use std::iter; use std::net::SocketAddr; use std::sync::atomic::{AtomicUsize, Ordering}; use valence::prelude::*; pub fn main() -> ShutdownResult { tracing_subscriber::fmt().init(); valence::start_server( Game { player_count: AtomicUsize::new(0), }, ServerState { player_list: None }, ) } struct Game { player_count: AtomicUsize, } struct ServerState { player_list: Option, } #[derive(Default)] struct ClientState { entity_id: EntityId, } const MAX_PLAYERS: usize = 10; const BIOME_COUNT: usize = 10; const MIN_Y: i32 = -64; #[async_trait] impl Config for Game { type ServerState = ServerState; type ClientState = ClientState; type EntityState = (); type WorldState = (); type ChunkState = (); type PlayerListState = (); type InventoryState = (); fn dimensions(&self) -> Vec { vec![Dimension { fixed_time: Some(6000), ..Dimension::default() }] } fn biomes(&self) -> Vec { (1..BIOME_COUNT) .map(|i| { let color = (0xffffff / BIOME_COUNT * i) as u32; Biome { name: ident!("valence:test_biome_{i}"), sky_color: color, water_fog_color: color, fog_color: color, water_color: color, foliage_color: Some(color), grass_color: Some(color), ..Default::default() } }) .chain(iter::once(Biome { name: ident!("plains"), ..Default::default() })) .collect() } async fn server_list_ping( &self, _server: &SharedServer, _remote_addr: SocketAddr, _protocol_version: i32, ) -> ServerListPing { ServerListPing::Respond { online_players: self.player_count.load(Ordering::SeqCst) as i32, max_players: MAX_PLAYERS as i32, player_sample: Default::default(), description: "Hello Valence!".color(Color::AQUA), favicon_png: Some(include_bytes!("../assets/logo-64x64.png").as_slice().into()), } } fn init(&self, server: &mut Server) { let world = server.worlds.insert(DimensionId::default(), ()).1; server.state.player_list = Some(server.player_lists.insert(()).0); let height = world.chunks.height(); assert_eq!(world.chunks.min_y(), MIN_Y); for chunk_z in 0..3 { for chunk_x in 0..3 { let chunk = if chunk_x == 1 && chunk_z == 1 { let mut chunk = UnloadedChunk::new(height); // Set chunk blocks for z in 0..16 { for x in 0..16 { chunk.set_block_state(x, 1, z, BlockState::GRASS_BLOCK); } } // Set chunk biomes for z in 0..4 { for x in 0..4 { for y in 0..height / 4 { let biome_id = server .shared .biomes() .nth((x + z * 4 + y * 4 * 4) % BIOME_COUNT) .unwrap() .0; chunk.set_biome(x, y, z, biome_id); } } } chunk } else { UnloadedChunk::default() }; world.chunks.insert([chunk_x, chunk_z], chunk, ()); } } } fn update(&self, server: &mut Server) { let (world_id, _) = server.worlds.iter_mut().next().unwrap(); let spawn_pos = [24.0, 50.0, 24.0]; server.clients.retain(|_, client| { if client.created_this_tick() { if self .player_count .fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| { (count < MAX_PLAYERS).then_some(count + 1) }) .is_err() { client.disconnect("The server is full!".color(Color::RED)); return false; } match server .entities .insert_with_uuid(EntityKind::Player, client.uuid(), ()) { Some((id, entity)) => { entity.set_world(world_id); client.entity_id = id } None => { client.disconnect("Conflicting UUID"); return false; } } client.respawn(world_id); client.set_flat(true); client.teleport(spawn_pos, 0.0, 0.0); client.set_player_list(server.state.player_list.clone()); if let Some(id) = &server.state.player_list { server.player_lists[id].insert( client.uuid(), client.username(), client.textures().cloned(), client.game_mode(), 0, None, true, ); } client.set_game_mode(GameMode::Creative); } while client.next_event().is_some() {} if client.is_disconnected() { self.player_count.fetch_sub(1, Ordering::SeqCst); server.entities[client.entity_id].set_deleted(true); if let Some(id) = &server.state.player_list { server.player_lists[id].remove(client.uuid()); } return false; } if client.position().y < MIN_Y as _ { client.teleport(spawn_pos, client.yaw(), client.pitch()); } true }); } }