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.
210 lines
7.1 KiB
Rust
210 lines
7.1 KiB
Rust
use std::net::SocketAddr;
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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(Game::default(), ServerState::default())
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}
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#[derive(Default)]
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struct Game {}
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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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#[derive(Default)]
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struct ServerState {
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world: WorldId,
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}
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const FLOOR_Y: i32 = 1;
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const PLATFORM_X: i32 = 3;
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const PLATFORM_Z: i32 = 3;
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const SPAWN_POS: Vec3<f64> = Vec3::new(1.5, 2.0, 1.5);
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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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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: -1,
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max_players: -1,
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description: "Hello Valence! ".into_text() + "Text Example".color(Color::AQUA),
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favicon_png: Some(include_bytes!("../assets/logo-64x64.png").as_slice().into()),
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player_sample: Default::default(),
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}
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}
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fn init(&self, server: &mut Server<Self>) {
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server.state = ServerState {
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world: create_world(server),
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};
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}
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fn update(&self, server: &mut Server<Self>) {
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server.clients.retain(|_, client| {
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if client.created_this_tick() {
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// Boilerplate for client initialization
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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, _)) => client.entity_id = id,
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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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let world_id = server.state.world;
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client.set_flat(true);
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client.respawn(world_id);
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client.teleport(SPAWN_POS, -90.0, 0.0);
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client.set_game_mode(GameMode::Creative);
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client.send_message("Welcome to the text example.".bold());
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client.send_message(
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"The following examples show ways to use the different text components.",
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);
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// Text examples
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client.send_message("\nText");
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client.send_message(" - ".into_text() + Text::text("Plain text"));
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client.send_message(" - ".into_text() + Text::text("Styled text").italic());
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client.send_message(
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" - ".into_text() + Text::text("Colored text").color(Color::GOLD),
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);
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client.send_message(
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" - ".into_text()
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+ Text::text("Colored and styled text")
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.color(Color::GOLD)
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.italic()
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.underlined(),
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);
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// Translated text examples
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client.send_message("\nTranslated Text");
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client.send_message(
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" - 'chat.type.advancement.task': ".into_text()
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+ Text::translate(translation_key::CHAT_TYPE_ADVANCEMENT_TASK, []),
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);
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client.send_message(
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" - 'chat.type.advancement.task' with slots: ".into_text()
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+ Text::translate(
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translation_key::CHAT_TYPE_ADVANCEMENT_TASK,
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["arg1".into(), "arg2".into()],
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),
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);
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client.send_message(
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" - 'custom.translation_key': ".into_text()
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+ Text::translate("custom.translation_key", []),
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);
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// Scoreboard value example
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client.send_message("\nScoreboard Values");
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client.send_message(" - Score: ".into_text() + Text::score("*", "objective", None));
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client.send_message(
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" - Score with custom value: ".into_text()
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+ Text::score("*", "objective", Some("value".into())),
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);
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// Entity names example
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client.send_message("\nEntity Names (Selector)");
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client.send_message(" - Nearest player: ".into_text() + Text::selector("@p", None));
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client.send_message(" - Random player: ".into_text() + Text::selector("@r", None));
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client.send_message(" - All players: ".into_text() + Text::selector("@a", None));
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client.send_message(" - All entities: ".into_text() + Text::selector("@e", None));
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client.send_message(
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" - All entities with custom separator: ".into_text()
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+ Text::selector("@e", Some(", ".into_text().color(Color::GOLD))),
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);
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// Keybind example
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client.send_message("\nKeybind");
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client.send_message(
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" - 'key.inventory': ".into_text() + Text::keybind("key.inventory"),
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);
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// NBT examples
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client.send_message("\nNBT");
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client.send_message(
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" - Block NBT: ".into_text() + Text::block_nbt("{}", "0 1 0", None, None),
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);
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client.send_message(
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" - Entity NBT: ".into_text() + Text::entity_nbt("{}", "@a", None, None),
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);
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client.send_message(
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" - Storage NBT: ".into_text()
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+ Text::storage_nbt(ident!("storage.key"), "@a", None, None),
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);
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client.send_message(
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"\n\n↑ ".into_text().bold().color(Color::GOLD)
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+ "Scroll up to see the full example!".into_text().not_bold(),
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);
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}
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if client.position().y < 0.0 {
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client.teleport(SPAWN_POS, 0.0, 0.0);
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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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}
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if client.is_disconnected() {
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player.set_deleted(true);
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return false;
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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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// Boilerplate for creating world
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fn create_world(server: &mut Server<Game>) -> WorldId {
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let dimension = server.shared.dimensions().next().unwrap();
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let (world_id, world) = server.worlds.insert(dimension.0, ());
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// Create chunks
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for z in -3..3 {
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for x in -3..3 {
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world.chunks.insert([x, z], UnloadedChunk::default(), ());
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}
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}
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// Create platform
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let platform_block = BlockState::GLASS;
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for z in 0..PLATFORM_Z {
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for x in 0..PLATFORM_X {
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world
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.chunks
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.set_block_state([x, FLOOR_Y, z], platform_block);
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}
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}
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world_id
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}
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