## Description
Closes#296
- Redesigned the packet decoder to return packet _frames_ which are just
the packet ID + data in raw form.
- Made packet frame decoding happen in the client's tokio task. This has
a few advantages:
- Packet frame decoding (decompression + decryption + more) can happen
in parallel.
- Because packets are parsed as soon as they arrive, an accurate
timestamp can be included with the packet. This enables us to implement
client ping calculation accurately.
- `PacketEvent`s are now sent in the event loop instead of a giant match
on the serverbound packets. This is good because:
- Packets can now be handled from completely decoupled systems by
reading `PacketEvent` events.
- The entire packet is available in binary form to users, so we don't
need to worry about losing information when transforming packets to
events. I.e. an escape hatch is always available.
- The separate packet handlers can run in parallel thanks to bevy_ecs.
- The inventory packet handler systems have been unified and moved
completely to the inventory module. This also fixed some issues where
certain inventory events could _only_ be handled one tick late.
- Reorganized the client module and moved things into submodules.
- The "default event handler" has been removed in favor of making
clients a superset of `PlayerEntityBundle`. It is no longer necessary to
insert `PlayerEntityBundle` when clients join. This does mean you can't
insert other entity types on the client, but that design doesn't work
for a variety of reasons. We will need an "entity visibility" system
later anyway.
## Test Plan
Steps:
1. Run examples and tests.
## Description
Updated the Particle enum for 1.19.4
## Test Plan
Steps:
1. Run the particles.rs example
---------
Co-authored-by: Ryan <ryanj00a@gmail.com>
## 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.
## 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.