valence/examples/chest.rs
Ryan Johnson 420f2d1b7c
Move protocol code to valence_protocol + redesigns (#153)
Closes #83 

This PR aims to move all of Valence's networking code to the new
`valence_protocol` crate. Anything not specific to valence is going in
the new crate. It also redesigns the way packets are defined and makes a
huge number of small additions and improvements. It should be much
easier to see where code is supposed to go from now on.

`valence_protocol` is a new library which enables interactions with
Minecraft's protocol. It is completely decoupled from valence and can be
used to build new clients, servers, tools, etc.

There are two additions that will help with #5 especially:
- It is now easy to define new packets or modifications of existing
packets. Not all packets need to be bidirectional.
- The `CachedEncode` type has been created. This is used to safely cache
redundant calls to `Encode::encode`.
2022-11-13 06:10:42 -08:00

263 lines
9.2 KiB
Rust

use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
use log::LevelFilter;
use num::Integer;
use valence::prelude::*;
use valence_protocol::var_int::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<PlayerListId>,
chest: InventoryId,
tick: u32,
}
#[derive(Default)]
struct ClientState {
entity_id: EntityId,
// open_inventory: Option<WindowInventory>,
}
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<Dimension> {
vec![Dimension {
fixed_time: Some(6000),
..Dimension::default()
}]
}
async fn server_list_ping(
&self,
_server: &SharedServer<Self>,
_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<Self>) {
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<Self>) {
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);
}
}