use std::net::SocketAddr; use std::sync::atomic::{AtomicUsize, Ordering}; use log::LevelFilter; use num::Integer; use valence::client::Hand; use valence::prelude::*; use valence::protocol::{SlotId, VarInt}; 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, chest: Default::default(), tick: 0, }, ) } struct Game { player_count: AtomicUsize, } struct ServerState { player_list: Option, chest: InventoryId, tick: u32, } #[derive(Default)] struct ClientState { entity_id: EntityId, // open_inventory: Option, } 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 max_connections(&self) -> usize { // We want status pings to be successful even if the server is full. MAX_PLAYERS + 64 } 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 x in 0..SIZE_X { for z in 0..SIZE_Z { world .chunks .set_block_state((x as i32, 0, z as i32), BlockState::GRASS_BLOCK); } } world.chunks.set_block_state((50, 0, 54), BlockState::STONE); world.chunks.set_block_state((50, 1, 54), BlockState::CHEST); // create chest inventory let inv = ConfigurableInventory::new(27, VarInt(2), None); let (id, _inv) = server.inventories.insert(inv); server.state.chest = id; } fn update(&self, server: &mut Server) { server.state.tick += 1; if server.state.tick > 10 { server.state.tick = 0; } 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]; if let Some(inv) = server.inventories.get_mut(server.state.chest) { if server.state.tick == 0 { rotate_items(inv); } } 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.send_message("Welcome to Valence! Sneak to give yourself an item.".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::InteractWithBlock { hand, location, .. } => { if hand == Hand::Main && world.chunks.block_state(location) == Some(BlockState::CHEST) { client.send_message("Opening chest!"); client.open_inventory( &server.inventories, server.state.chest, "Extra".italic() + " Chesty".not_italic().bold().color(Color::RED) + " Chest".not_italic(), ); } } ClientEvent::CloseScreen { window_id } => { if window_id > 0 { client.send_message(format!("Window closed: {}", window_id)); client.send_message(format!("Chest: {:?}", server.state.chest)); } } ClientEvent::ClickContainer { window_id, state_id, slot_id, mode, slot_changes, carried_item, } => { println!( "window_id: {:?}, state_id: {:?}, slot_id: {:?}, mode: {:?}, \ slot_changes: {:?}, carried_item: {:?}", window_id, state_id, slot_id, mode, slot_changes, carried_item ); client.cursor_held_item = carried_item; if let Some(window) = client.open_inventory.as_mut() { if let Some(obj_inv) = server.inventories.get_mut(window.object_inventory) { for (slot_id, slot) in slot_changes { if slot_id < obj_inv.slot_count() as SlotId { obj_inv.set_slot(slot_id, slot); } else { let offset = obj_inv.slot_count() as SlotId; client.inventory.set_slot( slot_id - offset + PlayerInventory::GENERAL_SLOTS.start, slot, ); } } } } } ClientEvent::StartSneaking => { let slot_id: SlotId = PlayerInventory::HOTBAR_SLOTS.start; let stack = match client.inventory.slot(slot_id) { None => ItemStack::new(ItemKind::Stone, 1, None), Some(s) => ItemStack::new(s.item, s.count() + 1, None), }; client.inventory.set_slot(slot_id, Some(stack)); } _ => {} } } true }); } } fn rotate_items(inv: &mut ConfigurableInventory) { for i in 1..inv.slot_count() { let a = inv.slot((i - 1) as SlotId); let b = inv.set_slot(i as SlotId, a.cloned()); inv.set_slot((i - 1) as SlotId, b); } }