valence/examples/parkour.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

372 lines
12 KiB
Rust

use std::collections::VecDeque;
use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
use std::time::{SystemTime, UNIX_EPOCH};
use log::LevelFilter;
use rand::seq::SliceRandom;
use rand::Rng;
use valence::client::SetTitleAnimationTimes;
use valence::prelude::*;
// TODO: remove protocol imports.
use valence::protocol::packets::s2c::play::SoundCategory;
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 },
)
}
struct Game {
player_count: AtomicUsize,
}
struct ServerState {
player_list: Option<PlayerListId>,
}
#[derive(Default)]
struct ClientState {
entity_id: EntityId,
blocks: VecDeque<BlockPos>,
score: u32,
combo: u32,
target_y: i32,
last_block_timestamp: u128,
world_id: WorldId,
}
const MAX_PLAYERS: usize = 10;
const START_POS: BlockPos = BlockPos::new(0, 100, 0);
const BLOCK_TYPES: [BlockState; 7] = [
BlockState::GRASS_BLOCK,
BlockState::OAK_LOG,
BlockState::BIRCH_LOG,
BlockState::OAK_LEAVES,
BlockState::BIRCH_LEAVES,
BlockState::DIRT,
BlockState::MOSS_BLOCK,
];
#[async_trait]
impl Config for Game {
type ServerState = ServerState;
type ClientState = ClientState;
type EntityState = ();
type WorldState = ();
/// If the chunk should stay loaded at the end of the tick.
type ChunkState = bool;
type PlayerListState = ();
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>) {
server.state.player_list = Some(server.player_lists.insert(()).0);
}
fn update(&self, server: &mut Server<Self>) {
//let (world_id, world) = server.worlds.iter_mut().next().unwrap();
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, _)) => {
// create client state
client.state = ClientState {
entity_id: id,
blocks: VecDeque::new(),
score: 0,
combo: 0,
last_block_timestamp: 0,
target_y: 0,
world_id: WorldId::NULL,
};
}
None => {
client.disconnect("Conflicting UUID");
return false;
}
}
let (world_id, world) = server.worlds.insert(DimensionId::default(), ());
client.state.world_id = world_id;
for chunk_z in -1..3 {
for chunk_x in -2..2 {
world.chunks.insert(
(chunk_x as i32, chunk_z as i32),
UnloadedChunk::default(),
true,
);
}
}
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 epic infinite parkour game!".italic());
client.set_game_mode(GameMode::Adventure);
reset(client, world);
}
let (world_id, world) = server
.worlds
.iter_mut()
.find(|w| w.0 == client.state.world_id)
.unwrap();
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());
}
for block in &client.state.blocks {
world.chunks.set_block_state(*block, BlockState::AIR);
}
client.state.blocks.clear();
client.state.score = 0;
server.worlds.remove(world_id);
return false;
}
let p = client.position();
for pos in chunks_in_view_distance(ChunkPos::at(p.x, p.z), 3) {
if let Some(chunk) = world.chunks.get_mut(pos) {
chunk.state = true;
} else {
world.chunks.insert(pos, UnloadedChunk::default(), true);
}
}
if (client.position().y as i32) < START_POS.y - 32 {
client.send_message(
"Your score was ".italic()
+ client
.state
.score
.to_string()
.color(Color::GOLD)
.bold()
.not_italic(),
);
reset(client, world);
}
let pos_under_player = BlockPos::new(
(client.position().x - 0.5f64).round() as i32,
client.position().y as i32 - 1,
(client.position().z - 0.5f64).round() as i32,
);
if let Some(index) = client
.state
.blocks
.iter()
.position(|block| *block == pos_under_player)
{
if index > 0 {
let power_result = 2.0f32.powf((client.state.combo as f32) / 45.0);
let max_time_taken = (1000.0f32 * (index as f32) / power_result) as u128;
let current_time_millis = SystemTime::now()
.duration_since(UNIX_EPOCH)
.unwrap()
.as_millis();
if current_time_millis - client.state.last_block_timestamp < max_time_taken {
client.state.combo += index as u32
} else {
client.state.combo = 0
}
let pitch = 0.9 + ((client.state.combo as f32) - 1.0) * 0.05;
for _ in 0..index {
generate_next_block(client, world, true)
}
client.play_sound(
ident!("minecraft:block.note_block.bass"),
SoundCategory::Master,
client.position(),
1f32,
pitch,
);
client.set_title(
"",
client
.state
.score
.to_string()
.color(Color::LIGHT_PURPLE)
.bold(),
SetTitleAnimationTimes {
fade_in: 0,
stay: 7,
fade_out: 4,
},
);
}
}
while handle_event_default(
client,
server.entities.get_mut(client.state.entity_id).unwrap(),
)
.is_some()
{}
// Remove chunks outside the view distance of players.
world.chunks.retain(|_, chunk| {
if chunk.state {
chunk.state = false;
true
} else {
false
}
});
true
});
}
}
fn reset(client: &mut Client<Game>, world: &mut World<Game>) {
// Load chunks around spawn to avoid double void reset
for chunk_z in -1..3 {
for chunk_x in -2..2 {
world.chunks.insert(
(chunk_x as i32, chunk_z as i32),
UnloadedChunk::default(),
true,
);
}
}
client.state.score = 0;
client.state.combo = 0;
for block in &client.state.blocks {
world.chunks.set_block_state(*block, BlockState::AIR);
}
client.state.blocks.clear();
client.state.blocks.push_back(START_POS);
world.chunks.set_block_state(START_POS, BlockState::STONE);
for _ in 0..10 {
generate_next_block(client, world, false)
}
client.teleport(
[
START_POS.x as f64 + 0.5,
START_POS.y as f64 + 1.0,
START_POS.z as f64 + 0.5,
],
0f32,
0f32,
);
}
fn generate_next_block(client: &mut Client<Game>, world: &mut World<Game>, in_game: bool) {
if in_game {
let removed_block = client.state.blocks.pop_front().unwrap();
world.chunks.set_block_state(removed_block, BlockState::AIR);
client.state.score += 1
}
let last_pos = *client.state.blocks.back().unwrap();
let block_pos = generate_random_block(last_pos, client.state.target_y);
if last_pos.y == START_POS.y {
client.state.target_y = 0
} else if last_pos.y < START_POS.y - 30 || last_pos.y > START_POS.y + 30 {
client.state.target_y = START_POS.y;
}
let mut rng = rand::thread_rng();
world
.chunks
.set_block_state(block_pos, *BLOCK_TYPES.choose(&mut rng).unwrap());
client.state.blocks.push_back(block_pos);
// Combo System
client.state.last_block_timestamp = SystemTime::now()
.duration_since(UNIX_EPOCH)
.unwrap()
.as_millis();
}
fn generate_random_block(pos: BlockPos, target_y: i32) -> BlockPos {
let mut rng = rand::thread_rng();
// if above or below target_y, change y to gradually reach it
let y = match target_y {
0 => rng.gen_range(-1..2),
y if y > pos.y => 1,
_ => -1,
};
let z = match y {
1 => rng.gen_range(1..4),
-1 => rng.gen_range(2..6),
_ => rng.gen_range(1..5),
};
let x = rng.gen_range(-3..4);
BlockPos::new(pos.x + x, pos.y + y, pos.z + z)
}