use std::collections::hash_map::Entry; use std::collections::HashMap; use std::path::PathBuf; use std::thread; use clap::Parser; use flume::{Receiver, Sender}; use tracing::warn; use valence::bevy_app::AppExit; use valence::client::{default_event_handler, despawn_disconnected_clients}; use valence::entity::player::PlayerBundle; use valence::prelude::*; use valence_anvil::{AnvilChunk, AnvilWorld}; const SPAWN_POS: DVec3 = DVec3::new(0.0, 256.0, 0.0); const SECTION_COUNT: usize = 24; #[derive(Parser)] #[clap(author, version, about)] struct Cli { /// The path to a Minecraft world save containing a `region` subdirectory. path: PathBuf, } #[derive(Resource)] struct GameState { /// Chunks that need to be generated. Chunks without a priority have already /// been sent to the anvil thread. pending: HashMap>, sender: Sender, receiver: Receiver<(ChunkPos, Chunk)>, } /// The order in which chunks should be processed by anvil worker. Smaller /// values are sent first. type Priority = u64; pub fn main() { tracing_subscriber::fmt().init(); App::new() .add_plugin(ServerPlugin::new(())) .add_startup_system(setup) .add_system(default_event_handler.in_schedule(EventLoopSchedule)) .add_systems( ( init_clients, remove_unviewed_chunks, update_client_views, send_recv_chunks, ) .chain(), ) .add_system(despawn_disconnected_clients) .run(); } fn setup(world: &mut World) { let cli = Cli::parse(); let dir = cli.path; if !dir.exists() { eprintln!("Directory `{}` does not exist. Exiting.", dir.display()); world.send_event(AppExit); } else if !dir.is_dir() { eprintln!("`{}` is not a directory. Exiting.", dir.display()); world.send_event(AppExit); } let anvil = AnvilWorld::new(dir); let (finished_sender, finished_receiver) = flume::unbounded(); let (pending_sender, pending_receiver) = flume::unbounded(); // Process anvil chunks in a different thread to avoid blocking the main tick // loop. thread::spawn(move || anvil_worker(pending_receiver, finished_sender, anvil)); world.insert_resource(GameState { pending: HashMap::new(), sender: pending_sender, receiver: finished_receiver, }); let instance = world .resource::() .new_instance(DimensionId::default()); world.spawn(instance); } fn init_clients( mut clients: Query<(Entity, &mut GameMode, &mut IsFlat, &UniqueId), Added>, instances: Query>, mut commands: Commands, ) { for (entity, mut game_mode, mut is_flat, uuid) in &mut clients { *game_mode = GameMode::Creative; is_flat.0 = true; commands.entity(entity).insert(PlayerBundle { location: Location(instances.single()), position: Position(SPAWN_POS), uuid: *uuid, ..Default::default() }); } } fn remove_unviewed_chunks(mut instances: Query<&mut Instance>) { instances .single_mut() .retain_chunks(|_, chunk| chunk.is_viewed_mut()); } fn update_client_views( mut instances: Query<&mut Instance>, mut clients: Query<(&mut Client, View, OldView)>, mut state: ResMut, ) { let instance = instances.single_mut(); for (client, view, old_view) in &mut clients { let view = view.get(); let queue_pos = |pos| { if instance.chunk(pos).is_none() { match state.pending.entry(pos) { Entry::Occupied(mut oe) => { if let Some(priority) = oe.get_mut() { let dist = view.pos.distance_squared(pos); *priority = (*priority).min(dist); } } Entry::Vacant(ve) => { let dist = view.pos.distance_squared(pos); ve.insert(Some(dist)); } } } }; // Queue all the new chunks in the view to be sent to the anvil worker. if client.is_added() { view.iter().for_each(queue_pos); } else { let old_view = old_view.get(); if old_view != view { view.diff(old_view).for_each(queue_pos); } } } } fn send_recv_chunks(mut instances: Query<&mut Instance>, state: ResMut) { let mut instance = instances.single_mut(); let state = state.into_inner(); // Insert the chunks that are finished loading into the instance. for (pos, chunk) in state.receiver.drain() { instance.insert_chunk(pos, chunk); assert!(state.pending.remove(&pos).is_some()); } // Collect all the new chunks that need to be loaded this tick. let mut to_send = vec![]; for (pos, priority) in &mut state.pending { if let Some(pri) = priority.take() { to_send.push((pri, pos)); } } // Sort chunks by ascending priority. to_send.sort_unstable_by_key(|(pri, _)| *pri); // Send the sorted chunks to be loaded. for (_, pos) in to_send { let _ = state.sender.try_send(*pos); } } fn anvil_worker( receiver: Receiver, sender: Sender<(ChunkPos, Chunk)>, mut world: AnvilWorld, ) { while let Ok(pos) = receiver.recv() { match get_chunk(pos, &mut world) { Ok(chunk) => { if let Some(chunk) = chunk { let _ = sender.try_send((pos, chunk)); } } Err(e) => warn!("Failed to get chunk at ({}, {}): {e:#}.", pos.x, pos.z), } } } fn get_chunk(pos: ChunkPos, world: &mut AnvilWorld) -> anyhow::Result> { let Some(AnvilChunk { data, .. }) = world.read_chunk(pos.x, pos.z)? else { return Ok(None) }; let mut chunk = Chunk::new(SECTION_COUNT); valence_anvil::to_valence(&data, &mut chunk, 4, |_| BiomeId::default())?; Ok(Some(chunk)) }