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|
use std::{
collections::HashMap,
fmt::Debug,
mem,
net::SocketAddr,
sync::Arc,
thread,
time::{Duration, Instant},
};
use azalea_auth::game_profile::GameProfile;
use azalea_core::{
data_registry::ResolvableDataRegistry, position::Vec3, resource_location::ResourceLocation,
tick::GameTick,
};
use azalea_entity::{
EntityUpdateSet, EyeHeight, Position,
indexing::{EntityIdIndex, EntityUuidIndex},
metadata::Health,
};
use azalea_protocol::{
ServerAddress,
common::client_information::ClientInformation,
connect::Proxy,
packets::{
Packet,
game::{self, ServerboundGamePacket},
},
resolver,
};
use azalea_world::{Instance, InstanceContainer, InstanceName, MinecraftEntityId, PartialInstance};
use bevy_app::{App, Plugin, PluginsState, SubApp, Update};
use bevy_ecs::{
prelude::*,
schedule::{InternedScheduleLabel, LogLevel, ScheduleBuildSettings},
};
use parking_lot::{Mutex, RwLock};
use simdnbt::owned::NbtCompound;
use thiserror::Error;
use tokio::{
sync::mpsc::{self},
time,
};
use tracing::{debug, error, info, warn};
use uuid::Uuid;
use crate::{
Account, DefaultPlugins,
attack::{self},
block_update::QueuedServerBlockUpdates,
chunks::ChunkBatchInfo,
connection::RawConnection,
disconnect::DisconnectEvent,
events::Event,
interact::BlockStatePredictionHandler,
inventory::Inventory,
join::{ConnectOpts, StartJoinServerEvent},
local_player::{Hunger, InstanceHolder, PermissionLevel, PlayerAbilities, TabList},
mining::{self},
movement::{LastSentLookDirection, PhysicsState},
packet::game::SendPacketEvent,
player::{GameProfileComponent, PlayerInfo, retroactively_add_game_profile_component},
};
/// `Client` has the things that a user interacting with the library will want.
///
/// 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 entity for this client in the ECS.
pub entity: Entity,
/// 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<Mutex<World>>,
}
/// An error that happened while joining the server.
#[derive(Error, Debug)]
pub enum JoinError {
#[error("{0}")]
Resolver(#[from] resolver::ResolverError),
#[error("The given address could not be parsed into a ServerAddress")]
InvalidAddress,
}
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: ServerAddress,
resolved_address: SocketAddr,
event_sender: Option<mpsc::UnboundedSender<Event>>,
) -> StartClientOpts {
let mut app = App::new();
app.add_plugins(DefaultPlugins);
let (ecs_lock, start_running_systems) = start_ecs_runner(app.main_mut());
start_running_systems();
Self {
ecs_lock,
account,
connect_opts: ConnectOpts {
address,
resolved_address,
proxy: None,
},
event_sender,
}
}
pub fn proxy(mut self, proxy: Proxy) -> Self {
self.connect_opts.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_client::{Account, Client};
///
/// #[tokio::main(flavor = "current_thread")]
/// 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 TryInto<ServerAddress>,
) -> Result<(Self, mpsc::UnboundedReceiver<Event>), JoinError> {
let address: ServerAddress = address.try_into().map_err(|_| JoinError::InvalidAddress)?;
let resolved_address = resolver::resolve_address(&address).await?;
let (tx, rx) = mpsc::unbounded_channel();
let client = Self::start_client(StartClientOpts::new(
account,
address,
resolved_address,
Some(tx),
))
.await;
Ok((client, rx))
}
pub async fn join_with_proxy(
account: Account,
address: impl TryInto<ServerAddress>,
proxy: Proxy,
) -> Result<(Self, mpsc::UnboundedReceiver<Event>), JoinError> {
let address: ServerAddress = address.try_into().map_err(|_| JoinError::InvalidAddress)?;
let resolved_address = resolver::resolve_address(&address).await?;
let (tx, rx) = mpsc::unbounded_channel();
let client = Self::start_client(
StartClientOpts::new(account, address, resolved_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().send_event(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(SendPacketEvent::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().send_event(DisconnectEvent {
entity: self.entity,
reason: None,
});
}
pub fn raw_connection<'a>(&'a self, ecs: &'a mut World) -> &'a RawConnection {
self.query::<&RawConnection>(ecs)
}
pub fn raw_connection_mut<'a>(
&'a self,
ecs: &'a mut World,
) -> bevy_ecs::world::Mut<'a, RawConnection> {
self.query::<&mut RawConnection>(ecs)
}
/// Get a component from this client. This will clone the component and
/// return it.
///
///
/// If the component can't be cloned, try [`Self::map_component`] instead.
/// If it isn't guaranteed to be present, use [`Self::get_component`] or
/// [`Self::map_get_component`].
///
/// You may also use [`Self::ecs`] and [`Self::query`] 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::Client) {
/// let world_name = client.component::<InstanceName>();
/// # }
pub fn component<T: Component + Clone>(&self) -> T {
self.query::<&T>(&mut self.ecs.lock()).clone()
}
/// Get a component from this client, or `None` if it doesn't exist.
///
/// If the component can't be cloned, try [`Self::map_component`] instead.
/// You may also have to use [`Self::ecs`] and [`Self::query`] directly.
pub fn get_component<T: Component + Clone>(&self) -> Option<T> {
self.query::<Option<&T>>(&mut self.ecs.lock()).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 a required component for this client and call the given function.
///
/// Similar to [`Self::component`], but doesn't clone the component since
/// it's passed as a reference. [`Self::ecs`] will remain locked while the
/// callback is being run.
///
/// If the component is not guaranteed to be present, use
/// [`Self::get_component`] instead.
///
/// # Panics
///
/// This will panic if the component doesn't exist on the client.
///
/// ```
/// # use azalea_client::{Client, local_player::Hunger};
/// # fn example(bot: &Client) {
/// let hunger = bot.map_component::<Hunger, _>(|h| h.food);
/// # }
/// ```
pub fn map_component<T: Component, R>(&self, f: impl FnOnce(&T) -> R) -> R {
let mut ecs = self.ecs.lock();
let value = self.query::<&T>(&mut ecs);
f(value)
}
/// Optionally get a component for this client and call the given function.
///
/// Similar to [`Self::get_component`], but doesn't clone the component
/// since it's passed as a reference. [`Self::ecs`] will remain locked
/// while the callback is being run.
pub fn map_get_component<T: Component, R>(&self, f: impl FnOnce(&T) -> R) -> Option<R> {
let mut ecs = self.ecs.lock();
let value = self.query::<Option<&T>>(&mut ecs);
value.map(f)
}
/// 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::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::<Option<&InstanceName>>(&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<dyn std::error::Error>> {
/// bot.set_client_information(ClientInformation {
/// view_distance: 2,
/// ..Default::default()
/// })
/// .await;
/// # Ok(())
/// # }
/// ```
pub async fn set_client_information(&self, client_information: ClientInformation) {
{
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() {
debug!(
"Sending client information (already logged in): {:?}",
client_information
);
self.write_packet(game::s_client_information::ServerboundClientInformation {
client_information,
});
}
}
}
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 position of this client's eyes.
///
/// This is a shortcut for
/// `bot.position().up(bot.component::<EyeHeight>())`.
pub fn eye_position(&self) -> Vec3 {
self.position().up((*self.component::<EyeHeight>()) 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()
}
/// 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.map_component::<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.map_component::<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::Enchantment
pub fn resolve_registry_name(
&self,
registry: &impl ResolvableDataRegistry,
) -> Option<ResourceLocation> {
self.with_registry_holder(|registries| registry.resolve_name(registries))
}
/// 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::Enchantment
pub fn with_resolved_registry<R>(
&self,
registry: impl ResolvableDataRegistry,
f: impl FnOnce(&ResourceLocation, &NbtCompound) -> R,
) -> Option<R> {
self.with_registry_holder(|registries| {
registry
.resolve(registries)
.map(|(name, data)| f(name, data))
})
}
}
/// A bundle of components that's inserted right when we switch to the `login`
/// state and stay present on our clients until we disconnect.
///
/// For the components that are only present in the `game` state, see
/// [`JoinedClientBundle`].
#[derive(Bundle)]
pub struct LocalPlayerBundle {
pub raw_connection: RawConnection,
pub instance_holder: InstanceHolder,
pub metadata: azalea_entity::metadata::PlayerMetadataBundle,
}
/// A bundle for the components that are present on a local player that is
/// currently in the `game` protocol state. If you want to filter for this, use
/// [`InGameState`].
#[derive(Bundle, Default)]
pub struct JoinedClientBundle {
// note that InstanceHolder isn't here because it's set slightly before we fully join the world
pub physics_state: PhysicsState,
pub inventory: Inventory,
pub tab_list: TabList,
pub block_state_prediction_handler: BlockStatePredictionHandler,
pub queued_server_block_updates: QueuedServerBlockUpdates,
pub last_sent_direction: LastSentLookDirection,
pub abilities: PlayerAbilities,
pub permission_level: PermissionLevel,
pub chunk_batch_info: ChunkBatchInfo,
pub hunger: Hunger,
pub entity_id_index: EntityIdIndex,
pub mining: mining::MineBundle,
pub attack: attack::AttackBundle,
pub in_game_state: InGameState,
}
/// A marker component for local players that are currently in the
/// `game` state.
#[derive(Component, Clone, Debug, Default)]
pub struct InGameState;
/// A marker component for local players that are currently in the
/// `configuration` state.
#[derive(Component, Clone, Debug, Default)]
pub struct InConfigState;
pub struct AzaleaPlugin;
impl Plugin for AzaleaPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
// add GameProfileComponent when we get an AddPlayerEvent
retroactively_add_game_profile_component
.after(EntityUpdateSet::Index)
.after(crate::join::handle_start_join_server_event),
),
)
.init_resource::<InstanceContainer>()
.init_resource::<TabList>();
}
}
/// Create the ECS world, and return a function that begins running systems.
/// This exists to allow you to make last-millisecond updates to the world
/// before any systems start running.
///
/// You can create your app with `App::new()`, but don't forget to add
/// [`DefaultPlugins`].
#[doc(hidden)]
pub fn start_ecs_runner(app: &mut SubApp) -> (Arc<Mutex<World>>, impl FnOnce()) {
// this block is based on Bevy's default runner:
// https://github.com/bevyengine/bevy/blob/390877cdae7a17095a75c8f9f1b4241fe5047e83/crates/bevy_app/src/schedule_runner.rs#L77-L85
if app.plugins_state() != PluginsState::Cleaned {
// Wait for plugins to load
if app.plugins_state() == PluginsState::Adding {
info!("Waiting for plugins to load ...");
while app.plugins_state() == PluginsState::Adding {
thread::yield_now();
}
}
// Finish adding plugins and cleanup
app.finish();
app.cleanup();
}
// all resources should have been added by now so we can take the ecs from the
// app
let ecs = Arc::new(Mutex::new(mem::take(app.world_mut())));
let ecs_clone = ecs.clone();
let outer_schedule_label = *app.update_schedule.as_ref().unwrap();
let start_running_systems = move || {
tokio::spawn(run_schedule_loop(ecs_clone, outer_schedule_label));
};
(ecs, start_running_systems)
}
async fn run_schedule_loop(ecs: Arc<Mutex<World>>, outer_schedule_label: InternedScheduleLabel) {
let mut last_update: Option<Instant> = None;
let mut last_tick: Option<Instant> = None;
// azalea runs the Update schedule at most 60 times per second to simulate
// framerate. unlike vanilla though, we also only handle packets during Updates
// due to everything running in ecs systems.
const UPDATE_DURATION_TARGET: Duration = Duration::from_micros(1_000_000 / 60);
// minecraft runs at 20 tps
const GAME_TICK_DURATION_TARGET: Duration = Duration::from_micros(1_000_000 / 20);
loop {
// sleep until the next update if necessary
let now = Instant::now();
if let Some(last_update) = last_update {
let elapsed = now.duration_since(last_update);
if elapsed < UPDATE_DURATION_TARGET {
time::sleep(UPDATE_DURATION_TARGET - elapsed).await;
}
}
last_update = Some(now);
let mut ecs = ecs.lock();
// if last tick is None or more than 50ms ago, run the GameTick schedule
ecs.run_schedule(outer_schedule_label);
if last_tick
.map(|last_tick| last_tick.elapsed() > GAME_TICK_DURATION_TARGET)
.unwrap_or(true)
{
if let Some(last_tick) = &mut last_tick {
*last_tick += GAME_TICK_DURATION_TARGET;
// if we're more than 10 ticks behind, set last_tick to now.
// vanilla doesn't do it in exactly the same way but it shouldn't really matter
if (now - *last_tick) > GAME_TICK_DURATION_TARGET * 10 {
warn!(
"GameTick is more than 10 ticks behind, skipping ticks so we don't have to burst too much"
);
*last_tick = now;
}
} else {
last_tick = Some(now);
}
ecs.run_schedule(GameTick);
}
ecs.clear_trackers();
}
}
pub struct AmbiguityLoggerPlugin;
impl Plugin for AmbiguityLoggerPlugin {
fn build(&self, app: &mut App) {
app.edit_schedule(Update, |schedule| {
schedule.set_build_settings(ScheduleBuildSettings {
ambiguity_detection: LogLevel::Warn,
..Default::default()
});
});
app.edit_schedule(GameTick, |schedule| {
schedule.set_build_settings(ScheduleBuildSettings {
ambiguity_detection: LogLevel::Warn,
..Default::default()
});
});
}
}
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