mirror of
https://github.com/italicsjenga/valence.git
synced 2024-12-28 16:41:32 +11:00
ae7eaf15fc
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.
204 lines
6.1 KiB
Rust
204 lines
6.1 KiB
Rust
use std::iter;
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use std::net::SocketAddr;
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use std::sync::atomic::{AtomicUsize, Ordering};
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use valence::prelude::*;
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pub fn main() -> ShutdownResult {
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tracing_subscriber::fmt().init();
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valence::start_server(
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Game {
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player_count: AtomicUsize::new(0),
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},
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ServerState { player_list: None },
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)
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}
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struct Game {
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player_count: AtomicUsize,
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}
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struct ServerState {
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player_list: Option<PlayerListId>,
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}
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#[derive(Default)]
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struct ClientState {
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entity_id: EntityId,
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}
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const MAX_PLAYERS: usize = 10;
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const BIOME_COUNT: usize = 10;
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const MIN_Y: i32 = -64;
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#[async_trait]
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impl Config for Game {
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type ServerState = ServerState;
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type ClientState = ClientState;
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type EntityState = ();
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type WorldState = ();
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type ChunkState = ();
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type PlayerListState = ();
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type InventoryState = ();
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fn dimensions(&self) -> Vec<Dimension> {
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vec![Dimension {
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fixed_time: Some(6000),
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..Dimension::default()
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}]
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}
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fn biomes(&self) -> Vec<Biome> {
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(1..BIOME_COUNT)
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.map(|i| {
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let color = (0xffffff / BIOME_COUNT * i) as u32;
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Biome {
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name: ident!("valence:test_biome_{i}"),
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sky_color: color,
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water_fog_color: color,
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fog_color: color,
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water_color: color,
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foliage_color: Some(color),
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grass_color: Some(color),
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..Default::default()
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}
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})
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.chain(iter::once(Biome {
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name: ident!("plains"),
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..Default::default()
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}))
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.collect()
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}
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async fn server_list_ping(
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&self,
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_server: &SharedServer<Self>,
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_remote_addr: SocketAddr,
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_protocol_version: i32,
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) -> ServerListPing {
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ServerListPing::Respond {
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online_players: self.player_count.load(Ordering::SeqCst) as i32,
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max_players: MAX_PLAYERS as i32,
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player_sample: Default::default(),
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description: "Hello Valence!".color(Color::AQUA),
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favicon_png: Some(include_bytes!("../assets/logo-64x64.png").as_slice().into()),
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}
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}
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fn init(&self, server: &mut Server<Self>) {
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let world = server.worlds.insert(DimensionId::default(), ()).1;
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server.state.player_list = Some(server.player_lists.insert(()).0);
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let height = world.chunks.height();
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assert_eq!(world.chunks.min_y(), MIN_Y);
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for chunk_z in 0..3 {
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for chunk_x in 0..3 {
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let chunk = if chunk_x == 1 && chunk_z == 1 {
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let mut chunk = UnloadedChunk::new(height);
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// Set chunk blocks
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for z in 0..16 {
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for x in 0..16 {
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chunk.set_block_state(x, 1, z, BlockState::GRASS_BLOCK);
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}
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}
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// Set chunk biomes
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for z in 0..4 {
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for x in 0..4 {
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for y in 0..height / 4 {
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let biome_id = server
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.shared
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.biomes()
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.nth((x + z * 4 + y * 4 * 4) % BIOME_COUNT)
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.unwrap()
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.0;
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chunk.set_biome(x, y, z, biome_id);
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}
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}
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}
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chunk
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} else {
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UnloadedChunk::default()
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};
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world.chunks.insert([chunk_x, chunk_z], chunk, ());
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}
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}
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}
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fn update(&self, server: &mut Server<Self>) {
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let (world_id, _) = server.worlds.iter_mut().next().unwrap();
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let spawn_pos = [24.0, 50.0, 24.0];
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server.clients.retain(|_, client| {
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if client.created_this_tick() {
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if self
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.player_count
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.fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| {
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(count < MAX_PLAYERS).then_some(count + 1)
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})
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.is_err()
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{
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client.disconnect("The server is full!".color(Color::RED));
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return false;
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}
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match server
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.entities
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.insert_with_uuid(EntityKind::Player, client.uuid(), ())
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{
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Some((id, entity)) => {
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entity.set_world(world_id);
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client.entity_id = id
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}
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None => {
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client.disconnect("Conflicting UUID");
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return false;
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}
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}
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client.respawn(world_id);
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client.set_flat(true);
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client.teleport(spawn_pos, 0.0, 0.0);
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client.set_player_list(server.state.player_list.clone());
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if let Some(id) = &server.state.player_list {
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server.player_lists[id].insert(
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client.uuid(),
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client.username(),
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client.textures().cloned(),
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client.game_mode(),
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0,
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None,
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);
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}
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client.set_game_mode(GameMode::Creative);
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}
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while client.next_event().is_some() {}
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if client.is_disconnected() {
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self.player_count.fetch_sub(1, Ordering::SeqCst);
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server.entities[client.entity_id].set_deleted(true);
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if let Some(id) = &server.state.player_list {
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server.player_lists[id].remove(client.uuid());
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}
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return false;
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}
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if client.position().y < MIN_Y as _ {
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client.teleport(spawn_pos, client.yaw(), client.pitch());
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}
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true
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});
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}
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}
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