mirror of
https://github.com/italicsjenga/valence.git
synced 2024-12-23 22:41:30 +11:00
132 lines
4.3 KiB
Rust
132 lines
4.3 KiB
Rust
use std::net::SocketAddr;
|
|
use std::sync::atomic::{AtomicUsize, Ordering};
|
|
|
|
use log::LevelFilter;
|
|
use valence::block::BlockState;
|
|
use valence::client::GameMode;
|
|
use valence::config::{Config, ServerListPing};
|
|
use valence::text::Color;
|
|
use valence::{
|
|
async_trait, ChunkPos, ClientMut, DimensionId, EntityType, Server, ShutdownResult, Text,
|
|
TextFormat, WorldId, WorldsMut,
|
|
};
|
|
|
|
pub fn main() -> ShutdownResult {
|
|
env_logger::Builder::new()
|
|
.filter_module("valence", LevelFilter::Trace)
|
|
.parse_default_env()
|
|
.init();
|
|
|
|
valence::start_server(Game {
|
|
player_count: AtomicUsize::new(0),
|
|
})
|
|
}
|
|
|
|
struct Game {
|
|
player_count: AtomicUsize,
|
|
}
|
|
|
|
const MAX_PLAYERS: usize = 10;
|
|
|
|
#[async_trait]
|
|
impl Config for Game {
|
|
fn max_connections(&self) -> usize {
|
|
// We want status pings to be successful even if the server is full.
|
|
MAX_PLAYERS + 64
|
|
}
|
|
|
|
fn online_mode(&self) -> bool {
|
|
// You'll want this to be true on real servers.
|
|
false
|
|
}
|
|
|
|
async fn server_list_ping(&self, _server: &Server, _remote_addr: SocketAddr) -> ServerListPing {
|
|
ServerListPing::Respond {
|
|
online_players: self.player_count.load(Ordering::SeqCst) as i32,
|
|
max_players: MAX_PLAYERS as i32,
|
|
description: "Hello Valence!".color(Color::AQUA),
|
|
favicon_png: Some(include_bytes!("favicon.png")),
|
|
}
|
|
}
|
|
|
|
fn join(
|
|
&self,
|
|
_server: &Server,
|
|
_client: ClientMut,
|
|
worlds: WorldsMut,
|
|
) -> Result<WorldId, Text> {
|
|
if let Ok(_) = self
|
|
.player_count
|
|
.fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| {
|
|
(count < MAX_PLAYERS).then(|| count + 1)
|
|
})
|
|
{
|
|
Ok(worlds.iter().next().unwrap().0)
|
|
} else {
|
|
Err("The server is full!".into())
|
|
}
|
|
}
|
|
|
|
fn init(&self, _server: &Server, mut worlds: WorldsMut) {
|
|
let world_id = worlds.create(DimensionId::default()).0;
|
|
let mut world = worlds.get_mut(world_id).unwrap();
|
|
|
|
let size = 5;
|
|
for z in -size..size {
|
|
for x in -size..size {
|
|
let pos = ChunkPos::new(x, z);
|
|
world.chunks.create(pos);
|
|
let mut chunk = world.chunks.get_mut(pos).unwrap();
|
|
|
|
// Chunks are only visible to clients if all adjacent chunks are loaded.
|
|
// This will make the perimiter chunks contain only air.
|
|
if x != -size && x != size - 1 && z != -size && z != size - 1 {
|
|
for z in 0..16 {
|
|
for x in 0..16 {
|
|
let block_x = pos.x * 16 + x as i32;
|
|
let block_z = pos.z * 16 + z as i32;
|
|
|
|
let height = 50.0
|
|
+ ((block_x as f64 / 10.0).cos() + (block_z as f64 / 10.0).sin())
|
|
* 7.0;
|
|
|
|
for y in 0..height.round() as usize {
|
|
let states = [
|
|
BlockState::ACACIA_PLANKS,
|
|
BlockState::SLIME_BLOCK,
|
|
BlockState::IRON_BLOCK,
|
|
BlockState::SEA_LANTERN,
|
|
BlockState::STONE,
|
|
BlockState::DIRT,
|
|
BlockState::PRISMARINE_BRICKS,
|
|
BlockState::DIAMOND_ORE,
|
|
];
|
|
|
|
chunk.set_block_state(x, y, z, states[y % states.len()]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn update(&self, server: &Server, mut worlds: WorldsMut) {
|
|
let mut world = worlds.iter_mut().next().unwrap().1;
|
|
|
|
world.clients.retain(|_, mut client| {
|
|
if client.created_tick() == server.current_tick() {
|
|
client.set_game_mode(GameMode::Creative);
|
|
client.teleport([0.0, 200.0, 0.0], 0.0, 0.0);
|
|
}
|
|
|
|
if client.is_disconnected() {
|
|
self.player_count.fetch_sub(1, Ordering::SeqCst);
|
|
false
|
|
} else {
|
|
true
|
|
}
|
|
});
|
|
}
|
|
}
|