mirror of
https://github.com/italicsjenga/valence.git
synced 2024-12-23 22:41:30 +11:00
ce457a3d20
This removes boilerplate code in the examples and reduces friction when getting started.
269 lines
9.4 KiB
Rust
269 lines
9.4 KiB
Rust
use std::net::SocketAddr;
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use std::sync::atomic::{AtomicUsize, Ordering};
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use log::LevelFilter;
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use num::Integer;
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use valence::client::Hand;
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use valence::prelude::*;
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use valence::protocol::{SlotId, VarInt};
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pub fn main() -> ShutdownResult {
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env_logger::Builder::new()
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.filter_module("valence", LevelFilter::Trace)
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.parse_default_env()
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.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 {
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player_list: None,
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chest: Default::default(),
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tick: 0,
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},
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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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chest: InventoryId,
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tick: u32,
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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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// open_inventory: Option<WindowInventory>,
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}
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const MAX_PLAYERS: usize = 10;
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const SIZE_X: usize = 100;
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const SIZE_Z: usize = 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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fn max_connections(&self) -> usize {
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// We want status pings to be successful even if the server is full.
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MAX_PLAYERS + 64
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}
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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 chunk_z in -2..Integer::div_ceil(&(SIZE_Z as i32), &16) + 2 {
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for chunk_x in -2..Integer::div_ceil(&(SIZE_X as i32), &16) + 2 {
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world.chunks.insert(
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[chunk_x as i32, chunk_z as i32],
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UnloadedChunk::default(),
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(),
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);
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}
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}
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// initialize blocks in the chunks
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for x in 0..SIZE_X {
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for z in 0..SIZE_Z {
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world
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.chunks
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.set_block_state((x as i32, 0, z as i32), BlockState::GRASS_BLOCK);
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}
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}
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world.chunks.set_block_state((50, 0, 54), BlockState::STONE);
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world.chunks.set_block_state((50, 1, 54), BlockState::CHEST);
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// create chest inventory
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let inv = ConfigurableInventory::new(27, VarInt(2), None);
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let (id, _inv) = server.inventories.insert(inv);
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server.state.chest = id;
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}
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fn update(&self, server: &mut Server<Self>) {
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server.state.tick += 1;
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if server.state.tick > 10 {
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server.state.tick = 0;
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}
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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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if let Some(inv) = server.inventories.get_mut(server.state.chest) {
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if server.state.tick == 0 {
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rotate_items(inv);
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}
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}
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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, _)) => client.state.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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client.spawn(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.get_mut(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.send_message("Welcome to Valence! Sneak to give yourself an item.".italic());
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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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server.entities.remove(client.state.entity_id);
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if let Some(id) = &server.state.player_list {
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server.player_lists.get_mut(id).remove(client.uuid());
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}
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return false;
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}
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let player = server.entities.get_mut(client.state.entity_id).unwrap();
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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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while let Some(event) = handle_event_default(client, player) {
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match event {
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ClientEvent::InteractWithBlock { hand, location, .. } => {
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if hand == Hand::Main
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&& world.chunks.block_state(location) == Some(BlockState::CHEST)
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{
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client.send_message("Opening chest!");
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client.open_inventory(
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&server.inventories,
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server.state.chest,
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"Extra".italic()
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+ " Chesty".not_italic().bold().color(Color::RED)
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+ " Chest".not_italic(),
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);
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}
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}
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ClientEvent::CloseScreen { window_id } => {
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if window_id > 0 {
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client.send_message(format!("Window closed: {}", window_id));
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client.send_message(format!("Chest: {:?}", server.state.chest));
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}
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}
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ClientEvent::ClickContainer {
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window_id,
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state_id,
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slot_id,
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mode,
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slot_changes,
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carried_item,
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} => {
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println!(
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"window_id: {:?}, state_id: {:?}, slot_id: {:?}, mode: {:?}, \
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slot_changes: {:?}, carried_item: {:?}",
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window_id, state_id, slot_id, mode, slot_changes, carried_item
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);
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client.cursor_held_item = carried_item;
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if let Some(window) = client.open_inventory.as_mut() {
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if let Some(obj_inv) =
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server.inventories.get_mut(window.object_inventory)
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{
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for (slot_id, slot) in slot_changes {
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if slot_id < obj_inv.slot_count() as SlotId {
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obj_inv.set_slot(slot_id, slot);
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} else {
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let offset = obj_inv.slot_count() as SlotId;
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client.inventory.set_slot(
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slot_id - offset + PlayerInventory::GENERAL_SLOTS.start,
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slot,
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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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ClientEvent::StartSneaking => {
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let slot_id: SlotId = PlayerInventory::HOTBAR_SLOTS.start;
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let stack = match client.inventory.slot(slot_id) {
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None => ItemStack::new(ItemKind::Stone, 1, None),
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Some(s) => ItemStack::new(s.item, s.count() + 1, None),
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};
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client.inventory.set_slot(slot_id, Some(stack));
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}
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_ => {}
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}
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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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fn rotate_items(inv: &mut ConfigurableInventory) {
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for i in 1..inv.slot_count() {
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let a = inv.slot((i - 1) as SlotId);
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let b = inv.set_slot(i as SlotId, a.cloned());
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inv.set_slot((i - 1) as SlotId, b);
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}
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}
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