Commit graph

21 commits

Author SHA1 Message Date
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 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
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 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
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
Ryan Johnson 909f7d3909
Clean up dimension/biome code (#239) 2023-02-14 03:36:52 -08:00
Guac c494b83a56
VarInt/VarLong Encode and Decode Optimizations (#227)
Aims to improve upon VarInt/VarLong Encode and Decode procedures (#208).
# Baselines:
## VarInt:

![VarInt::decode](https://user-images.githubusercontent.com/60993440/218295740-c7507993-1c1f-4d71-a42b-4ba9f1437bd7.png)

![VarInt::encode](https://user-images.githubusercontent.com/60993440/218295804-3cda044a-e2e4-4109-83ce-6e0a135d467b.png)
## VarLong

![VarLong::encode](https://user-images.githubusercontent.com/60993440/218295958-e445c2ea-ec2e-422f-92a4-d53bf41c8ec4.png)

![VarLong::decode](https://user-images.githubusercontent.com/60993440/218296047-802cec4a-b69b-435b-a140-0d9bf5df49a8.png)
2023-02-14 03:04:32 -08:00
Ryan Johnson cb9230ec34
ECS Rewrite (#184)
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 #69
Closes #179
Closes #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>
2023-02-11 09:51:53 -08:00
Guac 44ea6915db
Implement remaining clientbound packets (#197)
Aims to close #186
2023-02-03 22:30:12 -08:00
Ryan Johnson b5a355c756
Non-Object Text Deserialization (#194)
- 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.
2023-01-21 00:17:19 -08:00
Guac ad89e4457c
Implement clientbound packets (#190)
Co-authored-by: Ryan Johnson <ryanj00a@gmail.com>
2023-01-19 22:00:35 -08:00
Ryan Johnson 34c01d0f24
Add debug logging to valence_protocol (#191)
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.
2023-01-16 16:32:22 -08:00
Ryan Johnson 7574fa33c5
Commands and recipe book packets (#183)
Implement the commands and recipe book packets. Also reorganizes some
modules in valence_protocol.
2022-12-31 22:59:22 -08:00
Ryan Johnson 8d9c0a7553
Add recipe and tags packets (#182)
Also improve generated `Encode`, `Decode` error messages and fix
unnecessary build script reruns.
2022-12-30 06:18:24 -08:00
Ryan Johnson 2597e92b8f
Reorganize Packages (#180)
Moves all the packages to the `crates/` directory.
2022-12-29 16:51:05 -08:00