valence/examples/building.rs
Ryan Johnson ae7eaf15fc
Big Optimizations (#164)
Closes #84

# Changes

- Implemented new algorithm for tracking loaded entities and chunks.
- The client does not need to maintain a list of loaded chunks and
entities anymore, as this information can be inferred using carefully
maintained data from the previous tick.
- Chunks are used as a spatial partition for entities. Entity visibility
is now based on chunk visibility rather than the euclidean distance to
clients.
- The BVH is no longer strictly necessary, so it has been moved to the
new `valence_spatial_index` crate.
- The API has been generalized to support things other than entities.
The crate does not have a dependency on the main `valence` crate.
- Chunk, entity, and player list packets are now aggressively cached to
increase performance.
- Chunk packets now include some filler light data. This makes the
vanilla client lag a lot less.
- Entities and chunks must now be marked as deleted before they are
removed.
- Improved `ChunkPos` interface.
- Added function to get the duration per tick.
- Added `Index` and `IndexMut` impls to collection types.

As a result of the above changes, performance under heavy load has
increased significantly. With the rust-mc-bot test on my machine, I went
from a max of ~1000 players to ~4000 players.
2022-12-11 02:37:02 -08:00

197 lines
6.7 KiB
Rust

use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
use valence::prelude::*;
pub fn main() -> ShutdownResult {
tracing_subscriber::fmt().init();
valence::start_server(
Game {
player_count: AtomicUsize::new(0),
},
ServerState { player_list: None },
)
}
struct Game {
player_count: AtomicUsize,
}
struct ServerState {
player_list: Option<PlayerListId>,
}
#[derive(Default)]
struct ClientState {
entity_id: EntityId,
}
const MAX_PLAYERS: usize = 10;
const SIZE_X: i32 = 100;
const SIZE_Z: i32 = 100;
#[async_trait]
impl Config for Game {
type ServerState = ServerState;
type ClientState = ClientState;
type EntityState = ();
type WorldState = ();
type ChunkState = ();
type PlayerListState = ();
type InventoryState = ();
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 z in 0..SIZE_Z {
for x in 0..SIZE_X {
world
.chunks
.set_block_state([x, 0, z], BlockState::GRASS_BLOCK);
}
}
}
fn update(&self, server: &mut Server<Self>) {
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, entity)) => {
entity.set_world(world_id);
client.entity_id = id
}
None => {
client.disconnect("Conflicting UUID");
return false;
}
}
client.respawn(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[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());
}
let player = server.entities.get_mut(client.entity_id).unwrap();
while let Some(event) = client.next_event() {
event.handle_default(client, player);
match event {
ClientEvent::StartDigging { position, .. } => {
// Allows clients in creative mode to break blocks.
if client.game_mode() == GameMode::Creative {
world.chunks.set_block_state(position, BlockState::AIR);
}
}
ClientEvent::FinishDigging { position, .. } => {
// Allows clients in survival mode to break blocks.
world.chunks.set_block_state(position, BlockState::AIR);
}
ClientEvent::UseItemOnBlock { .. } => {
// TODO: reimplement when inventories are re-added.
/*
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 client.game_mode() == GameMode::Creative
|| client.consume_held_item(1).is_ok()
{
if world
.chunks
.block_state(position)
.map(|s| s.is_replaceable())
.unwrap_or(false)
{
world.chunks.set_block_state(position, block_to_place);
} else {
let place_at = position.get_in_direction(face);
world.chunks.set_block_state(place_at, block_to_place);
}
}
}
}
}
*/
}
_ => {}
}
}
if client.is_disconnected() {
self.player_count.fetch_sub(1, Ordering::SeqCst);
player.set_deleted(true);
if let Some(id) = &server.state.player_list {
server.player_lists[id].remove(client.uuid());
}
return false;
}
if client.position().y <= -20.0 {
client.teleport(spawn_pos, client.yaw(), client.pitch());
}
true
});
}
}