use crate::{ chat::ChatPlugin, disconnect::{DisconnectEvent, DisconnectPlugin}, events::{Event, EventPlugin, LocalPlayerEvents}, interact::{CurrentSequenceNumber, InteractPlugin}, inventory::{InventoryComponent, InventoryPlugin}, local_player::{ death_event, handle_send_packet_event, update_in_loaded_chunk, GameProfileComponent, LocalPlayer, PhysicsState, SendPacketEvent, }, movement::{LastSentLookDirection, PlayerMovePlugin}, packet_handling::{self, PacketHandlerPlugin, PacketReceiver}, player::retroactively_add_game_profile_component, respawn::RespawnPlugin, task_pool::TaskPoolPlugin, Account, PlayerInfo, }; use azalea_auth::{game_profile::GameProfile, sessionserver::ClientSessionServerError}; use azalea_chat::FormattedText; use azalea_core::Vec3; use azalea_physics::{PhysicsPlugin, PhysicsSet}; use azalea_protocol::{ connect::{Connection, ConnectionError}, packets::{ game::{ clientbound_player_abilities_packet::ClientboundPlayerAbilitiesPacket, serverbound_client_information_packet::ServerboundClientInformationPacket, ClientboundGamePacket, ServerboundGamePacket, }, handshake::{ client_intention_packet::ClientIntentionPacket, ClientboundHandshakePacket, ServerboundHandshakePacket, }, login::{ serverbound_custom_query_packet::ServerboundCustomQueryPacket, serverbound_hello_packet::ServerboundHelloPacket, serverbound_key_packet::ServerboundKeyPacket, ClientboundLoginPacket, }, ConnectionProtocol, PROTOCOL_VERSION, }, resolver, ServerAddress, }; use azalea_world::{ entity::{EntityPlugin, EntityUpdateSet, Local, Position, WorldName}, Instance, InstanceContainer, PartialInstance, }; use bevy_app::{App, CoreSchedule, IntoSystemAppConfig, Plugin, PluginGroup, PluginGroupBuilder}; use bevy_ecs::{ bundle::Bundle, component::Component, entity::Entity, schedule::IntoSystemConfig, schedule::{LogLevel, ScheduleBuildSettings, ScheduleLabel}, system::{ResMut, Resource}, world::World, }; use bevy_log::LogPlugin; use bevy_time::{prelude::FixedTime, TimePlugin}; use derive_more::{Deref, DerefMut}; use log::{debug, error}; use parking_lot::{Mutex, RwLock}; use std::{collections::HashMap, fmt::Debug, io, net::SocketAddr, sync::Arc, time::Duration}; use thiserror::Error; use tokio::{ sync::{broadcast, mpsc}, time, }; use uuid::Uuid; /// `Client` has the things that a user interacting with the library will want. /// Things that a player in the world will want to know are in [`LocalPlayer`]. /// /// 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 events. /// /// [`azalea::ClientBuilder`]: https://docs.rs/azalea/latest/azalea/struct.ClientBuilder.html #[derive(Clone)] pub struct Client { /// The [`GameProfile`] for our client. This contains your username, UUID, /// and skin data. /// /// This is immutable; the server cannot change it. To get the username and /// skin the server chose for you, get your player from the [`TabList`] /// component. pub profile: GameProfile, /// The entity for this client in the ECS. pub entity: Entity, /// The world that this client is in. pub world: Arc>, /// The entity component system. You probably don't need to access this /// directly. Note that if you're using a shared world (i.e. a swarm), this /// will contain all entities in all worlds. pub ecs: Arc>, /// Use this to force the client to run the schedule outside of a tick. pub run_schedule_sender: mpsc::UnboundedSender<()>, } /// A component that contains some of the "settings" for this client that are /// sent to the server, such as render distance. This is only present on local /// players. pub type ClientInformation = ServerboundClientInformationPacket; /// A component that contains the abilities the player has, like flying /// or instantly breaking blocks. This is only present on local players. #[derive(Clone, Debug, Component, Default)] pub struct PlayerAbilities { pub invulnerable: bool, pub flying: bool, pub can_fly: bool, /// Whether the player can instantly break blocks and can duplicate blocks /// in their inventory. pub instant_break: bool, pub flying_speed: f32, /// Used for the fov pub walking_speed: f32, } impl From for PlayerAbilities { fn from(packet: ClientboundPlayerAbilitiesPacket) -> Self { Self { invulnerable: packet.flags.invulnerable, flying: packet.flags.flying, can_fly: packet.flags.can_fly, instant_break: packet.flags.instant_break, flying_speed: packet.flying_speed, walking_speed: packet.walking_speed, } } } /// A component that contains a map of player UUIDs to their information in the /// tab list. /// /// ``` /// # use azalea_client::TabList; /// # fn example(client: &azalea_client::Client) { /// let tab_list = client.component::(); /// println!("Online players:"); /// for (uuid, player_info) in tab_list.iter() { /// println!("- {} ({}ms)", player_info.profile.name, player_info.latency); /// } /// # } #[derive(Component, Clone, Debug, Deref, DerefMut, Default)] pub struct TabList(HashMap); /// An error that happened while joining the server. #[derive(Error, Debug)] pub enum JoinError { #[error("{0}")] Resolver(#[from] resolver::ResolverError), #[error("{0}")] Connection(#[from] ConnectionError), #[error("{0}")] ReadPacket(#[from] Box), #[error("{0}")] Io(#[from] io::Error), #[error("{0}")] SessionServer(#[from] azalea_auth::sessionserver::ClientSessionServerError), #[error("The given address could not be parsed into a ServerAddress")] InvalidAddress, #[error("Couldn't refresh access token: {0}")] Auth(#[from] azalea_auth::AuthError), #[error("Disconnected: {reason}")] Disconnect { reason: FormattedText }, } impl Client { /// Create a new client from the given GameProfile, Connection, and World. /// You should only use this if you want to change these fields from the /// defaults, otherwise use [`Client::join`]. pub fn new( profile: GameProfile, entity: Entity, ecs: Arc>, run_schedule_sender: mpsc::UnboundedSender<()>, ) -> Self { Self { profile, // default our id to 0, it'll be set later entity, world: Arc::new(RwLock::new(PartialInstance::default())), ecs, run_schedule_sender, } } /// 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_client::{Client, Account}; /// /// #[tokio::main] /// async fn main() -> Result<(), Box> { /// 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 TryInto, ) -> Result<(Self, mpsc::UnboundedReceiver), JoinError> { let address: ServerAddress = address.try_into().map_err(|_| JoinError::InvalidAddress)?; let resolved_address = resolver::resolve_address(&address).await?; // An event that causes the schedule to run. This is only used internally. let (run_schedule_sender, run_schedule_receiver) = mpsc::unbounded_channel(); let mut app = App::new(); app.add_plugins(DefaultPlugins); let ecs_lock = start_ecs(app, run_schedule_receiver, run_schedule_sender.clone()); Self::start_client( ecs_lock, account, &address, &resolved_address, run_schedule_sender, ) .await } /// Create a [`Client`] when you already have the ECS made with /// [`start_ecs`]. You'd usually want to use [`Self::join`] instead. pub async fn start_client( ecs_lock: Arc>, account: &Account, address: &ServerAddress, resolved_address: &SocketAddr, run_schedule_sender: mpsc::UnboundedSender<()>, ) -> Result<(Self, mpsc::UnboundedReceiver), JoinError> { let conn = Connection::new(resolved_address).await?; let (conn, game_profile) = Self::handshake(conn, account, address).await?; let (read_conn, write_conn) = conn.into_split(); let (tx, rx) = mpsc::unbounded_channel(); let mut ecs = ecs_lock.lock(); // Make the ecs entity for this client let entity_mut = ecs.spawn_empty(); let entity = entity_mut.id(); // we got the GameConnection, so the server is now connected :) let client = Client::new( game_profile.clone(), entity, ecs_lock.clone(), run_schedule_sender.clone(), ); let (packet_writer_sender, packet_writer_receiver) = mpsc::unbounded_channel(); // start receiving packets let packet_receiver = packet_handling::PacketReceiver { packets: Arc::new(Mutex::new(Vec::new())), run_schedule_sender: run_schedule_sender.clone(), }; let read_packets_task = tokio::spawn(packet_receiver.clone().read_task(read_conn)); let write_packets_task = tokio::spawn( packet_receiver .clone() .write_task(write_conn, packet_writer_receiver), ); let local_player = crate::local_player::LocalPlayer::new( entity, packet_writer_sender, // default to an empty world, it'll be set correctly later when we // get the login packet Arc::new(RwLock::new(Instance::default())), read_packets_task, write_packets_task, ); ecs.entity_mut(entity).insert(JoinedClientBundle { local_player, packet_receiver, game_profile: GameProfileComponent(game_profile), physics_state: PhysicsState::default(), local_player_events: LocalPlayerEvents(tx), inventory: InventoryComponent::default(), client_information: ClientInformation::default(), tab_list: TabList::default(), current_sequence_number: CurrentSequenceNumber::default(), last_sent_direction: LastSentLookDirection::default(), abilities: PlayerAbilities::default(), _local: Local, }); Ok((client, rx)) } /// Do a handshake with the server and get to the game state from the /// initial handshake state. /// /// This will also automatically refresh the account's access token if /// it's expired. pub async fn handshake( mut conn: Connection, account: &Account, address: &ServerAddress, ) -> Result< ( Connection, GameProfile, ), JoinError, > { // handshake conn.write( ClientIntentionPacket { protocol_version: PROTOCOL_VERSION, hostname: address.host.clone(), port: address.port, intention: ConnectionProtocol::Login, } .get(), ) .await?; let mut conn = conn.login(); // login conn.write( ServerboundHelloPacket { name: account.username.clone(), profile_id: account.uuid, } .get(), ) .await?; let (conn, profile) = loop { let packet = conn.read().await?; match packet { ClientboundLoginPacket::Hello(p) => { debug!("Got encryption request"); let e = azalea_crypto::encrypt(&p.public_key, &p.nonce).unwrap(); if let Some(access_token) = &account.access_token { // keep track of the number of times we tried // authenticating so we can give up after too many let mut attempts: usize = 1; while let Err(e) = { let access_token = access_token.lock().clone(); conn.authenticate( &access_token, &account .uuid .expect("Uuid must be present if access token is present."), e.secret_key, &p, ) .await } { if attempts >= 2 { // if this is the second attempt and we failed // both times, give up return Err(e.into()); } if matches!( e, ClientSessionServerError::InvalidSession | ClientSessionServerError::ForbiddenOperation ) { // uh oh, we got an invalid session and have // to reauthenticate now account.refresh().await?; } else { return Err(e.into()); } attempts += 1; } } conn.write( ServerboundKeyPacket { key_bytes: e.encrypted_public_key, encrypted_challenge: e.encrypted_nonce, } .get(), ) .await?; conn.set_encryption_key(e.secret_key); } ClientboundLoginPacket::LoginCompression(p) => { debug!("Got compression request {:?}", p.compression_threshold); conn.set_compression_threshold(p.compression_threshold); } ClientboundLoginPacket::GameProfile(p) => { debug!("Got profile {:?}", p.game_profile); break (conn.game(), p.game_profile); } ClientboundLoginPacket::LoginDisconnect(p) => { debug!("Got disconnect {:?}", p); return Err(JoinError::Disconnect { reason: p.reason }); } ClientboundLoginPacket::CustomQuery(p) => { debug!("Got custom query {:?}", p); conn.write( ServerboundCustomQueryPacket { transaction_id: p.transaction_id, data: None, } .get(), ) .await?; } } }; Ok((conn, profile)) } /// Write a packet directly to the server. pub fn write_packet(&self, packet: ServerboundGamePacket) { self.local_player_mut(&mut self.ecs.lock()) .write_packet(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().send_event(DisconnectEvent { entity: self.entity, }); } pub fn local_player<'a>(&'a self, ecs: &'a mut World) -> &'a LocalPlayer { self.query::<&LocalPlayer>(ecs) } pub fn local_player_mut<'a>( &'a self, ecs: &'a mut World, ) -> bevy_ecs::world::Mut<'a, LocalPlayer> { self.query::<&mut LocalPlayer>(ecs) } /// Get a component from this client. This will clone the component and /// return it. /// /// # Panics /// /// This will panic if the component doesn't exist on the client. /// /// # Examples /// /// ``` /// # use azalea_world::entity::WorldName; /// # fn example(client: &azalea_client::Client) { /// let world_name = client.component::(); /// # } pub fn component(&self) -> T { self.query::<&T>(&mut self.ecs.lock()).clone() } /// Get a component from this client, or `None` if it doesn't exist. pub fn get_component(&self) -> Option { self.query::>(&mut self.ecs.lock()).cloned() } /// Get a reference to our (potentially shared) world. /// /// This gets the [`Instance`] from our world container. If it's a normal /// client, then it'll be the same as the world the client has loaded. /// If the client using a shared world, then the shared world will be a /// superset of the client's world. pub fn world(&self) -> Arc> { let world_name = self.component::(); let ecs = self.ecs.lock(); let instance_container = ecs.resource::(); instance_container.get(&world_name).unwrap() } /// 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::>(&mut self.ecs.lock()) .is_some() } /// Tell the server we changed our game options (i.e. render distance, main /// hand). If this is not set before the login packet, the default will /// be sent. /// /// ```rust,no_run /// # use azalea_client::{Client, ClientInformation}; /// # async fn example(bot: Client) -> Result<(), Box> { /// bot.set_client_information(ClientInformation { /// view_distance: 2, /// ..Default::default() /// }) /// .await?; /// # Ok(()) /// # } /// ``` pub async fn set_client_information( &self, client_information: ServerboundClientInformationPacket, ) -> Result<(), std::io::Error> { { let mut ecs = self.ecs.lock(); let mut client_information_mut = self.query::<&mut ClientInformation>(&mut ecs); *client_information_mut = client_information.clone(); } if self.logged_in() { log::debug!( "Sending client information (already logged in): {:?}", client_information ); self.write_packet(client_information.get()); } Ok(()) } } impl Client { /// Get the position of this client. /// /// This is a shortcut for `Vec3::from(&bot.component::())`. pub fn position(&self) -> Vec3 { Vec3::from(&self.component::()) } } /// A bundle for the components that are present on a local player that received /// a login packet. If you want to filter for this, just use [`Local`]. #[derive(Bundle)] pub struct JoinedClientBundle { pub local_player: LocalPlayer, pub packet_receiver: PacketReceiver, pub game_profile: GameProfileComponent, pub physics_state: PhysicsState, pub local_player_events: LocalPlayerEvents, pub inventory: InventoryComponent, pub client_information: ClientInformation, pub tab_list: TabList, pub current_sequence_number: CurrentSequenceNumber, pub last_sent_direction: LastSentLookDirection, pub abilities: PlayerAbilities, pub _local: Local, } pub struct AzaleaPlugin; impl Plugin for AzaleaPlugin { fn build(&self, app: &mut App) { // Minecraft ticks happen every 50ms app.insert_resource(FixedTime::new(Duration::from_millis(50))); app.add_system(update_in_loaded_chunk.after(PhysicsSet)); // fire the Death event when the player dies. app.add_system(death_event); // add GameProfileComponent when we get an AddPlayerEvent app.add_system(retroactively_add_game_profile_component.after(EntityUpdateSet::Index)); app.add_event::() .add_system(handle_send_packet_event); app.init_resource::(); } } /// Start running the ECS loop! /// /// You can create your app with `App::new()`, but don't forget to add /// [`DefaultPlugins`]. #[doc(hidden)] pub fn start_ecs( mut app: App, run_schedule_receiver: mpsc::UnboundedReceiver<()>, run_schedule_sender: mpsc::UnboundedSender<()>, ) -> Arc> { app.setup(); // all resources should have been added by now so we can take the ecs from the // app let ecs = Arc::new(Mutex::new(app.world)); tokio::spawn(run_schedule_loop( ecs.clone(), app.outer_schedule_label, run_schedule_receiver, )); tokio::spawn(tick_run_schedule_loop(run_schedule_sender)); ecs } async fn run_schedule_loop( ecs: Arc>, outer_schedule_label: Box, mut run_schedule_receiver: mpsc::UnboundedReceiver<()>, ) { loop { // whenever we get an event from run_schedule_receiver, run the schedule run_schedule_receiver.recv().await; let mut ecs = ecs.lock(); ecs.run_schedule_ref(&*outer_schedule_label); ecs.clear_trackers(); } } /// Send an event to run the schedule every 50 milliseconds. It will stop when /// the receiver is dropped. pub async fn tick_run_schedule_loop(run_schedule_sender: mpsc::UnboundedSender<()>) { let mut game_tick_interval = time::interval(time::Duration::from_millis(50)); // TODO: Minecraft bursts up to 10 ticks and then skips, we should too game_tick_interval.set_missed_tick_behavior(time::MissedTickBehavior::Burst); loop { game_tick_interval.tick().await; if let Err(e) = run_schedule_sender.send(()) { println!("tick_run_schedule_loop error: {e}"); // the sender is closed so end the task return; } } } /// A resource that contains a [`broadcast::Sender`] that will be sent every /// Minecraft tick. /// /// This is useful for running code every schedule from async user code. /// /// ``` /// use azalea_client::TickBroadcast; /// # async fn example(client: azalea_client::Client) { /// let mut receiver = { /// let ecs = client.ecs.lock(); /// let tick_broadcast = ecs.resource::(); /// tick_broadcast.subscribe() /// }; /// while receiver.recv().await.is_ok() { /// // do something /// } /// # } /// ``` #[derive(Resource, Deref)] pub struct TickBroadcast(broadcast::Sender<()>); fn send_tick_broadcast(tick_broadcast: ResMut) { let _ = tick_broadcast.0.send(()); } /// A plugin that makes the [`RanScheduleBroadcast`] resource available. pub struct TickBroadcastPlugin; impl Plugin for TickBroadcastPlugin { fn build(&self, app: &mut App) { app.insert_resource(TickBroadcast(broadcast::channel(1).0)) .add_system(send_tick_broadcast.in_schedule(CoreSchedule::FixedUpdate)); } } pub struct AmbiguityLoggerPlugin; impl Plugin for AmbiguityLoggerPlugin { fn build(&self, app: &mut App) { app.edit_schedule(CoreSchedule::Main, |schedule| { schedule.set_build_settings(ScheduleBuildSettings { ambiguity_detection: LogLevel::Warn, ..Default::default() }); }); } } /// This plugin group will add all the default plugins necessary for Azalea to /// work. pub struct DefaultPlugins; impl PluginGroup for DefaultPlugins { fn build(self) -> PluginGroupBuilder { PluginGroupBuilder::start::() .add(LogPlugin::default()) .add(AmbiguityLoggerPlugin) .add(TimePlugin::default()) .add(PacketHandlerPlugin) .add(AzaleaPlugin) .add(EntityPlugin) .add(PhysicsPlugin) .add(EventPlugin) .add(TaskPoolPlugin::default()) .add(InventoryPlugin) .add(ChatPlugin) .add(DisconnectPlugin) .add(PlayerMovePlugin) .add(InteractPlugin) .add(RespawnPlugin) .add(TickBroadcastPlugin) } }