valence/crates/valence_anvil/examples/anvil_loading.rs
Ryan Johnson b46cc502aa
Client Component Division (#266)
## Description

Divides the `Client` component into a set of smaller components as
described by #199 (with many deviations). `McEntity` will be dealt with
in a future PR.

- Divide `Client` into smaller components (There's a lot to look at).
- Move common components to `component` module.
- Remove `Username` type from `valence_protocol` because the added
complexity wasn't adding much benefit.
- Clean up the inventory module.

I've stopped worrying about the "Effect When Added" and "Effect When
Removed" behavior of components so much, and instead assume that all
components of a particular thing are required unless otherwise stated.

## Test Plan

Steps:
1. Run examples and tests.

A large number of tweaks have been made to the inventory module. I tried
to preserve semantics but I could have made a mistake there.

---------

Co-authored-by: Carson McManus <dyc3@users.noreply.github.com>
Co-authored-by: Carson McManus <carson.mcmanus1@gmail.com>
2023-03-11 06:04:14 -08:00

218 lines
6.2 KiB
Rust

use std::collections::hash_map::Entry;
use std::collections::HashMap;
use std::path::PathBuf;
use std::thread;
use clap::Parser;
use flume::{Receiver, Sender};
use tracing::warn;
use valence::bevy_app::AppExit;
use valence::client::despawn_disconnected_clients;
use valence::client::event::default_event_handler;
use valence::prelude::*;
use valence_anvil::{AnvilChunk, AnvilWorld};
const SPAWN_POS: DVec3 = DVec3::new(0.0, 256.0, 0.0);
const SECTION_COUNT: usize = 24;
#[derive(Parser)]
#[clap(author, version, about)]
struct Cli {
/// The path to a Minecraft world save containing a `region` subdirectory.
path: PathBuf,
}
#[derive(Resource)]
struct GameState {
/// Chunks that need to be generated. Chunks without a priority have already
/// been sent to the anvil thread.
pending: HashMap<ChunkPos, Option<Priority>>,
sender: Sender<ChunkPos>,
receiver: Receiver<(ChunkPos, Chunk)>,
}
/// The order in which chunks should be processed by anvil worker. Smaller
/// values are sent first.
type Priority = u64;
pub fn main() {
tracing_subscriber::fmt().init();
App::new()
.add_plugin(ServerPlugin::new(()))
.add_startup_system(setup)
.add_system(default_event_handler.in_schedule(EventLoopSchedule))
.add_systems(
(
init_clients,
remove_unviewed_chunks,
update_client_views,
send_recv_chunks,
)
.chain(),
)
.add_system(despawn_disconnected_clients)
.run();
}
fn setup(world: &mut World) {
let cli = Cli::parse();
let dir = cli.path;
if !dir.exists() {
eprintln!("Directory `{}` does not exist. Exiting.", dir.display());
world.send_event(AppExit);
} else if !dir.is_dir() {
eprintln!("`{}` is not a directory. Exiting.", dir.display());
world.send_event(AppExit);
}
let anvil = AnvilWorld::new(dir);
let (finished_sender, finished_receiver) = flume::unbounded();
let (pending_sender, pending_receiver) = flume::unbounded();
// Process anvil chunks in a different thread to avoid blocking the main tick
// loop.
thread::spawn(move || anvil_worker(pending_receiver, finished_sender, anvil));
world.insert_resource(GameState {
pending: HashMap::new(),
sender: pending_sender,
receiver: finished_receiver,
});
let instance = world
.resource::<Server>()
.new_instance(DimensionId::default());
world.spawn(instance);
}
fn init_clients(
mut clients: Query<
(
&mut Position,
&mut Location,
&mut GameMode,
&mut IsFlat,
&UniqueId,
),
Added<Client>,
>,
instances: Query<Entity, With<Instance>>,
mut commands: Commands,
) {
for (mut pos, mut loc, mut game_mode, mut is_flat, uuid) in &mut clients {
let instance = instances.single();
pos.0 = SPAWN_POS;
loc.0 = instance;
*game_mode = GameMode::Creative;
is_flat.0 = true;
commands.spawn(McEntity::with_uuid(EntityKind::Player, instance, uuid.0));
}
}
fn remove_unviewed_chunks(mut instances: Query<&mut Instance>) {
instances
.single_mut()
.retain_chunks(|_, chunk| chunk.is_viewed_mut());
}
fn update_client_views(
mut instances: Query<&mut Instance>,
mut clients: Query<(&mut Client, View, OldView)>,
mut state: ResMut<GameState>,
) {
let instance = instances.single_mut();
for (client, view, old_view) in &mut clients {
let view = view.get();
let queue_pos = |pos| {
if instance.chunk(pos).is_none() {
match state.pending.entry(pos) {
Entry::Occupied(mut oe) => {
if let Some(priority) = oe.get_mut() {
let dist = view.pos.distance_squared(pos);
*priority = (*priority).min(dist);
}
}
Entry::Vacant(ve) => {
let dist = view.pos.distance_squared(pos);
ve.insert(Some(dist));
}
}
}
};
// Queue all the new chunks in the view to be sent to the anvil worker.
if client.is_added() {
view.iter().for_each(queue_pos);
} else {
let old_view = old_view.get();
if old_view != view {
view.diff(old_view).for_each(queue_pos);
}
}
}
}
fn send_recv_chunks(mut instances: Query<&mut Instance>, state: ResMut<GameState>) {
let mut instance = instances.single_mut();
let state = state.into_inner();
// Insert the chunks that are finished loading into the instance.
for (pos, chunk) in state.receiver.drain() {
instance.insert_chunk(pos, chunk);
assert!(state.pending.remove(&pos).is_some());
}
// Collect all the new chunks that need to be loaded this tick.
let mut to_send = vec![];
for (pos, priority) in &mut state.pending {
if let Some(pri) = priority.take() {
to_send.push((pri, pos));
}
}
// Sort chunks by ascending priority.
to_send.sort_unstable_by_key(|(pri, _)| *pri);
// Send the sorted chunks to be loaded.
for (_, pos) in to_send {
let _ = state.sender.try_send(*pos);
}
}
fn anvil_worker(
receiver: Receiver<ChunkPos>,
sender: Sender<(ChunkPos, Chunk)>,
mut world: AnvilWorld,
) {
while let Ok(pos) = receiver.recv() {
match get_chunk(pos, &mut world) {
Ok(chunk) => {
if let Some(chunk) = chunk {
let _ = sender.try_send((pos, chunk));
}
}
Err(e) => warn!("Failed to get chunk at ({}, {}): {e:#}.", pos.x, pos.z),
}
}
}
fn get_chunk(pos: ChunkPos, world: &mut AnvilWorld) -> anyhow::Result<Option<Chunk>> {
let Some(AnvilChunk { data, .. }) = world.read_chunk(pos.x, pos.z)? else {
return Ok(None)
};
let mut chunk = Chunk::new(SECTION_COUNT);
valence_anvil::to_valence(&data, &mut chunk, 4, |_| BiomeId::default())?;
Ok(Some(chunk))
}