## 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.
## 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
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
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
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
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.
## 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`.
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>