mirror of
https://github.com/italicsjenga/valence.git
synced 2024-12-28 08:31:33 +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.
197 lines
6.7 KiB
Rust
197 lines
6.7 KiB
Rust
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 SIZE_X: i32 = 100;
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const SIZE_Z: i32 = 100;
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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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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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// initialize chunks
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for z in 0..SIZE_Z {
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for x in 0..SIZE_X {
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world
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.chunks
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.set_block_state([x, 0, z], BlockState::GRASS_BLOCK);
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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, world) = server.worlds.iter_mut().next().unwrap();
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let spawn_pos = [SIZE_X as f64 / 2.0, 1.0, SIZE_Z as f64 / 2.0];
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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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client.send_message("Welcome to Valence! Build something cool.".italic());
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}
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let player = server.entities.get_mut(client.entity_id).unwrap();
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while let Some(event) = client.next_event() {
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event.handle_default(client, player);
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match event {
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ClientEvent::StartDigging { position, .. } => {
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// Allows clients in creative mode to break blocks.
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if client.game_mode() == GameMode::Creative {
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world.chunks.set_block_state(position, BlockState::AIR);
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}
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}
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ClientEvent::FinishDigging { position, .. } => {
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// Allows clients in survival mode to break blocks.
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world.chunks.set_block_state(position, BlockState::AIR);
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}
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ClientEvent::UseItemOnBlock { .. } => {
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// TODO: reimplement when inventories are re-added.
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/*
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if hand == Hand::Main {
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if let Some(stack) = client.held_item() {
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if let Some(held_block_kind) = stack.item.to_block_kind() {
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let block_to_place = BlockState::from_kind(held_block_kind);
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if client.game_mode() == GameMode::Creative
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|| client.consume_held_item(1).is_ok()
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{
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if world
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.chunks
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.block_state(position)
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.map(|s| s.is_replaceable())
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.unwrap_or(false)
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{
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world.chunks.set_block_state(position, block_to_place);
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} else {
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let place_at = position.get_in_direction(face);
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world.chunks.set_block_state(place_at, block_to_place);
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}
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}
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}
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}
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}
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*/
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}
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_ => {}
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}
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}
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if client.is_disconnected() {
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self.player_count.fetch_sub(1, Ordering::SeqCst);
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player.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 <= -20.0 {
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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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