valence/examples/death.rs
Ryan Johnson f4714cf255
Redesign packet processing and improve Client update procedure. (#146)
Closes #82
Closes #43
Closes #64

# Changes and Improvements
- Packet encoding/decoding happens within `Client` instead of being sent
over a channel first. This is better for performance and lays the
groundwork for #83.
- Reduce the amount of copying necessary by leveraging the `bytes` crate
and recent changes to `EncodePacket`. Performance is noticeably improved
with maximum players in the `rust-mc-bot` test going from 750 to 1050.
- Packet encoding/decoding code is decoupled from IO. This is easier to
understand and more suitable for a future protocol lib.
- Precise control over the number of bytes that are buffered for
sending/receiving. This is important for limiting maximum memory usage
correctly.
- "packet controllers" are introduced, which are convenient structures
for managing packet IO before and during the play state.
- `byte_channel` module is created to help implement the
`PlayPacketController`. This is essentially a channel of bytes
implemented with an `Arc<Mutex<BytesMut>>`.
- Error handling in the update procedure for clients was improved using
`anyhow::Result<()>` to exit as early as possible. The `client` module
is a bit cleaner as a result.
- The `LoginPlay` packet is always sent before all other play packets.
We no longer have to worry about the behavior of packets sent before
that packet. Most packet deferring performed currently can be
eliminated.
- The packet_inspector was rewritten in response to the above changes.
- Timeouts on IO operations behave better.

# Known Issues
- The packet_inspector now re-encodes packets rather than just decoding
them. This will cause problems when trying to use it with the vanilla
server because there are missing clientbound packets and other issues.
This will be fixed when the protocol module is moved to a separate
crate.
2022-11-01 03:11:51 -07:00

336 lines
12 KiB
Rust

use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
use log::LevelFilter;
use valence::prelude::*;
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::default(),
)
}
struct Game {
player_count: AtomicUsize,
}
#[derive(Default)]
struct ClientState {
entity_id: EntityId,
// World and position to respawn at
respawn_location: (WorldId, Vec3<f64>),
// Anticheat measure
can_respawn: bool,
}
struct WorldState {
player_list: PlayerListId,
}
#[derive(Default)]
struct ServerState {
first_world: WorldId,
second_world: WorldId,
third_world: WorldId,
}
const MAX_PLAYERS: usize = 10;
const FLOOR_Y: i32 = 64;
const PLATFORM_X: i32 = 20;
const PLATFORM_Z: i32 = 20;
const LEFT_DEATH_LINE: i32 = 16;
const RIGHT_DEATH_LINE: i32 = 4;
const FIRST_WORLD_SPAWN_BLOCK: BlockPos = BlockPos::new(10, FLOOR_Y, 10);
const SECOND_WORLD_SPAWN_BLOCK: BlockPos = BlockPos::new(5, FLOOR_Y, 5);
const THIRD_WORLD_SPAWN_BLOCK: BlockPos = BlockPos::new(5, FLOOR_Y, 5);
#[derive(Clone, Copy, PartialEq, Eq)]
enum WhichWorld {
First,
Second,
Third,
}
// Returns position of player standing on `pos` block
fn block_pos_to_vec(pos: BlockPos) -> Vec3<f64> {
Vec3::new(
(pos.x as f64) + 0.5,
(pos.y as f64) + 1.0,
(pos.z as f64) + 0.5,
)
}
#[async_trait]
impl Config for Game {
type ServerState = ServerState;
type ClientState = ClientState;
type EntityState = ();
type WorldState = WorldState;
type ChunkState = ();
type PlayerListState = ();
fn dimensions(&self) -> Vec<Dimension> {
vec![
Dimension {
fixed_time: Some(6000),
..Dimension::default()
},
Dimension {
fixed_time: Some(19000),
..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,
description: "Hello Valence!".color(Color::AQUA),
favicon_png: Some(include_bytes!("../assets/logo-64x64.png").as_slice().into()),
player_sample: Default::default(),
}
}
fn init(&self, server: &mut Server<Self>) {
// We created server with meaningless default state.
// Let's create three worlds and create new ServerState.
server.state = ServerState {
first_world: create_world(server, FIRST_WORLD_SPAWN_BLOCK, WhichWorld::First),
second_world: create_world(server, SECOND_WORLD_SPAWN_BLOCK, WhichWorld::Second),
third_world: create_world(server, THIRD_WORLD_SPAWN_BLOCK, WhichWorld::Third),
};
}
fn update(&self, server: &mut Server<Self>) {
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;
}
}
let first_world_id = server.state.first_world;
let first_world = server.worlds.get(first_world_id).unwrap();
client.state.respawn_location = (
server.state.first_world,
block_pos_to_vec(FIRST_WORLD_SPAWN_BLOCK),
);
// `set_spawn_position` is used for compass _only_
client.set_spawn_position(FIRST_WORLD_SPAWN_BLOCK, 0.0);
client.set_flat(true);
client.spawn(first_world_id);
client.teleport(client.state.respawn_location.1, 0.0, 0.0);
client.set_player_list(first_world.state.player_list.clone());
server
.player_lists
.get_mut(&first_world.state.player_list)
.insert(
client.uuid(),
client.username(),
client.textures().cloned(),
client.game_mode(),
0,
None,
);
client.set_respawn_screen(true);
client.send_message("Welcome to the death example!".italic());
client.send_message("Step over the left line to die. :)");
client.send_message("Step over the right line to die and respawn in second world.");
client.send_message("Jumping down kills you and spawns you in another dimension.");
client.send_message("Sneaking triggers game credits after which you respawn.");
}
// TODO after inventory support is added, show interaction with compass.
if client.is_disconnected() {
self.player_count.fetch_sub(1, Ordering::SeqCst);
server.entities.remove(client.state.entity_id);
if let Some(list) = client.player_list() {
server.player_lists.get_mut(list).remove(client.uuid());
}
return false;
}
// Handling respawn locations
if !client.state.can_respawn {
if client.position().y < 0.0 {
client.state.can_respawn = true;
client.kill(None, "You fell");
// You could have also killed the player with `Client::set_health_and_food`,
// however you cannot send a message to the death screen
// that way
if client.world() == server.state.third_world {
// Falling in third world gets you back to the first world
client.state.respawn_location = (
server.state.first_world,
block_pos_to_vec(FIRST_WORLD_SPAWN_BLOCK),
);
client.set_spawn_position(FIRST_WORLD_SPAWN_BLOCK, 0.0);
} else {
// falling in first and second world will cause player to spawn in third
// world
client.state.respawn_location = (
server.state.third_world,
block_pos_to_vec(THIRD_WORLD_SPAWN_BLOCK),
);
// This is for compass to point at
client.set_spawn_position(THIRD_WORLD_SPAWN_BLOCK, 0.0);
}
}
// Death lanes in the first world
if client.world() == server.state.first_world {
let death_msg = "You shouldn't cross suspicious lines";
if client.position().x >= LEFT_DEATH_LINE as f64 {
// Client went to the left, he dies
client.state.can_respawn = true;
client.kill(None, death_msg);
}
if client.position().x <= RIGHT_DEATH_LINE as f64 {
// Client went to the right, he dies and spawns in world2
client.state.can_respawn = true;
client.kill(None, death_msg);
client.state.respawn_location = (
server.state.second_world,
block_pos_to_vec(SECOND_WORLD_SPAWN_BLOCK),
);
client.set_spawn_position(SECOND_WORLD_SPAWN_BLOCK, 0.0);
}
}
}
let player = server.entities.get_mut(client.state.entity_id).unwrap();
while let Some(event) = handle_event_default(client, player) {
match event {
ClientEvent::RespawnRequest => {
if !client.state.can_respawn {
client.disconnect("Unexpected RespawnRequest");
return false;
}
// Let's respawn our player. `spawn` will load the world, but we are
// responsible for teleporting the player.
// You can store respawn however you want, for example in `Client`'s state.
let spawn = client.state.respawn_location;
client.spawn(spawn.0);
client.teleport(spawn.1, 0.0, 0.0);
client.state.can_respawn = false;
}
ClientEvent::StartSneaking => {
// Roll the credits, respawn after
client.state.can_respawn = true;
client.win_game(true);
}
_ => {}
}
}
true
});
}
}
// Boilerplate for creating world
fn create_world(server: &mut Server<Game>, spawn_pos: BlockPos, world_type: WhichWorld) -> WorldId {
let dimension = match world_type {
WhichWorld::First => server.shared.dimensions().next().unwrap(),
WhichWorld::Second => server.shared.dimensions().next().unwrap(),
WhichWorld::Third => server.shared.dimensions().nth(1).unwrap(),
};
let player_list = server.player_lists.insert(()).0;
let (world_id, world) = server
.worlds
.insert(dimension.0, WorldState { player_list });
// Create chunks
for chunk_z in -3..3 {
for chunk_x in -3..3 {
world.chunks.insert(
[chunk_x as i32, chunk_z as i32],
UnloadedChunk::default(),
(),
);
}
}
// Create platform
let platform_block = match world_type {
WhichWorld::First => BlockState::END_STONE,
WhichWorld::Second => BlockState::AMETHYST_BLOCK,
WhichWorld::Third => BlockState::BLACKSTONE,
};
for z in 0..PLATFORM_Z {
for x in 0..PLATFORM_X {
world
.chunks
.set_block_state([x, FLOOR_Y, z], platform_block);
}
}
// Set death lines
if world_type == WhichWorld::First {
for z in 0..PLATFORM_Z {
world
.chunks
.set_block_state([LEFT_DEATH_LINE, FLOOR_Y, z], BlockState::GOLD_BLOCK);
world
.chunks
.set_block_state([RIGHT_DEATH_LINE, FLOOR_Y, z], BlockState::DIAMOND_BLOCK);
}
}
// Set spawn block
world
.chunks
.set_block_state(spawn_pos, BlockState::REDSTONE_BLOCK);
world_id
}