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This PR redesigns Valence's architecture around the Bevy Entity Component System framework (`bevy_ecs` and `bevy_app`). Along the way, a large number of changes and improvements have been made. - Valence is now a Bevy plugin. This allows Valence to integrate with the wider Bevy ecosystem. - The `Config` trait has been replaced with the plugin struct which is much easier to configure. Async callbacks are grouped into their own trait. - `World` has been renamed to `Instance` to avoid confusion with `bevy_ecs::world::World`. - Entities, clients, player list, and inventories are all just ECS components/resources. There is no need for us to have our own generational arena/slotmap/etc for each one. - Client events use Bevy's event system. Users can read events with the `EventReader` system parameter. This also means that events are dispatched at an earlier stage of the program where access to the full server is available. There is a special "event loop" stage which is used primarily to avoid the loss of ordering information between events. - Chunks have been completely overhauled to be simpler and faster. The distinction between loaded and unloaded chunks has been mostly eliminated. The per-section bitset that tracked changes has been removed, which should further reduce memory usage. More operations on chunks are available such as removal and cloning. - The full client's game profile is accessible rather than just the textures. - Replaced `vek` with `glam` for parity with Bevy. - Basic inventory support has been added. - Various small changes to `valence_protocol`. - New Examples - The terrain and anvil examples are now fully asynchronous and will not block the main tick loop while chunks are loading. # TODOs - [x] Implement and dispatch client events. - ~~[ ] Finish implementing the new entity/chunk update algorithm.~~ New approach ended up being slower. And also broken. - [x] [Update rust-mc-bot to 1.19.3](https://github.com/Eoghanmc22/rust-mc-bot/pull/3). - [x] Use rust-mc-bot to test for and fix any performance regressions. Revert to old entity/chunk update algorithm if the new one turns out to be slower for some reason. - [x] Make inventories an ECS component. - [x] Make player lists an ECS ~~component~~ resource. - [x] Expose all properties of the client's game profile. - [x] Update the examples. - [x] Update `valence_anvil`. - ~~[ ] Update `valence_spatial_index` to use `glam` instead of `vek`.~~ Maybe later - [x] Make entity events use a bitset. - [x] Update docs. Closes #69 Closes #179 Closes #53 --------- Co-authored-by: Carson McManus <dyc3@users.noreply.github.com> Co-authored-by: AviiNL <me@avii.nl> Co-authored-by: Danik Vitek <x3665107@gmail.com> Co-authored-by: Snowiiii <71594357+Snowiiii@users.noreply.github.com>
135 lines
4.8 KiB
Markdown
135 lines
4.8 KiB
Markdown
Valence has a public Discord server [here](https://discord.gg/8Fqqy9XrYb). Check it out if you have additional questions
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or comments.
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# What version of Rust should I use?
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To _use_ Valence, only the most recent stable version of Rust is required. However, contributors should know that
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unstable `rustfmt` settings are enabled in the project. To run `rustfmt` with the nightly toolchain, use
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the `cargo +nightly fmt` command.
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# What issues can I work on?
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Issues
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labelled [good first issue](https://github.com/valence-rs/valence/issues?q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22)
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are a good place to start. This label is reserved for issues that shouldn't require too much specialized domain
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knowledge to complete. New contributors are not required to start with these issues.
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If you plan to work on something that's not an open issue, consider making one first so that it can be discussed. This
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way, your contribution will not be rejected when it is submitted for review.
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## Playgrounds and Examples
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Examples (found in the `examples/` directory) are a great way to document how pieces of Valence's API fit together. It's important that they remain as simple as possible. If you're working on a feature that requires a more complex scenario, consider making a playground instead.
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Examples can be run with `cargo run -p valence --example <example_name>`.
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Playgrounds are meant to provide a quick and minimal environment to test out new code or reproduce bugs. Playgrounds are also a great way test out quick ideas. This is the preferred method for providing code samples in issues and pull requests.
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To get started with a new playground, copy the template to `playground.rs`.
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```bash
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cp crates/playground/src/playground.template.rs crates/playground/src/playground.rs
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```
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Make your changes to `crates/playground/src/playground.rs`. To run it:
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```bash
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cargo run -p playground # simply run the playground, or
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cargo watch -c -x "run -p playground" # run the playground and watch for changes
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```
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# Automatic Checks
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When you submit a pull request, your code will automatically run through clippy, rustfmt, etc. to check for any errors.
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If an error does occur, it must be fixed before the pull request can be merged.
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# Code Conventions
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Here are some rules you should follow for your code. Generally the goal here is to be consistent with existing code, the
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standard library, and the Rust ecosystem as a whole. Nonconforming code is not necessarily a blocker for accepting your
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contribution. It's just nice to have.
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These guidelines are intended to complement
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the [Rust API Guidelines](https://rust-lang.github.io/api-guidelines/naming.html).
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## Top-down Modules
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Readers of the module should be able to understand your code by reading it from top to bottom.
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Whenever [items](https://doc.rust-lang.org/reference/items.html) in your module form a parent-child relationship, the
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parent should be written above the children. Typically this means that important `pub` items are placed before private
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implementation details.
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For instance, here are three functions. Notice how the definition of `foo` is placed above its dependencies. The parent
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is `foo` while its children are `bar` and `baz`.
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```rust
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pub fn foo() {
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bar();
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baz();
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}
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fn bar() {}
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fn baz() {}
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```
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This guideline applies to types as well.
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```rust
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pub struct Foo {
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bars: Vec<Bar>,
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}
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struct Bar {
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// ...
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}
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```
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## Getters and Setters
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Getters and setters should be named like this:
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```rust
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impl Foo {
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fn bar(&self) -> &Bar { ... }
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fn set_bar(&mut self, bar: Bar) { ... }
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}
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```
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And **not** like this:
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```rust
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impl Foo {
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fn get_bar(&self) -> &Bar { ... }
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fn set_bar(&mut self, bar: Bar) { ... }
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}
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```
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See [`SocketAddr`](https://doc.rust-lang.org/stable/std/net/enum.SocketAddr.html) for an example of a standard library
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type that uses this convention.
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Under appropriate circumstances a different naming scheme can be
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used. [`Command`](https://doc.rust-lang.org/stable/std/process/struct.Command.html) is a standard type that demonstrates
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this.
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If a `bar` field exists and no invariants need to be maintained by the getters and setters, it is usually better to make
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the `bar` field public.
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## Naming Quantities
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Quantities of something should be named `foo_count` where `foo` is the thing you're quantifying. It would be incorrect
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to name this variable `num_foos`.
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## Documentation
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All public items should be documented. Documentation must be written with complete sentences and correct grammar.
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Consider using [intra-doc links](https://doc.rust-lang.org/rustdoc/write-documentation/linking-to-items-by-name.html)
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where appropriate.
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## Unit Tests
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Unit tests help your contributions last! They ensure that your code works as expected and that it continues to work in
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the future.
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You can find examples of unit tests in the `unit_test/example.rs` module.
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