mirror of
https://github.com/italicsjenga/valence.git
synced 2024-12-23 22:41:30 +11:00
f4714cf255
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.
341 lines
10 KiB
Rust
341 lines
10 KiB
Rust
use std::net::SocketAddr;
|
|
use std::sync::atomic::{AtomicUsize, Ordering};
|
|
use std::time::SystemTime;
|
|
|
|
use log::LevelFilter;
|
|
use noise::{NoiseFn, Seedable, SuperSimplex};
|
|
use rayon::iter::ParallelIterator;
|
|
pub use valence::prelude::*;
|
|
use vek::Lerp;
|
|
|
|
pub fn main() -> ShutdownResult {
|
|
env_logger::Builder::new()
|
|
.filter_module("valence", LevelFilter::Trace)
|
|
.parse_default_env()
|
|
.init();
|
|
|
|
let seconds_per_day = 86_400;
|
|
|
|
let seed = (SystemTime::now()
|
|
.duration_since(SystemTime::UNIX_EPOCH)?
|
|
.as_secs()
|
|
/ seconds_per_day) as u32;
|
|
|
|
valence::start_server(
|
|
Game {
|
|
player_count: AtomicUsize::new(0),
|
|
density_noise: SuperSimplex::new().set_seed(seed),
|
|
hilly_noise: SuperSimplex::new().set_seed(seed.wrapping_add(1)),
|
|
stone_noise: SuperSimplex::new().set_seed(seed.wrapping_add(2)),
|
|
gravel_noise: SuperSimplex::new().set_seed(seed.wrapping_add(3)),
|
|
grass_noise: SuperSimplex::new().set_seed(seed.wrapping_add(4)),
|
|
},
|
|
None,
|
|
)
|
|
}
|
|
|
|
struct Game {
|
|
player_count: AtomicUsize,
|
|
density_noise: SuperSimplex,
|
|
hilly_noise: SuperSimplex,
|
|
stone_noise: SuperSimplex,
|
|
gravel_noise: SuperSimplex,
|
|
grass_noise: SuperSimplex,
|
|
}
|
|
|
|
const MAX_PLAYERS: usize = 10;
|
|
|
|
#[async_trait]
|
|
impl Config for Game {
|
|
type ServerState = Option<PlayerListId>;
|
|
type ClientState = EntityId;
|
|
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.worlds.insert(DimensionId::default(), ());
|
|
server.state = 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, _)) => client.state = id,
|
|
None => {
|
|
client.disconnect("Conflicting UUID");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
client.spawn(world_id);
|
|
client.set_flat(true);
|
|
client.set_game_mode(GameMode::Creative);
|
|
client.teleport([0.0, 200.0, 0.0], 0.0, 0.0);
|
|
client.set_player_list(server.state.clone());
|
|
|
|
if let Some(id) = &server.state {
|
|
server.player_lists.get_mut(id).insert(
|
|
client.uuid(),
|
|
client.username(),
|
|
client.textures().cloned(),
|
|
client.game_mode(),
|
|
0,
|
|
None,
|
|
);
|
|
}
|
|
|
|
client.send_message("Welcome to the terrain example!".italic());
|
|
}
|
|
|
|
if client.is_disconnected() {
|
|
self.player_count.fetch_sub(1, Ordering::SeqCst);
|
|
if let Some(id) = &server.state {
|
|
server.player_lists.get_mut(id).remove(client.uuid());
|
|
}
|
|
server.entities.remove(client.state);
|
|
|
|
return false;
|
|
}
|
|
|
|
if let Some(entity) = server.entities.get_mut(client.state) {
|
|
while handle_event_default(client, entity).is_some() {}
|
|
}
|
|
|
|
let dist = client.view_distance();
|
|
let p = client.position();
|
|
|
|
for pos in chunks_in_view_distance(ChunkPos::at(p.x, p.z), dist) {
|
|
if let Some(chunk) = world.chunks.get_mut(pos) {
|
|
chunk.state = true;
|
|
} else {
|
|
world.chunks.insert(pos, UnloadedChunk::default(), true);
|
|
}
|
|
}
|
|
|
|
true
|
|
});
|
|
|
|
// Remove chunks outside the view distance of players.
|
|
world.chunks.retain(|_, chunk| {
|
|
if chunk.state {
|
|
chunk.state = false;
|
|
true
|
|
} else {
|
|
false
|
|
}
|
|
});
|
|
|
|
// Generate chunk data for chunks created this tick.
|
|
world.chunks.par_iter_mut().for_each(|(pos, chunk)| {
|
|
if !chunk.created_this_tick() {
|
|
return;
|
|
}
|
|
|
|
for z in 0..16 {
|
|
for x in 0..16 {
|
|
let block_x = x as i64 + pos.x as i64 * 16;
|
|
let block_z = z as i64 + pos.z as i64 * 16;
|
|
|
|
let mut in_terrain = false;
|
|
let mut depth = 0;
|
|
|
|
for y in (0..chunk.height()).rev() {
|
|
let b = terrain_column(
|
|
self,
|
|
block_x,
|
|
y as i64,
|
|
block_z,
|
|
&mut in_terrain,
|
|
&mut depth,
|
|
);
|
|
chunk.set_block_state(x, y, z, b);
|
|
}
|
|
|
|
// Add grass
|
|
for y in (0..chunk.height()).rev() {
|
|
if chunk.block_state(x, y, z).is_air()
|
|
&& chunk.block_state(x, y - 1, z) == BlockState::GRASS_BLOCK
|
|
{
|
|
let density = fbm(
|
|
&self.grass_noise,
|
|
[block_x, y as i64, block_z].map(|a| a as f64 / 5.0),
|
|
4,
|
|
2.0,
|
|
0.7,
|
|
);
|
|
|
|
if density > 0.55 {
|
|
if density > 0.7 && chunk.block_state(x, y + 1, z).is_air() {
|
|
let upper = BlockState::TALL_GRASS
|
|
.set(PropName::Half, PropValue::Upper);
|
|
let lower = BlockState::TALL_GRASS
|
|
.set(PropName::Half, PropValue::Lower);
|
|
|
|
chunk.set_block_state(x, y + 1, z, upper);
|
|
chunk.set_block_state(x, y, z, lower);
|
|
} else {
|
|
chunk.set_block_state(x, y, z, BlockState::GRASS);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
fn terrain_column(
|
|
g: &Game,
|
|
x: i64,
|
|
y: i64,
|
|
z: i64,
|
|
in_terrain: &mut bool,
|
|
depth: &mut u32,
|
|
) -> BlockState {
|
|
const WATER_HEIGHT: i64 = 55;
|
|
|
|
if has_terrain_at(g, x, y, z) {
|
|
let gravel_height = WATER_HEIGHT
|
|
- 1
|
|
- (fbm(
|
|
&g.gravel_noise,
|
|
[x, y, z].map(|a| a as f64 / 10.0),
|
|
3,
|
|
2.0,
|
|
0.5,
|
|
) * 6.0)
|
|
.floor() as i64;
|
|
|
|
if *in_terrain {
|
|
if *depth > 0 {
|
|
*depth -= 1;
|
|
if y < gravel_height {
|
|
BlockState::GRAVEL
|
|
} else {
|
|
BlockState::DIRT
|
|
}
|
|
} else {
|
|
BlockState::STONE
|
|
}
|
|
} else {
|
|
*in_terrain = true;
|
|
let n = noise01(&g.stone_noise, [x, y, z].map(|a| a as f64 / 15.0));
|
|
|
|
*depth = (n * 5.0).round() as u32;
|
|
|
|
if y < gravel_height {
|
|
BlockState::GRAVEL
|
|
} else if y < WATER_HEIGHT - 1 {
|
|
BlockState::DIRT
|
|
} else {
|
|
BlockState::GRASS_BLOCK
|
|
}
|
|
}
|
|
} else {
|
|
*in_terrain = false;
|
|
*depth = 0;
|
|
if y < WATER_HEIGHT {
|
|
BlockState::WATER
|
|
} else {
|
|
BlockState::AIR
|
|
}
|
|
}
|
|
}
|
|
|
|
fn has_terrain_at(g: &Game, x: i64, y: i64, z: i64) -> bool {
|
|
let hilly = Lerp::lerp_unclamped(
|
|
0.1,
|
|
1.0,
|
|
noise01(&g.hilly_noise, [x, y, z].map(|a| a as f64 / 400.0)).powi(2),
|
|
);
|
|
|
|
let lower = 15.0 + 100.0 * hilly;
|
|
let upper = lower + 100.0 * hilly;
|
|
|
|
if y as f64 <= lower {
|
|
return true;
|
|
} else if y as f64 >= upper {
|
|
return false;
|
|
}
|
|
|
|
let density = 1.0 - lerpstep(lower, upper, y as f64);
|
|
|
|
let n = fbm(
|
|
&g.density_noise,
|
|
[x, y, z].map(|a| a as f64 / 100.0),
|
|
4,
|
|
2.0,
|
|
0.5,
|
|
);
|
|
n < density
|
|
}
|
|
|
|
fn lerpstep(edge0: f64, edge1: f64, x: f64) -> f64 {
|
|
if x <= edge0 {
|
|
0.0
|
|
} else if x >= edge1 {
|
|
1.0
|
|
} else {
|
|
(x - edge0) / (edge1 - edge0)
|
|
}
|
|
}
|
|
|
|
fn fbm(noise: &SuperSimplex, p: [f64; 3], octaves: u32, lacunarity: f64, persistence: f64) -> f64 {
|
|
let mut freq = 1.0;
|
|
let mut amp = 1.0;
|
|
let mut amp_sum = 0.0;
|
|
let mut sum = 0.0;
|
|
|
|
for _ in 0..octaves {
|
|
let n = noise01(noise, p.map(|a| a * freq));
|
|
sum += n * amp;
|
|
amp_sum += amp;
|
|
|
|
freq *= lacunarity;
|
|
amp *= persistence;
|
|
}
|
|
|
|
// Scale the output to [0, 1]
|
|
sum / amp_sum
|
|
}
|
|
|
|
fn noise01(noise: &SuperSimplex, xyz: [f64; 3]) -> f64 {
|
|
(noise.get(xyz) + 1.0) / 2.0
|
|
}
|