client should join.
Along with this, most mutable references have been wrapped in a newtype
to ensure that `mem::swap` cannot be used on them, which would break
invariants. This is analogous to `Pin<&mut T>`. The reason we can't use
Pin directly is because it would require unnecessary unsafe code
within the library.