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|
use azalea_protocol::{
common::client_information::ClientInformation,
packets::{config::s_client_information::ServerboundClientInformation, game},
};
use bevy_app::prelude::*;
use bevy_ecs::prelude::*;
use tracing::{debug, warn};
use super::packet::config::SendConfigPacketEvent;
use crate::{Client, brand::send_brand, packet::login::InLoginState};
/// Send [`ServerboundClientInformation`] on join.
pub struct ClientInformationPlugin;
impl Plugin for ClientInformationPlugin {
fn build(&self, app: &mut App) {
app.add_systems(Update, send_client_information.after(send_brand));
}
}
pub fn send_client_information(
mut commands: Commands,
mut removed: RemovedComponents<InLoginState>,
query: Query<&ClientInformation>,
) {
for entity in removed.read() {
let client_information = match query.get(entity).ok() {
Some(i) => i,
None => {
warn!(
"ClientInformation component was not set before leaving login state, using a default"
);
&ClientInformation::default()
}
};
debug!("Writing ClientInformation while in config state: {client_information:?}");
commands.trigger(SendConfigPacketEvent::new(
entity,
ServerboundClientInformation {
information: client_information.clone(),
},
));
}
}
impl Client {
/// 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()
/// });
/// # Ok(())
/// # }
/// ```
pub fn set_client_information(&self, client_information: ClientInformation) {
self.query_self::<&mut ClientInformation, _>(|mut ci| {
*ci = 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,
});
}
}
}
|