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::default(), ) } struct Game { player_count: AtomicUsize, } #[derive(Default)] struct ClientState { entity_id: EntityId, // World and position to respawn at respawn_location: (WorldId, Vec3), // Anticheat measure can_respawn: bool, } #[derive(Default)] struct ServerState { player_list: Option, first_world: WorldId, second_world: WorldId, third_world: WorldId, } const MAX_PLAYERS: usize = 10; const FLOOR_Y: i32 = 64; const PLATFORM_X: i32 = 20; const PLATFORM_Z: i32 = 20; const LEFT_DEATH_LINE: i32 = 16; const RIGHT_DEATH_LINE: i32 = 4; const FIRST_WORLD_SPAWN_BLOCK: BlockPos = BlockPos::new(10, FLOOR_Y, 10); const SECOND_WORLD_SPAWN_BLOCK: BlockPos = BlockPos::new(5, FLOOR_Y, 5); const THIRD_WORLD_SPAWN_BLOCK: BlockPos = BlockPos::new(5, FLOOR_Y, 5); #[derive(Clone, Copy, PartialEq, Eq)] enum WhichWorld { First, Second, Third, } // Returns position of player standing on `pos` block fn block_pos_to_vec(pos: BlockPos) -> Vec3 { Vec3::new( (pos.x as f64) + 0.5, (pos.y as f64) + 1.0, (pos.z as f64) + 0.5, ) } #[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() }, Dimension { fixed_time: Some(19000), ..Dimension::default() }, ] } 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, description: "Hello Valence!".color(Color::AQUA), favicon_png: Some(include_bytes!("../assets/logo-64x64.png").as_slice().into()), player_sample: Default::default(), } } fn init(&self, server: &mut Server) { // We created server with meaningless default state. // Let's create three worlds and create new ServerState. server.state = ServerState { player_list: Some(server.player_lists.insert(()).0), first_world: create_world(server, FIRST_WORLD_SPAWN_BLOCK, WhichWorld::First), second_world: create_world(server, SECOND_WORLD_SPAWN_BLOCK, WhichWorld::Second), third_world: create_world(server, THIRD_WORLD_SPAWN_BLOCK, WhichWorld::Third), }; } fn update(&self, server: &mut Server) { 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(server.state.first_world); client.entity_id = id } None => { client.disconnect("Conflicting UUID"); return false; } } client.respawn_location = ( server.state.first_world, block_pos_to_vec(FIRST_WORLD_SPAWN_BLOCK), ); // `set_spawn_position` is used for compass _only_ client.set_spawn_position(FIRST_WORLD_SPAWN_BLOCK, 0.0); client.set_flat(true); client.respawn(server.state.first_world); client.teleport(client.respawn_location.1, 0.0, 0.0); client.set_player_list(server.state.player_list.clone()); server .player_lists .get_mut(server.state.player_list.as_ref().unwrap()) .insert( client.uuid(), client.username(), client.textures().cloned(), client.game_mode(), 0, None, ); client.set_respawn_screen(true); client.send_message("Welcome to the death example!".italic()); client.send_message("Step over the left line to die. :)"); client.send_message("Step over the right line to die and respawn in second world."); client.send_message("Jumping down kills you and spawns you in another dimension."); client.send_message("Sneaking triggers game credits after which you respawn."); } // TODO after inventory support is added, show interaction with compass. // Handling respawn locations if !client.can_respawn { if client.position().y < 0.0 { client.can_respawn = true; client.kill(None, "You fell"); // You could have also killed the player with `Client::set_health_and_food`, // however you cannot send a message to the death screen // that way if client.world() == server.state.third_world { // Falling in third world gets you back to the first world client.respawn_location = ( server.state.first_world, block_pos_to_vec(FIRST_WORLD_SPAWN_BLOCK), ); client.set_spawn_position(FIRST_WORLD_SPAWN_BLOCK, 0.0); } else { // falling in first and second world will cause player to spawn in third // world client.respawn_location = ( server.state.third_world, block_pos_to_vec(THIRD_WORLD_SPAWN_BLOCK), ); // This is for compass to point at client.set_spawn_position(THIRD_WORLD_SPAWN_BLOCK, 0.0); } } // Death lanes in the first world if client.world() == server.state.first_world { let death_msg = "You shouldn't cross suspicious lines"; if client.position().x >= LEFT_DEATH_LINE as f64 { // Client went to the left, he dies client.can_respawn = true; client.kill(None, death_msg); } if client.position().x <= RIGHT_DEATH_LINE as f64 { // Client went to the right, he dies and spawns in world2 client.can_respawn = true; client.kill(None, death_msg); client.respawn_location = ( server.state.second_world, block_pos_to_vec(SECOND_WORLD_SPAWN_BLOCK), ); client.set_spawn_position(SECOND_WORLD_SPAWN_BLOCK, 0.0); } } } let player = server.entities.get_mut(client.entity_id).unwrap(); while let Some(event) = client.next_event() { event.handle_default(client, player); match event { ClientEvent::PerformRespawn => { if !client.can_respawn { client.disconnect("Unexpected PerformRespawn"); return false; } // Let's respawn our player. `spawn` will load the world, but we are // responsible for teleporting the player. // You can store respawn however you want, for example in `Client`'s state. let spawn = client.respawn_location; client.respawn(spawn.0); player.set_world(spawn.0); client.teleport(spawn.1, 0.0, 0.0); client.can_respawn = false; } ClientEvent::StartSneaking => { // Roll the credits, respawn after client.can_respawn = true; client.win_game(true); } _ => {} } } if client.is_disconnected() { self.player_count.fetch_sub(1, Ordering::SeqCst); server.entities[client.entity_id].set_deleted(true); if let Some(list) = client.player_list() { server.player_lists.get_mut(list).remove(client.uuid()); } return false; } true }); } } // Boilerplate for creating world fn create_world(server: &mut Server, spawn_pos: BlockPos, world_type: WhichWorld) -> WorldId { let dimension = match world_type { WhichWorld::First => server.shared.dimensions().next().unwrap(), WhichWorld::Second => server.shared.dimensions().next().unwrap(), WhichWorld::Third => server.shared.dimensions().nth(1).unwrap(), }; let (world_id, world) = server.worlds.insert(dimension.0, ()); // Create chunks for chunk_z in -3..3 { for chunk_x in -3..3 { world.chunks.insert( [chunk_x as i32, chunk_z as i32], UnloadedChunk::default(), (), ); } } // Create platform let platform_block = match world_type { WhichWorld::First => BlockState::END_STONE, WhichWorld::Second => BlockState::AMETHYST_BLOCK, WhichWorld::Third => BlockState::BLACKSTONE, }; for z in 0..PLATFORM_Z { for x in 0..PLATFORM_X { world .chunks .set_block_state([x, FLOOR_Y, z], platform_block); } } // Set death lines if world_type == WhichWorld::First { for z in 0..PLATFORM_Z { world .chunks .set_block_state([LEFT_DEATH_LINE, FLOOR_Y, z], BlockState::GOLD_BLOCK); world .chunks .set_block_state([RIGHT_DEATH_LINE, FLOOR_Y, z], BlockState::DIAMOND_BLOCK); } } // Set spawn block world .chunks .set_block_state(spawn_pos, BlockState::REDSTONE_BLOCK); world_id }