diff options
| author | mat <27899617+mat-1@users.noreply.github.com> | 2023-02-04 19:32:27 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-02-04 19:32:27 -0600 |
| commit | a5672815ccef520b433363ac622dbb6d6af60c91 (patch) | |
| tree | f9bb1b41876d81423ac3f188f4d368e6d362eed1 /azalea-client/src/plugins.rs | |
| parent | 7c7446ab1e467c29f86e9bfba260741fc469389a (diff) | |
| download | azalea-drasl-a5672815ccef520b433363ac622dbb6d6af60c91.tar.xz | |
Use an ECS (#52)
* add EntityData::kind
* start making metadata use hecs
* make entity codegen generate ecs stuff
* fix registry codegen
* get rid of worldhaver
it's not even used
* add bevy_ecs to deps
* rename Component to FormattedText
also start making the metadata use bevy_ecs but bevy_ecs doesn't let you query on Bundles so it's annoying
* generate metadata.rs correctly for bevy_ecs
* start switching more entity stuff to use ecs
* more ecs stuff for entity storage
* ok well it compiles but
it definitely doesn't work
* random fixes
* change a bunch of entity things to use the components
* some ecs stuff in az-client
* packet handler uses the ecs now
and other fun changes
i still need to make ticking use the ecs but that's tricker, i'm considering using bevy_ecs systems for those
bevy_ecs systems can't be async but the only async things in ticking is just sending packets which can just be done as a tokio task so that's not a big deal
* start converting some functions in az-client into systems
committing because i'm about to try something that might go horribly wrong
* start splitting client
i'm probably gonna change it so azalea entity ids are separate from minecraft entity ids next (so stuff like player ids can be consistent and we don't have to wait for the login packet)
* separate minecraft entity ids from azalea entity ids + more ecs stuff
i guess i'm using bevy_app now too huh
it's necessary for plugins and it lets us control the tick rate anyways so it's fine i think
i'm still not 100% sure how packet handling that interacts with the world will work, but i think if i can sneak the ecs world into there it'll be fine. Can't put packet handling in the schedule because that'd make it tick-bound, which it's not (technically it'd still work but it'd be wrong and anticheats might realize).
* packet handling
now it runs the schedule only when we get a tick or packet :smile:
also i systemified some more functions and did other random fixes so az-world and az-physics compile
making azalea-client use the ecs is almost done! all the hard parts are done now i hope, i just have to finish writing all the code so it actually works
* start figuring out how functions in Client will work
generally just lifetimes being annoying but i think i can get it all to work
* make writing packets work synchronously*
* huh az-client compiles
* start fixing stuff
* start fixing some packets
* make packet handler work
i still haven't actually tested any of this yet lol but in theory it should all work
i'll probably either actually test az-client and fix all the remaining issues or update the azalea crate next
ok also one thing that i'm not particularly happy with is how the packet handlers are doing ugly queries like
```rs
let local_player = ecs
.query::<&LocalPlayer>()
.get_mut(ecs, player_entity)
.unwrap();
```
i think the right way to solve it would be by putting every packet handler in its own system but i haven't come up with a way to make that not be really annoying yet
* fix warnings
* ok what if i just have a bunch of queries and a single packet handler system
* simple example for azalea-client
* :bug:
* maybe fix deadlock idk
can't test it rn lmao
* make physicsstate its own component
* use the default plugins
* azalea compiles lol
* use systemstate for packet handler
* fix entities
basically moved some stuff from being in the world to just being components
* physics (ticking) works
* try to add a .entity_by function
still doesn't work because i want to make the predicate magic
* try to make entity_by work
well it does work but i couldn't figure out how to make it look not terrible. Will hopefully change in the future
* everything compiles
* start converting swarm to use builder
* continue switching swarm to builder and fix stuff
* make swarm use builder
still have to fix some stuff and make client use builder
* fix death event
* client builder
* fix some warnings
* document plugins a bit
* start trying to fix tests
* azalea-ecs
* azalea-ecs stuff compiles
* az-physics tests pass :tada:
* fix all the tests
* clippy on azalea-ecs-macros
* remove now-unnecessary trait_upcasting feature
* fix some clippy::pedantic warnings lol
* why did cargo fmt not remove the trailing spaces
* FIX ALL THE THINGS
* when i said 'all' i meant non-swarm bugs
* start adding task pool
* fix entity deduplication
* fix pathfinder not stopping
* fix some more random bugs
* fix panic that sometimes happens in swarms
* make pathfinder run in task
* fix some tests
* fix doctests and clippy
* deadlock
* fix systems running in wrong order
* fix non-swarm bots
Diffstat (limited to 'azalea-client/src/plugins.rs')
| -rw-r--r-- | azalea-client/src/plugins.rs | 144 |
1 files changed, 0 insertions, 144 deletions
diff --git a/azalea-client/src/plugins.rs b/azalea-client/src/plugins.rs deleted file mode 100644 index 93641906..00000000 --- a/azalea-client/src/plugins.rs +++ /dev/null @@ -1,144 +0,0 @@ -use crate::{Client, Event}; -use async_trait::async_trait; -use nohash_hasher::NoHashHasher; -use std::{ - any::{Any, TypeId}, - collections::HashMap, - hash::BuildHasherDefault, -}; - -type U64Hasher = BuildHasherDefault<NoHashHasher<u64>>; - -// kind of based on https://docs.rs/http/latest/src/http/extensions.rs.html -#[derive(Clone, Default)] -pub struct PluginStates { - map: Option<HashMap<TypeId, Box<dyn PluginState>, U64Hasher>>, -} - -/// A map of PluginState TypeIds to AnyPlugin objects. This can then be built -/// into a [`PluginStates`] object to get a fresh new state based on this -/// plugin. -/// -/// If you're using the azalea crate, you should generate this from the -/// `plugins!` macro. -#[derive(Clone, Default)] -pub struct Plugins { - map: Option<HashMap<TypeId, Box<dyn AnyPlugin>, U64Hasher>>, -} - -impl PluginStates { - pub fn get<T: PluginState>(&self) -> Option<&T> { - self.map - .as_ref() - .and_then(|map| map.get(&TypeId::of::<T>())) - .and_then(|boxed| (boxed.as_ref() as &dyn Any).downcast_ref::<T>()) - } -} - -impl Plugins { - /// Create a new empty set of plugins. - pub fn new() -> Self { - Self::default() - } - - /// Add a new plugin to this set. - pub fn add<T: Plugin + Clone>(&mut self, plugin: T) { - if self.map.is_none() { - self.map = Some(HashMap::with_hasher(BuildHasherDefault::default())); - } - self.map - .as_mut() - .unwrap() - .insert(TypeId::of::<T::State>(), Box::new(plugin)); - } - - /// Build our plugin states from this set of plugins. Note that if you're - /// using `azalea` you'll probably never need to use this as it's called - /// for you. - pub fn build(self) -> PluginStates { - let mut map = HashMap::with_hasher(BuildHasherDefault::default()); - for (id, plugin) in self.map.unwrap().into_iter() { - map.insert(id, plugin.build()); - } - PluginStates { map: Some(map) } - } -} - -impl IntoIterator for PluginStates { - type Item = Box<dyn PluginState>; - type IntoIter = std::vec::IntoIter<Self::Item>; - - /// Iterate over the plugin states. - fn into_iter(self) -> Self::IntoIter { - self.map - .map(|map| map.into_values().collect::<Vec<_>>()) - .unwrap_or_default() - .into_iter() - } -} - -/// A `PluginState` keeps the current state of a plugin for a client. All the -/// fields must be atomic. Unique `PluginState`s are built from [`Plugin`]s. -#[async_trait] -pub trait PluginState: Send + Sync + PluginStateClone + Any + 'static { - async fn handle(self: Box<Self>, event: Event, bot: Client); -} - -/// Plugins can keep their own personal state, listen to [`Event`]s, and add -/// new functions to [`Client`]. -pub trait Plugin: Send + Sync + Any + 'static { - type State: PluginState; - - fn build(&self) -> Self::State; -} - -/// AnyPlugin is basically a Plugin but without the State associated type -/// it has to exist so we can do a hashmap with Box<dyn AnyPlugin> -#[doc(hidden)] -pub trait AnyPlugin: Send + Sync + Any + AnyPluginClone + 'static { - fn build(&self) -> Box<dyn PluginState>; -} - -impl<S: PluginState, B: Plugin<State = S> + Clone> AnyPlugin for B { - fn build(&self) -> Box<dyn PluginState> { - Box::new(self.build()) - } -} - -/// An internal trait that allows PluginState to be cloned. -#[doc(hidden)] -pub trait PluginStateClone { - fn clone_box(&self) -> Box<dyn PluginState>; -} -impl<T> PluginStateClone for T -where - T: 'static + PluginState + Clone, -{ - fn clone_box(&self) -> Box<dyn PluginState> { - Box::new(self.clone()) - } -} -impl Clone for Box<dyn PluginState> { - fn clone(&self) -> Self { - self.clone_box() - } -} - -/// An internal trait that allows AnyPlugin to be cloned. -#[doc(hidden)] -pub trait AnyPluginClone { - fn clone_box(&self) -> Box<dyn AnyPlugin>; -} -impl<T> AnyPluginClone for T -where - T: 'static + Plugin + Clone, -{ - fn clone_box(&self) -> Box<dyn AnyPlugin> { - Box::new(self.clone()) - } -} -impl Clone for Box<dyn AnyPlugin> { - fn clone(&self) -> Self { - self.clone_box() - } -} |
