use std::net::SocketAddr; use std::sync::atomic::{AtomicUsize, Ordering}; use log::LevelFilter; use num::Integer; use valence::client::{DiggingStatus, Hand}; use valence::prelude::*; pub fn main() -> ShutdownResult { env_logger::Builder::new() .filter_module("valence", LevelFilter::Trace) .parse_default_env() .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 SIZE_X: usize = 100; const SIZE_Z: usize = 100; #[async_trait] impl Config for Game { type ServerState = ServerState; type ClientState = ClientState; type EntityState = (); type WorldState = (); type ChunkState = (); type PlayerListState = (); fn dimensions(&self) -> Vec { vec![Dimension { fixed_time: Some(6000), ..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, 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); // initialize chunks for chunk_z in -2..Integer::div_ceil(&(SIZE_Z as i32), &16) + 2 { for chunk_x in -2..Integer::div_ceil(&(SIZE_X as i32), &16) + 2 { world.chunks.insert( [chunk_x as i32, chunk_z as i32], UnloadedChunk::default(), (), ); } } // initialize blocks in the chunks for chunk_x in 0..Integer::div_ceil(&SIZE_X, &16) { for chunk_z in 0..Integer::div_ceil(&SIZE_Z, &16) { let chunk = world .chunks .get_mut((chunk_x as i32, chunk_z as i32)) .unwrap(); for x in 0..16 { for z in 0..16 { let cell_x = chunk_x * 16 + x; let cell_z = chunk_z * 16 + z; if cell_x < SIZE_X && cell_z < SIZE_Z { chunk.set_block_state(x, 63, z, BlockState::GRASS_BLOCK); } } } } } } fn update(&self, server: &mut Server) { let (world_id, world) = server.worlds.iter_mut().next().unwrap(); let spawn_pos = [SIZE_X as f64 / 2.0, 1.0, SIZE_Z as f64 / 2.0]; 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, _)) => client.state.entity_id = id, None => { client.disconnect("Conflicting UUID"); return false; } } client.spawn(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.get_mut(id).insert( client.uuid(), client.username(), client.textures().cloned(), client.game_mode(), 0, None, ); } client.set_game_mode(GameMode::Creative); client.send_message("Welcome to Valence! Build something cool.".italic()); } if client.is_disconnected() { self.player_count.fetch_sub(1, Ordering::SeqCst); server.entities.remove(client.state.entity_id); if let Some(id) = &server.state.player_list { server.player_lists.get_mut(id).remove(client.uuid()); } return false; } let player = server.entities.get_mut(client.state.entity_id).unwrap(); if client.position().y <= -20.0 { client.teleport(spawn_pos, client.yaw(), client.pitch()); } while let Some(event) = handle_event_default(client, player) { match event { ClientEvent::Digging { position, status, .. } => { match status { DiggingStatus::Start => { // Allows clients in creative mode to break blocks. if client.game_mode() == GameMode::Creative { world.chunks.set_block_state(position, BlockState::AIR); } } DiggingStatus::Finish => { // Allows clients in survival mode to break blocks. world.chunks.set_block_state(position, BlockState::AIR); } _ => {} } } ClientEvent::InteractWithBlock { hand, location, face, .. } => { if hand == Hand::Main { if let Some(stack) = client.held_item() { if let Some(held_block_kind) = stack.item.to_block_kind() { let block_to_place = BlockState::from_kind(held_block_kind); if world .chunks .block_state(location) .map(|s| s.is_replaceable()) .unwrap_or(false) { world.chunks.set_block_state(location, block_to_place); } else { let place_at = location.get_in_direction(face); world.chunks.set_block_state(place_at, block_to_place); } if client.game_mode() != GameMode::Creative { client.consume_one_held_item(); } } } } } _ => {} } } true }); } }