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+use std::{collections::HashMap, sync::Arc};
+
+use azalea_auth::game_profile::GameProfile;
+use azalea_client::{
+ Account, DefaultPlugins, Event,
+ connection::RawConnection,
+ disconnect::DisconnectEvent,
+ join::{ConnectOpts, StartJoinServerEvent},
+ local_player::{Hunger, InstanceHolder, TabList},
+ packet::game::SendGamePacketEvent,
+ player::{GameProfileComponent, PlayerInfo},
+ start_ecs_runner,
+};
+use azalea_core::{
+ data_registry::{DataRegistryWithKey, ResolvableDataRegistry},
+ position::Vec3,
+};
+use azalea_entity::{
+ Attributes, Position,
+ dimensions::EntityDimensions,
+ indexing::{EntityIdIndex, EntityUuidIndex},
+ metadata::Health,
+};
+use azalea_protocol::{
+ address::{ResolvableAddr, ResolvedAddr},
+ connect::Proxy,
+ packets::{Packet, game::ServerboundGamePacket},
+ resolve::ResolveError,
+};
+use azalea_registry::{DataRegistryKeyRef, identifier::Identifier};
+use azalea_world::{Instance, InstanceName, MinecraftEntityId, PartialInstance};
+use bevy_app::App;
+use bevy_ecs::{
+ component::Component,
+ entity::Entity,
+ resource::Resource,
+ world::{Mut, World},
+};
+use parking_lot::{Mutex, RwLock};
+use tokio::sync::mpsc;
+use uuid::Uuid;
+
+pub mod attack;
+pub mod chat;
+pub mod client_information;
+pub mod entity_query;
+pub mod interact;
+pub mod inventory;
+pub mod mining;
+pub mod movement;
+
+/// A Minecraft client instance that can interact with the world.
+///
+/// To make a new client, use either [`azalea::ClientBuilder`] or
+/// [`Client::join`].
+///
+/// Note that `Client` is inaccessible from systems (i.e. plugins), but you can
+/// achieve everything that client can do with ECS events.
+///
+/// [`azalea::ClientBuilder`]: https://docs.rs/azalea/latest/azalea/struct.ClientBuilder.html
+#[derive(Clone)]
+pub struct Client {
+ /// The entity for this client in the ECS.
+ pub entity: Entity,
+
+ /// A mutually exclusive reference to the entity component system (ECS).
+ ///
+ /// You probably don't need to access this directly. Note that if you're
+ /// using a shared world (i.e. a swarm), the ECS will contain all entities
+ /// in all instances/dimensions.
+ pub ecs: Arc<Mutex<World>>,
+}
+
+pub struct StartClientOpts {
+ pub ecs_lock: Arc<Mutex<World>>,
+ pub account: Account,
+ pub connect_opts: ConnectOpts,
+ pub event_sender: Option<mpsc::UnboundedSender<Event>>,
+}
+
+impl StartClientOpts {
+ pub fn new(
+ account: Account,
+ address: ResolvedAddr,
+ event_sender: Option<mpsc::UnboundedSender<Event>>,
+ ) -> StartClientOpts {
+ let mut app = App::new();
+ app.add_plugins(DefaultPlugins);
+
+ // appexit_rx is unused here since the user should be able to handle it
+ // themselves if they're using StartClientOpts::new
+ let (ecs_lock, start_running_systems, _appexit_rx) = start_ecs_runner(app.main_mut());
+ start_running_systems();
+
+ Self {
+ ecs_lock,
+ account,
+ connect_opts: ConnectOpts {
+ address,
+ server_proxy: None,
+ sessionserver_proxy: None,
+ },
+ event_sender,
+ }
+ }
+
+ /// Configure the SOCKS5 proxy used for connecting to the server and for
+ /// authenticating with Mojang.
+ ///
+ /// To configure these separately, for example to only use the proxy for the
+ /// Minecraft server and not for authentication, you may use
+ /// [`Self::server_proxy`] and [`Self::sessionserver_proxy`] individually.
+ pub fn proxy(self, proxy: Proxy) -> Self {
+ self.server_proxy(proxy.clone()).sessionserver_proxy(proxy)
+ }
+ /// Configure the SOCKS5 proxy that will be used for connecting to the
+ /// Minecraft server.
+ ///
+ /// To avoid errors on servers with the "prevent-proxy-connections" option
+ /// set, you should usually use [`Self::proxy`] instead.
+ ///
+ /// Also see [`Self::sessionserver_proxy`].
+ pub fn server_proxy(mut self, proxy: Proxy) -> Self {
+ self.connect_opts.server_proxy = Some(proxy);
+ self
+ }
+ /// Configure the SOCKS5 proxy that this bot will use for authenticating the
+ /// server join with Mojang's API.
+ ///
+ /// Also see [`Self::proxy`] and [`Self::server_proxy`].
+ pub fn sessionserver_proxy(mut self, proxy: Proxy) -> Self {
+ self.connect_opts.sessionserver_proxy = Some(proxy);
+ self
+ }
+}
+
+impl Client {
+ /// Create a new client from the given [`GameProfile`], ECS Entity, ECS
+ /// World, and schedule runner function.
+ /// You should only use this if you want to change these fields from the
+ /// defaults, otherwise use [`Client::join`].
+ pub fn new(entity: Entity, ecs: Arc<Mutex<World>>) -> Self {
+ Self {
+ // default our id to 0, it'll be set later
+ entity,
+
+ ecs,
+ }
+ }
+
+ /// Connect to a Minecraft server.
+ ///
+ /// To change the render distance and other settings, use
+ /// [`Client::set_client_information`]. To watch for events like packets
+ /// sent by the server, use the `rx` variable this function returns.
+ ///
+ /// # Examples
+ ///
+ /// ```rust,no_run
+ /// use azalea::{Account, Client};
+ ///
+ /// #[tokio::main]
+ /// async fn main() -> Result<(), Box<dyn std::error::Error>> {
+ /// let account = Account::offline("bot");
+ /// let (client, rx) = Client::join(account, "localhost").await?;
+ /// client.chat("Hello, world!");
+ /// client.disconnect();
+ /// Ok(())
+ /// }
+ /// ```
+ pub async fn join(
+ account: Account,
+ address: impl ResolvableAddr,
+ ) -> Result<(Self, mpsc::UnboundedReceiver<Event>), ResolveError> {
+ let address = address.resolve().await?;
+ let (tx, rx) = mpsc::unbounded_channel();
+
+ let client = Self::start_client(StartClientOpts::new(account, address, Some(tx))).await;
+ Ok((client, rx))
+ }
+
+ pub async fn join_with_proxy(
+ account: Account,
+ address: impl ResolvableAddr,
+ proxy: Proxy,
+ ) -> Result<(Self, mpsc::UnboundedReceiver<Event>), ResolveError> {
+ let address = address.resolve().await?;
+ let (tx, rx) = mpsc::unbounded_channel();
+
+ let client =
+ Self::start_client(StartClientOpts::new(account, address, Some(tx)).proxy(proxy)).await;
+ Ok((client, rx))
+ }
+
+ /// Create a [`Client`] when you already have the ECS made with
+ /// [`start_ecs_runner`]. You'd usually want to use [`Self::join`] instead.
+ pub async fn start_client(
+ StartClientOpts {
+ ecs_lock,
+ account,
+ connect_opts,
+ event_sender,
+ }: StartClientOpts,
+ ) -> Self {
+ // send a StartJoinServerEvent
+
+ let (start_join_callback_tx, mut start_join_callback_rx) =
+ mpsc::unbounded_channel::<Entity>();
+
+ ecs_lock.lock().write_message(StartJoinServerEvent {
+ account,
+ connect_opts,
+ event_sender,
+ start_join_callback_tx: Some(start_join_callback_tx),
+ });
+
+ let entity = start_join_callback_rx.recv().await.expect(
+ "start_join_callback should not be dropped before sending a message, this is a bug in Azalea",
+ );
+
+ Client::new(entity, ecs_lock)
+ }
+
+ /// Write a packet directly to the server.
+ pub fn write_packet(&self, packet: impl Packet<ServerboundGamePacket>) {
+ let packet = packet.into_variant();
+ self.ecs
+ .lock()
+ .commands()
+ .trigger(SendGamePacketEvent::new(self.entity, packet));
+ }
+
+ /// Disconnect this client from the server by ending all tasks.
+ ///
+ /// The OwnedReadHalf for the TCP connection is in one of the tasks, so it
+ /// automatically closes the connection when that's dropped.
+ pub fn disconnect(&self) {
+ self.ecs.lock().write_message(DisconnectEvent {
+ entity: self.entity,
+ reason: None,
+ });
+ }
+
+ pub fn with_raw_connection<R>(&self, f: impl FnOnce(&RawConnection) -> R) -> R {
+ self.query_self::<&RawConnection, _>(f)
+ }
+ pub fn with_raw_connection_mut<R>(&self, f: impl FnOnce(Mut<'_, RawConnection>) -> R) -> R {
+ self.query_self::<&mut RawConnection, _>(f)
+ }
+
+ /// Get a component from this client. This will clone the component and
+ /// return it.
+ ///
+ ///
+ /// If the component can't be cloned, try [`Self::query_self`] instead.
+ /// If it isn't guaranteed to be present, you can use
+ /// [`Self::get_component`] or [`Self::query_self`].
+ ///
+ ///
+ /// You may also use [`Self::ecs`] directly if you need more control over
+ /// when the ECS is locked.
+ ///
+ /// # Panics
+ ///
+ /// This will panic if the component doesn't exist on the client.
+ ///
+ /// # Examples
+ ///
+ /// ```
+ /// # use azalea_world::InstanceName;
+ /// # fn example(client: &azalea::Client) {
+ /// let world_name = client.component::<InstanceName>();
+ /// # }
+ pub fn component<T: Component + Clone>(&self) -> T {
+ self.query_self::<&T, _>(|t| t.clone())
+ }
+
+ /// Get a component from this client, or `None` if it doesn't exist.
+ ///
+ /// If the component can't be cloned, consider using [`Self::query_self`]
+ /// with `Option<&T>` instead.
+ ///
+ /// You may also have to use [`Self::query_self`] directly.
+ pub fn get_component<T: Component + Clone>(&self) -> Option<T> {
+ self.query_self::<Option<&T>, _>(|t| t.cloned())
+ }
+
+ /// Get a resource from the ECS. This will clone the resource and return it.
+ pub fn resource<T: Resource + Clone>(&self) -> T {
+ self.ecs.lock().resource::<T>().clone()
+ }
+
+ /// Get a required ECS resource and call the given function with it.
+ pub fn map_resource<T: Resource, R>(&self, f: impl FnOnce(&T) -> R) -> R {
+ let ecs = self.ecs.lock();
+ let value = ecs.resource::<T>();
+ f(value)
+ }
+
+ /// Get an optional ECS resource and call the given function with it.
+ pub fn map_get_resource<T: Resource, R>(&self, f: impl FnOnce(Option<&T>) -> R) -> R {
+ let ecs = self.ecs.lock();
+ let value = ecs.get_resource::<T>();
+ f(value)
+ }
+
+ /// Get an `RwLock` with a reference to our (potentially shared) world.
+ ///
+ /// This gets the [`Instance`] from the client's [`InstanceHolder`]
+ /// component. If it's a normal client, then it'll be the same as the
+ /// world the client has loaded. If the client is using a shared world,
+ /// then the shared world will be a superset of the client's world.
+ pub fn world(&self) -> Arc<RwLock<Instance>> {
+ let instance_holder = self.component::<InstanceHolder>();
+ instance_holder.instance.clone()
+ }
+
+ /// Get an `RwLock` with a reference to the world that this client has
+ /// loaded.
+ ///
+ /// ```
+ /// # use azalea_core::position::ChunkPos;
+ /// # fn example(client: &azalea::Client) {
+ /// let world = client.partial_world();
+ /// let is_0_0_loaded = world.read().chunks.limited_get(&ChunkPos::new(0, 0)).is_some();
+ /// # }
+ pub fn partial_world(&self) -> Arc<RwLock<PartialInstance>> {
+ let instance_holder = self.component::<InstanceHolder>();
+ instance_holder.partial_instance.clone()
+ }
+
+ /// Returns whether we have a received the login packet yet.
+ pub fn logged_in(&self) -> bool {
+ // the login packet tells us the world name
+ self.query_self::<Option<&InstanceName>, _>(|ins| ins.is_some())
+ }
+}
+
+impl Client {
+ /// Get the position of this client.
+ ///
+ /// This is a shortcut for `Vec3::from(&bot.component::<Position>())`.
+ ///
+ /// Note that this value is given a default of [`Vec3::ZERO`] when it
+ /// receives the login packet, its true position may be set ticks
+ /// later.
+ pub fn position(&self) -> Vec3 {
+ Vec3::from(
+ &self
+ .get_component::<Position>()
+ .expect("the client's position hasn't been initialized yet"),
+ )
+ }
+
+ /// Get the bounding box dimensions for our client, which contains our
+ /// width, height, and eye height.
+ ///
+ /// This is a shortcut for
+ /// `self.component::<EntityDimensions>()`.
+ pub fn dimensions(&self) -> EntityDimensions {
+ self.component::<EntityDimensions>()
+ }
+
+ /// Get the position of this client's eyes.
+ ///
+ /// This is a shortcut for
+ /// `bot.position().up(bot.dimensions().eye_height)`.
+ pub fn eye_position(&self) -> Vec3 {
+ self.query_self::<(&Position, &EntityDimensions), _>(|(pos, dim)| {
+ pos.up(dim.eye_height as f64)
+ })
+ }
+
+ /// Get the health of this client.
+ ///
+ /// This is a shortcut for `*bot.component::<Health>()`.
+ pub fn health(&self) -> f32 {
+ *self.component::<Health>()
+ }
+
+ /// Get the hunger level of this client, which includes both food and
+ /// saturation.
+ ///
+ /// This is a shortcut for `self.component::<Hunger>().to_owned()`.
+ pub fn hunger(&self) -> Hunger {
+ self.component::<Hunger>().to_owned()
+ }
+
+ /// Get the username of this client.
+ ///
+ /// This is a shortcut for
+ /// `bot.component::<GameProfileComponent>().name.to_owned()`.
+ pub fn username(&self) -> String {
+ self.profile().name.to_owned()
+ }
+
+ /// Get the Minecraft UUID of this client.
+ ///
+ /// This is a shortcut for `bot.component::<GameProfileComponent>().uuid`.
+ pub fn uuid(&self) -> Uuid {
+ self.profile().uuid
+ }
+
+ /// Get a map of player UUIDs to their information in the tab list.
+ ///
+ /// This is a shortcut for `*bot.component::<TabList>()`.
+ pub fn tab_list(&self) -> HashMap<Uuid, PlayerInfo> {
+ (*self.component::<TabList>()).clone()
+ }
+
+ /// Returns the [`GameProfile`] for our client. This contains your username,
+ /// UUID, and skin data.
+ ///
+ /// These values are set by the server upon login, which means they might
+ /// not match up with your actual game profile. Also, note that the username
+ /// and skin that gets displayed in-game will actually be the ones from
+ /// the tab list, which you can get from [`Self::tab_list`].
+ ///
+ /// This as also available from the ECS as [`GameProfileComponent`].
+ pub fn profile(&self) -> GameProfile {
+ (*self.component::<GameProfileComponent>()).clone()
+ }
+
+ /// Returns the attribute values of our player, which can be used to
+ /// determine things like our movement speed.
+ pub fn attributes(&self) -> Attributes {
+ self.component::<Attributes>()
+ }
+
+ /// A convenience function to get the Minecraft Uuid of a player by their
+ /// username, if they're present in the tab list.
+ ///
+ /// You can chain this with [`Client::entity_by_uuid`] to get the ECS
+ /// `Entity` for the player.
+ pub fn player_uuid_by_username(&self, username: &str) -> Option<Uuid> {
+ self.tab_list()
+ .values()
+ .find(|player| player.profile.name == username)
+ .map(|player| player.profile.uuid)
+ }
+
+ /// Get an ECS `Entity` in the world by its Minecraft UUID, if it's within
+ /// render distance.
+ pub fn entity_by_uuid(&self, uuid: Uuid) -> Option<Entity> {
+ self.map_resource::<EntityUuidIndex, _>(|entity_uuid_index| entity_uuid_index.get(&uuid))
+ }
+
+ /// Convert an ECS `Entity` to a [`MinecraftEntityId`].
+ pub fn minecraft_entity_by_ecs_entity(&self, entity: Entity) -> Option<MinecraftEntityId> {
+ self.query_self::<&EntityIdIndex, _>(|entity_id_index| {
+ entity_id_index.get_by_ecs_entity(entity)
+ })
+ }
+ /// Convert a [`MinecraftEntityId`] to an ECS `Entity`.
+ pub fn ecs_entity_by_minecraft_entity(&self, entity: MinecraftEntityId) -> Option<Entity> {
+ self.query_self::<&EntityIdIndex, _>(|entity_id_index| {
+ entity_id_index.get_by_minecraft_entity(entity)
+ })
+ }
+
+ /// Call the given function with the client's [`RegistryHolder`].
+ ///
+ /// The player's instance (aka world) will be locked during this time, which
+ /// may result in a deadlock if you try to access the instance again while
+ /// in the function.
+ ///
+ /// [`RegistryHolder`]: azalea_core::registry_holder::RegistryHolder
+ pub fn with_registry_holder<R>(
+ &self,
+ f: impl FnOnce(&azalea_core::registry_holder::RegistryHolder) -> R,
+ ) -> R {
+ let instance = self.world();
+ let registries = &instance.read().registries;
+ f(registries)
+ }
+
+ /// Resolve the given registry to its name.
+ ///
+ /// This is necessary for data-driven registries like [`Enchantment`].
+ ///
+ /// [`Enchantment`]: azalea_registry::data::Enchantment
+ pub fn resolve_registry_name(
+ &self,
+ registry: &impl ResolvableDataRegistry,
+ ) -> Option<Identifier> {
+ self.with_registry_holder(|registries| registry.key(registries).map(|r| r.into_ident()))
+ }
+ /// Resolve the given registry to its name and data and call the given
+ /// function with it.
+ ///
+ /// This is necessary for data-driven registries like [`Enchantment`].
+ ///
+ /// If you just want the value name, use [`Self::resolve_registry_name`]
+ /// instead.
+ ///
+ /// [`Enchantment`]: azalea_registry::data::Enchantment
+ pub fn with_resolved_registry<R: ResolvableDataRegistry, Ret>(
+ &self,
+ registry: R,
+ f: impl FnOnce(&Identifier, &R::DeserializesTo) -> Ret,
+ ) -> Option<Ret> {
+ self.with_registry_holder(|registries| {
+ registry
+ .resolve(registries)
+ .map(|(name, data)| f(name, data))
+ })
+ }
+}