valence/examples/basic.rs

120 lines
3.6 KiB
Rust

use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
use log::LevelFilter;
use valence::client::GameMode;
use valence::config::{Config, Login, ServerListPing};
use valence::text::Color;
use valence::{
async_trait, DimensionId, NewClientData, Server, SharedServer, ShutdownResult, TextFormat,
};
pub fn main() -> ShutdownResult {
env_logger::Builder::new()
.filter_level(LevelFilter::Trace)
.parse_default_env()
.init();
valence::start_server(Game {
player_count: AtomicUsize::new(0),
})
}
struct Game {
player_count: AtomicUsize,
}
const MAX_PLAYERS: usize = 10;
#[async_trait]
impl Config for Game {
fn max_connections(&self) -> usize {
// We want status pings to be successful even if the server is full.
MAX_PLAYERS + 64
}
fn online_mode(&self) -> bool {
// You'll want this to be true on real servers.
false
}
fn init(&self, server: &mut Server) {
let world_id = server.worlds.create(DimensionId::default());
let world = server.worlds.get_mut(world_id).unwrap();
let chunk_radius = 5;
for z in -chunk_radius..chunk_radius {
for x in -chunk_radius..chunk_radius {
let chunk_id = server.chunks.create(384);
let chunk = server.chunks.get_mut(chunk_id).unwrap();
// Chunks are only visible to clients if all adjacent chunks are loaded.
// This will make the perimiter chunks contain only air.
if x != -chunk_radius
&& x != chunk_radius - 1
&& z != -chunk_radius
&& z != chunk_radius - 1
{
for z in 0..16 {
for x in 0..16 {
for y in 0..50 {
chunk.set_block_state(x, y, z, 1);
}
}
}
}
world.chunks_mut().insert((x, z).into(), chunk_id);
}
}
}
fn update(&self, server: &mut Server) {
let world_id = server.worlds.iter().next().unwrap().0;
server.clients.retain(|_, client| {
if client.created_tick() == server.other.current_tick() {
client.set_world(Some(world_id));
client.set_game_mode(GameMode::Creative);
client.teleport([0.0, 200.0, 0.0], 0.0, 0.0);
}
if client.is_disconnected() {
server.entities.delete(client.entity());
self.player_count.fetch_sub(1, Ordering::SeqCst);
false
} else {
true
}
});
}
async fn server_list_ping(
&self,
_server: &SharedServer,
_remote_addr: SocketAddr,
) -> ServerListPing {
ServerListPing::Respond {
online_players: self.player_count.load(Ordering::SeqCst) as i32,
max_players: MAX_PLAYERS as i32,
description: "Hello Valence!".color(Color::AQUA),
favicon_png: Some(include_bytes!("favicon.png")),
}
}
async fn login(&self, _server: &SharedServer, _ncd: &NewClientData) -> Login {
let res = self
.player_count
.fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| {
(count < MAX_PLAYERS).then(|| count + 1)
});
if res.is_ok() {
Login::Join
} else {
Login::Disconnect("The server is full!".into())
}
}
}