Commit graph

66 commits

Author SHA1 Message Date
Carson McManus 67dced53e0
update aes and cfb8 to 0.8 (#340)
- update aes and cfb8 and make it compile
- update some usages to fix lints
- fix it so that it actually works
- small refactor
- fix lint

## Description

This updates the aes and cfb8 dependencies to 0.8

fixes #42
2023-05-24 09:18:04 -07:00
Ben 81044440dd
Use a struct to store block collision shapes (#334)
## Description

Created a new CollisionShape struct for blocks (was previously an [f64;
6]).

## Test Plan

Explain the steps necessary to test your changes. If you used a
playground, include the code in the details below.

Steps:
1. Run the following code

<details>

<summary>Playground</summary>

```rust
use valence_block;

fn main() {
    let shapes = valence_block::BlockState::STONE.collision_shapes();
    println!("{:?}", shapes.collect::<Vec<_>>());
    // [CollisionShape { min_x: 0.0, min_y: 0.0, min_z: 0.0, max_x: 1.0, max_y: 1.0, max_z: 1.0 }]
    let shapes = valence_block::BlockState::OAK_STAIRS.collision_shapes();
    println!("{:?}", shapes.collect::<Vec<_>>());
    // [CollisionShape { min_x: 0.0, min_y: 0.0, min_z: 0.0, max_x: 1.0, max_y: 0.5, max_z: 1.0 }, CollisionShape { min_x: 0.0, min_y: 0.5, min_z: 0.0, max_x: 1.0, max_y: 1.0, max_z: 0.5 }]
}
```

</details>
2023-05-22 01:29:59 -07:00
Jenya705 8897eeacb9
Hitboxes (#330)
## Description

Added Hitbox component, a crate for it and systems which update
hitboxes.
Issue: https://github.com/valence-rs/valence/issues/299

## Test Plan

Use example "entity_hitbox"
2023-05-08 17:34:33 -07:00
Jenya705 161d523018
Advancement's reset flag (#331)
## Description

Added a new reset flag, which resets all old advancements and don't show
a toast for already completed advancements

## Test Plan

Use example "advancements". Now it saves old progress of player
2023-05-06 19:54:34 -07:00
Jenya705 41bcd1eb2c
Advancement api (#329)
## Description

Did an api for advancements.
Issue: https://github.com/valence-rs/valence/issues/325

Each advancement is an entity, it's children is either criteria, either
advancement.
Root advancement has no parent.

Also did an event AdvancementTabChange (listens if client changes
advancement's tab)

## Test Plan

Use an example "advancements"
2023-05-02 01:35:35 -07:00
AviiNL d3ed3123ca
Temp fix for heck with unicode enabled (#326)
## Description

This should _temporarily_ fix the heck issue described in #324 until
https://github.com/withoutboats/heck/issues/42 is fixed downstream.

When it is fixed downstream, this commit should get reverted.

Fixes #324
2023-04-28 11:53:10 +00:00
Ryan Johnson abf9064901
Add idle tick benchmark (#322)
## Description

Adds a benchmark to measure the duration of a whole server tick.

Also added `bevy_ecs` to `valence::prelude`.

## Test Plan

Steps:
1. `cargo bench idle_update`
2023-04-23 03:35:07 +00:00
Ryan Johnson 1da1a589f1
Create README.md for crates/ 2023-04-21 18:13:54 -07:00
Ryan Johnson eaf1e18610
Reorganize Project (#321)
## Description

- `valence` and `valence_protocol` have been divided into smaller crates
in order to parallelize the build and improve IDE responsiveness. In the
process, code architecture has been made clearer by removing circular
dependencies between modules. `valence` is now just a shell around the
other crates.
- `workspace.packages` and `workspace.dependencies` are now used. This
makes dependency managements and crate configuration much easier.
- `valence_protocol` is no more. Most things from `valence_protocol`
ended up in `valence_core`. We won't advertise `valence_core` as a
general-purpose protocol library since it contains too much
valence-specific stuff. Closes #308.
- Networking code (login, initial TCP connection handling, etc.) has
been extracted into the `valence_network` crate. The API has been
expanded and improved with better defaults. Player counts and initial
connections to the server are now tracked separately. Player counts
function by default without any user configuration.
- Some crates like `valence_anvil`, `valence_network`,
`valence_player_list`, `valence_inventory`, etc. are now optional. They
can be enabled/disabled with feature flags and `DefaultPlugins` just
like bevy.
- Whole-server unit tests have been moved to `valence/src/tests` in
order to avoid [cyclic
dev-dependencies](https://github.com/rust-lang/cargo/issues/4242).
- Tools like `valence_stresser` and `packet_inspector` have been moved
to a new `tools` directory. Renamed `valence_stresser` to `stresser`.
Closes #241.
- Moved all benches to `valence/benches/` to make them easier to run and
organize.

Ignoring transitive dependencies and `valence_core`, here's what the
dependency graph looks like now:

```mermaid
graph TD
	network --> client
	client --> instance
	biome --> registry
	dimension --> registry
	instance --> biome
	instance --> dimension
	instance --> entity
	player_list --> client
	inventory --> client
	anvil --> instance
	entity --> block
```

### Issues
- Inventory tests inspect many private implementation details of the
inventory module, forcing us to mark things as `pub` and
`#[doc(hidden)]`. It would be ideal if the tests only looked at
observable behavior.
- Consider moving packets in `valence_core` elsewhere. `Particle` wants
to use `BlockState`, but that's defined in `valence_block`, so we can't
use it without causing cycles.
- Unsure what exactly should go in `valence::prelude`.
- This could use some more tests of course, but I'm holding off on that
until I'm confident this is the direction we want to take things.

## TODOs
- [x] Update examples.
- [x] Update benches.
- [x] Update main README.
- [x] Add short READMEs to crates.
- [x] Test new schedule to ensure behavior is the same. 
- [x] Update tools.
- [x] Copy lints to all crates.
- [x] Fix docs, clippy, etc.
2023-04-21 14:43:59 -07:00
Sese Mueller 1db779136c
Fixed Panic when dropping item from inventory while chest is open #295 (#320)
## Description

Fixed #295 by checking the slot ids of the drop event and only updating
the player inventory/the target inventory accordingly.

## Test Plan
Steps:
1. Rerun the test from #295, it works
2. Test other inventories in game
...

(No details, it only uses the chest example.)

---------

Co-authored-by: Sese Mueller <sese4dasbinichagmail.com>
2023-04-18 21:08:13 +00:00
Ryan Johnson f2bf1d97dc
Fix player bugs (#318)
## Description

- Make sure player list packets get sent before player entity spawn
packets are sent to prevent invisible players.
- Correctly update pose and hand swing.

## Test Plan

Steps:
1. Load any example with two players.
2. See that players are visible.
3. See that crouching and hand swings are functioning.
2023-04-10 10:15:27 +00:00
Ryan Johnson d78627e478
Player list rework (#317)
## Description

- Redesigned the player list so that every entry is an entity in the
ECS. Entry components overlap with client components where possible.
- Clients are now automatically added and removed from the player list
unless configured not to.
- Updated player list example.

## Test Plan

Steps:
1. Run any of the examples.
2. Run player list example.
2023-04-10 01:40:03 -07:00
Ryan Johnson 11ba70586e
Decoupled Packet Handlers (#315)
## 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.
2023-04-08 19:55:31 +00:00
Ryan Johnson 1c405ab63c
Reimplement client self-exclusion (#314)
## Description

Stops packets for the client's own entity being sent back to the client.
This prevents the "ghost player" from appearing at spawn.

## Test Plan

Steps:
1. `cargo r --example bench_players`
2. Press F3
3. Look at where the player spawned. Notice that there is no ghost
player entity.
4. Look at received packets `rx`. Moving around in a chunk, you will not
receive packets for the player's own entity. `rx` should be close to
zero.
2023-04-05 17:56:30 -07:00
vytskalt cd8a9266ef
Update particles for 1.19.4 (#313)
## 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>
2023-04-02 13:22:23 -07:00
Ryan Johnson 9c9f672a22
Update to 1.19.4 (#302)
## 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.
2023-03-31 14:58:47 -07:00
Ryan Johnson 53573642ec
Make Ident consistent with vanilla. (#309)
## 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`
2023-03-25 18:44:45 -07:00
Carson McManus ba625b3217
don't increment state_id when the server modifies cursor item (#306)
## Description

The client actually doesn't acknowledge the state id update when you
modify the cursor item, so don't increment it so we stay in sync.

fixes #304

## Test Plan

Explain the steps necessary to test your changes. If you used a
playground, include the code in the details below.

Steps:
1. Run the playground from #304 (not included here for brevity)
2. open inventory (not chest)
3. pick up one of the stacks
4. see that you don't get resynced, and the apples stay in your cursor
2023-03-24 08:46:05 -07:00
Carson McManus a57800959f
Rough click slot packet validation (#293)
## 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>
2023-03-24 05:53:32 -07:00
Ryan Johnson 8d93ddee24
Revise examples guideline and remove some examples. (#301)
# Description

- Removed the advice about making examples as small as possible in
CONTRIBUTING.md
- Remove a couple of low-value examples. I would like to remove more,
but their functionality would have to be covered by better examples
first.

My reasons are:
- Examples are tedious to update and maintain. Boilerplate is
inevitable.
- The "Boilerplate to code" ratio is higher when examples are smaller.
- Examples are likely the first thing that new users will try out, so we
ought to make a good first impression by showing something substantial.
- Complicated examples are better for showing how to use Valence in
practice and serve as a useful reference.
- Lots of small examples can distract from the more impressive ones.
Tiny examples don't add much value.
2023-03-23 06:54:07 -07:00
Ryan Johnson 1aae22ca3e
dump_schedule utility (#300)
## Description

Adds the `dump_schedule` crate which is a simple tool that writes
valence's schedule graph to a file named ~~`graph.gv`~~ `graph.svg`.

## Test Plan

Steps:
1. `cargo r -p dump_schedule`
2. Paste the contents of `graph.gv` to https://edotor.net/
3. Look at the pretty graph.
2023-03-23 01:01:50 -07:00
AviiNL 628a0ff3c3
fix key input with filters, also removed regex from gui and make text… (#298)
… filters case-insensitive

Closes #297

## Description

Up and down arrow to select previous/next packet now ignore filtered
packets.

## Test Plan

1. Query the server using refresh on the server browser
2. Uncheck QueryResponseS2c in the packet-selector list
3. Click HandshakeC2s
4. Press down arrow until last packet is selected
5. It shouldn't go "blank" anymore when going from QueryRequestC2s to
QueryPingC2s

As an additive request, I've removed the regex check from the main GUI
filter box, such that this is now case-insensitive when filtering
specific packets.
CLI still uses regex to be able to filter on multiple packets
(unchanged)
2023-03-21 23:49:44 -07:00
Ryan Johnson 4cf6e1a207
Entity Rework (#294)
## Description

Closes #269
Closes #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.
2023-03-21 23:29:38 -07:00
qualterz c9fbd1a24e
Weather implementation (#260)
<!-- 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

<!-- Describe the changes you've made. You may include any justification
you want here. -->

An implementation of basic weather systems.

The weather component attached to a world instance would be handled for
all clients, except those that have their own weather component; these
clients would be handled separately.

## 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. -->

<details>

<summary>Playground</summary>

```rust
fn handle_command_events(
    instances: Query<Entity, With<Instance>>,
    mut exec_cmds: EventReader<CommandExecution>,
    mut commands: Commands,
) {
    for cmd in exec_cmds.iter() {
        let msg = cmd.command.to_string();
        let ent = instances.single();

        match msg.as_str() {
            "ar" => {
                commands.entity(ent).insert(Rain(WEATHER_LEVEL.end));
            }
            "rr" => {
                commands.entity(ent).remove::<Rain>();
            }
            "at" => {
                commands.entity(ent).insert(Thunder(WEATHER_LEVEL.end));
            }
            "rt" => {
                commands.entity(ent).remove::<Thunder>();
            }
            _ => (),
        };
    }
}
```

</details>

<!-- You need to include steps regardless of whether or not you are
using a playground. -->
Steps:
1. Run `cargo test --package valence --lib -- weather::test`

#### Related
Part of #210
Past approach #106

<!-- Link to any issues that have context for this or that this PR
fixes. -->
2023-03-16 08:43:26 -04:00
Ryan Johnson 2c0fb2d8c4
Refactor Schedule (#289)
## 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.
2023-03-15 16:12:59 -07:00
Joe Sorensen 255b78e02c
tiny one line change to fix writing packets not working (#290)
## Description

With component division, the WritePacket trait was pub(crate), which
disallowed writing packets outside of valence. This 1 line PR fixes
that.

## Test Plan

It might be a good idea to include examples/tests that use packet
writing to catch this, but it's most likely not strictly necessary.
2023-03-15 07:36:55 -07:00
AviiNL 68cf6e83a0
Abstract scoreboard display position (#286)
## 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>
2023-03-12 04:51:49 -07:00
Ryan Johnson b46cc502aa
Client Component Division (#266)
## 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>
2023-03-11 06:04:14 -08:00
Guac 8bd20e964e
Fix ScoreboardPlayerUpdate packet (#285)
## Description

Fix the contents of the `ScoreboardPlayerUpdateS2c` packet resolving
#284.

## Test Plan

Run the included playground code.

<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_objective_update::{Mode, RenderType};
use valence::protocol::packet::s2c::play::scoreboard_player_update::Action;
use valence::protocol::packet::s2c::play::{
    ScoreboardObjectiveUpdateS2c, ScoreboardPlayerUpdateS2c,
};
use valence::protocol::var_int::VarInt;

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);
}

fn setup(world: &mut World) {
    let mut instance = world
        .resource::<Server>()
        .new_instance(DimensionId::default());

    for z in -5..5 {
        for x in -5..5 {
            instance.insert_chunk([x, z], Chunk::default());
        }
    }

    world.spawn(instance);
}

fn init_clients(
    mut clients: Query<&mut Client, Added<Client>>,
    instances: Query<Entity, With<Instance>>,
) {
    let instance = instances.get_single().unwrap();

    for mut client in &mut clients {
        client.set_instance(instance);
    }
}

// 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: "test",
            mode: Mode::Create {
                objective_display_name: "test display".into_text(),
                render_type: RenderType::Integer,
            },
        });
        client.write_packet(&ScoreboardPlayerUpdateS2c {
            action: Action::Update {
                objective_score: VarInt(0),
                objective_name: "test",
            },
            entity_name: "name",
        });
        client.write_packet(&ScoreboardPlayerUpdateS2c {
            action: Action::Remove {
                objective_name: "test",
            },
            entity_name: "name",
        });
    }
}

```

</details>
2023-03-11 02:41:48 -08:00
AviiNL 104fbedf4c
Packet inspector updates (#283)
## Description

Updated packet inspector to have a more clear indication of which packet
is selected, and added up and down keybinds for selecting previous and
next packet respectively
2023-03-10 03:57:55 -08:00
AviiNL cd7dd8cc4c
Fix Particle packet id (#281)
Fixes #267

## Description

Swap packet ids `ParticleS2c` with `LightUpdateS2c`

## Test Plan

Steps:
1. Run the `particles.rs` example
2023-03-09 04:02:03 -08:00
AviiNL 491e3a61d7
Packet inspector gui (#238)
Fixes #235

## Description

A GUI Project for the packet inspector

## Test Plan

Steps:
1. Start (any) server
2. Start the proxy `cargo r -r -p packet_inspector_gui --
127.0.0.1:25560 127.0.0.1:25565`
3. Join server (127.0.0.1:25560)
4. Magic
2023-03-09 03:09:53 -08:00
AviiNL 52fadb6dd8
Rename valence_protocol to valence::protocol (#280)
## Description

Replaced the remaining `valence_protcol` with `valence::protocol` in the
examples
2023-03-09 03:08:31 -08:00
wjwzpeajhc 7cd483afb7
Replaced valence_protocol and valence_nbt imports with valence ones (#279)
## Description

This PR replace `valence_protocol` and `valence_nbt` imports in
`crates/valence/examples` with `valence` ones so you don't have to
change imports or import the crates when you copy the examples and have
only `valence` as a dependency.
2023-03-08 14:18:56 -08:00
Ryan Johnson e933fd69f5
Add RawPacket (#276)
## 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`
2023-03-07 20:15:30 -08:00
Ryan e49ab70f16 Fix typo in packet_group macro 2023-03-07 04:23:11 -08:00
Ryan Johnson e64f1b7123
Add packet_name (#274)
## Description

Adds `packet_name` method to the `Packet` trait to help with #238.

## Test Plan

Steps:
1. `cargo t -p valence_protocol`
2023-03-07 04:12:08 -08:00
Ryan Johnson 7e7af6e7c1
Set bevy version to 0.10 (#272)
## Description

Sets Bevy dependencies to version 0.10 instead of the previous commit
hash.
2023-03-06 18:50:48 -08:00
Carson McManus 9f8ff321c7
Inventory module docs and more helper functions (#268)
<!-- 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

<!-- Describe the changes you've made. You may include any justification
you want here. -->

This mostly adds docs, but it also adds (and documents) some new helper
functions:

- `set_title()` - Allows us to put `must_use` on `replace_title`
- `set_slot()` - Allows us to put `must_use` on `replace_slot`
- `set_slot_amount()` - Allows users to modify stack counts without
cloning the entire stack and replacing it. Useful if the stack has a lot
of NBT data.
- `first_empty_slot()`
- `first_empty_slot_in()` - Useful, trivial to provide

## 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. -->

<details>

<summary>Playground</summary>

```rust
N/A
```

</details>

<!-- You need to include steps regardless of whether or not you are
using a playground. -->
Steps:
1. `cargo test -p valence --doc`

#### Related

<!-- Link to any issues that have context for this or that this PR
fixes. -->
2023-03-04 16:31:21 -08:00
Ryan Johnson 62f882eec7
Update to Bevy 0.10 (#265)
## Description

Fix #264

Bevy version is pinned to a recent commit on the main branch until 0.10
is released.

## Test Plan

Run examples and tests. Behavior should be the same.

scheduling is a bit tricky so I may have made some subtle mistakes.
2023-03-04 03:35:11 -08:00
Supermath101 cc2571d7e6
Changed setup() to not be an exclusive system (#258)
<!-- 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

In the [examples of the `valence`
crate](https://github.com/valence-rs/valence/tree/main/crates/valence/examples),
the `setup()` functions are currently [exclusive
systems](https://bevy-cheatbook.github.io/programming/exclusive.html).
My reasoning for making these a standard system is twofold:
- Exclusive systems can be considered an advanced Bevy topic. I don't
think you should be using advanced concepts in examples meant to be an
introduction to the way this project/framework is used.
- In instances where developers try to use these examples, adding
another startup system would result is running the systems sequentially.
That leaves performance on the table (albeit only during startup).

---------

Co-authored-by: Supermath101 <unknown>
Co-authored-by: Supermath101 <>
2023-02-27 12:13:56 -08:00
Ryan Johnson 7af119da72
Replace EncodePacket and DecodePacket with Packet (#261)
## 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.
2023-02-25 11:21:25 -08:00
Ryan Johnson 0960ad7ead
Refactor valence_protocol (#253)
## 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`.
2023-02-23 22:16:22 -08:00
Jade Ellis 9931c8a80b
Provide API for getting the wall variant of blocks (#255)
<!-- 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>
2023-02-23 21:21:27 -08:00
Jade Ellis 7cd059b9b3
Add a minimal chat example (#248)
<!-- 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

Take 3 of #247.

I've added a minimal chat example - ignoring chat signing, etc. It's in
the file `crates/valence/examples/chat.rs`.

## Test Plan

Manual, unfortunately :(

Steps:
1. Open two minecraft clients, with two separate accounts (or usernames
if using offline mode)
2. Connect to the server in both clients
3. Type a chat message, checking it appears to both clients, with the
correct username.
4. Type a command, checking it appears only to the sender.

---------

Co-authored-by: Carson McManus <dyc3@users.noreply.github.com>
2023-02-21 09:28:07 -05:00
qualterz 1cd6be0781
Minimal stresser implementation (#240)
<!-- 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

<!-- Describe the changes you've made. You may include any justification
you want here. -->

An implementation of a Minecraft server stresser for testing purposes.

The potential of this pull request is to implement a minimal stresser
binary package that would be bound to the local `valence_protocol`
package, so it would be always up to date with the latest Valence
Minecraft protocol implementation.

The MVP version is going to be able concurrently connect headless
clients to a target Minecraft server.

## 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. -->

<!-- <details>

<summary>Playground</summary>

```rust
PASTE YOUR PLAYGROUND CODE HERE
```

</details> -->

<!-- You need to include steps regardless of whether or not you are
using a playground. -->
Steps:
1. Ensure that the connection mode is offline
2. Run `cargo run --example bench_players` or any other example
3. Run `cargo run --package valence_stresser -- --target 127.0.0.1:25565
--count 1000`
4. Monitor the `bench_players` output
 
#### Related

closes #211

---------

Co-authored-by: Carson McManus <dyc3@users.noreply.github.com>
2023-02-21 08:54:16 -05:00
Carson McManus 0319635a8b
Implement Drop Item Events (#252)
<!-- 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

<!-- Describe the changes you've made. You may include any justification
you want here. -->
Dropping items is heavily coupled to inventories. Clients also predict
state changes when they try to drop items, so we need to be able to
replicate that change in order to stay in sync.

This will also remove `DropItem` events in favor of just `DropItemStack`
events. Having 2 event streams that basically mean the same thing seems
verbose and error prone.

As of right now, these changes require the event loop to have a
reference to the client's inventory. This seems like something we are
going to need to do a lot more of to complete #199.

## 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. -->

<details>

<summary>Playground</summary>

```rust
use tracing::info;
use valence::client::despawn_disconnected_clients;
use valence::client::event::{default_event_handler, DropItemStack};
use valence::prelude::*;

#[allow(unused_imports)]
use crate::extras::*;

const SPAWN_Y: i32 = 64;

pub fn build_app(app: &mut App) {
    app.add_plugin(ServerPlugin::new(()).with_connection_mode(ConnectionMode::Offline))
        .add_system_to_stage(EventLoop, default_event_handler)
        .add_startup_system(setup)
        .add_system(init_clients)
        .add_system(despawn_disconnected_clients)
        .add_system(toggle_gamemode_on_sneak)
        .add_system(drop_items);
}

fn setup(world: &mut World) {
    let mut instance = world
        .resource::<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);
        }
    }

    world.spawn(instance);
}

fn init_clients(
    mut clients: Query<&mut Client, Added<Client>>,
    instances: Query<Entity, With<Instance>>,
) {
    let instance = instances.get_single().unwrap();

    for mut client in &mut clients {
        client.set_position([0.5, SPAWN_Y as f64 + 1.0, 0.5]);
        client.set_instance(instance);
        client.set_game_mode(GameMode::Creative);
    }
}

fn drop_items(clients: Query<&Client>, mut drop_stack_events: EventReader<DropItemStack>) {
    if drop_stack_events.is_empty() {
        return;
    }

    for event in drop_stack_events.iter() {
        info!("drop stack: {:?}", event);
    }
}

```

</details>

<!-- You need to include steps regardless of whether or not you are
using a playground. -->
Steps:
1. `cargo test -p valence --tests`
2. Run playground `cargo run -p playground`
3. Open creative menu
4. Pick an item and click to drop it outside of the creative menu
5. Pick an entire stack of an item, place it in your hotbar
6. Hover over the item, press your drop key to drop an item from the
stack
7. Press shift to switch to survival
8. Select the item stack in your hotbar, press your drop key to drop an
item from the stack
9. Open your inventory, grab the stack, hover outside the window and
click to drop the entire stack
10. Grab another stack from creative, place it in your hotbar
11. switch back to survival, select the stack, and press your control +
drop key to drop the entire stack
12. For each item you dropped, you should see a log message with the
event

#### Related

<!-- Link to any issues that have context for this or that this PR
fixes. -->
2023-02-20 15:37:09 -08:00
Ryan Johnson 7d05cb8309
Block entity fixes (#251)
Clean up unresolved issues from #32
2023-02-19 12:26:32 -08:00
Mrln 1ceafe0ce0
Add block entities (#32)
This PR aims to add block entities.
Fixes #5

---------

Co-authored-by: Ryan Johnson <ryanj00a@gmail.com>
2023-02-18 10:16:01 -08:00
Gingeh 50018a52bf
Add sounds (#244)
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
2023-02-15 02:36:21 -08:00