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use azalea::pathfinder::BlockPosGoal;
// use azalea::ClientInformation;
use azalea::{prelude::*, BlockPos, Swarm, SwarmEvent, WalkDirection};
use azalea::{Account, Client, Event};
use azalea_protocol::packets::game::serverbound_client_command_packet::ServerboundClientCommandPacket;
use std::time::Duration;
#[derive(Default, Clone)]
struct State {}
#[derive(Default, Clone)]
struct SwarmState {}
#[tokio::main]
async fn main() -> anyhow::Result<()> {
env_logger::init();
{
use parking_lot::deadlock;
use std::thread;
use std::time::Duration;
// Create a background thread which checks for deadlocks every 10s
thread::spawn(move || loop {
thread::sleep(Duration::from_secs(10));
let deadlocks = deadlock::check_deadlock();
if deadlocks.is_empty() {
continue;
}
println!("{} deadlocks detected", deadlocks.len());
for (i, threads) in deadlocks.iter().enumerate() {
println!("Deadlock #{i}");
for t in threads {
println!("Thread Id {:#?}", t.thread_id());
println!("{:#?}", t.backtrace());
}
}
});
}
let mut accounts = Vec::new();
let mut states = Vec::new();
for i in 0..1 {
accounts.push(Account::offline(&format!("bot{}", i)));
states.push(State::default());
}
loop {
let e = azalea::start_swarm(azalea::SwarmOptions {
accounts: accounts.clone(),
address: "localhost",
states: states.clone(),
swarm_state: SwarmState::default(),
plugins: plugins![],
swarm_plugins: swarm_plugins![],
handle,
swarm_handle,
join_delay: Some(Duration::from_millis(1000)),
// join_delay: None,
})
.await;
println!("{e:?}");
}
}
async fn handle(mut bot: Client, event: Event, _state: State) -> anyhow::Result<()> {
match event {
Event::Init => {
// bot.set_client_information(ClientInformation {
// view_distance: 2,
// ..Default::default()
// })
// .await?;
}
Event::Login => {
bot.chat("Hello world").await?;
}
Event::Chat(m) => {
if m.content() == bot.profile.name {
bot.chat("Bye").await?;
tokio::time::sleep(Duration::from_millis(50)).await;
bot.disconnect().await?;
}
let entity = bot
.world
.read()
.entity_by_uuid(&uuid::uuid!("6536bfed-8695-48fd-83a1-ecd24cf2a0fd"));
if let Some(entity) = entity {
if m.content() == "goto" {
let target_pos_vec3 = entity.pos();
let target_pos: BlockPos = target_pos_vec3.into();
bot.goto(BlockPosGoal::from(target_pos));
} else if m.content() == "look" {
let target_pos_vec3 = entity.pos();
let target_pos: BlockPos = target_pos_vec3.into();
println!("target_pos: {:?}", target_pos);
bot.look_at(&target_pos.center());
} else if m.content() == "jump" {
bot.set_jumping(true);
} else if m.content() == "walk" {
bot.walk(WalkDirection::Forward);
} else if m.content() == "stop" {
bot.set_jumping(false);
bot.walk(WalkDirection::None);
} else if m.content() == "lag" {
std::thread::sleep(Duration::from_millis(1000));
}
}
}
Event::Death(_) => {
bot.write_packet(ServerboundClientCommandPacket {
action: azalea_protocol::packets::game::serverbound_client_command_packet::Action::PerformRespawn,
}.get()).await?;
}
_ => {}
}
Ok(())
}
async fn swarm_handle(
mut swarm: Swarm<State>,
event: SwarmEvent,
_state: SwarmState,
) -> anyhow::Result<()> {
match &event {
SwarmEvent::Disconnect(account) => {
println!("bot got kicked! {}", account.username);
tokio::time::sleep(Duration::from_secs(5)).await;
swarm.add(account, State::default()).await?;
}
SwarmEvent::Chat(m) => {
println!("swarm chat message: {}", m.message().to_ansi());
if m.message().to_string() == "<py5> world" {
for (name, world) in &swarm.worlds.read().worlds {
println!("world name: {}", name);
if let Some(w) = world.upgrade() {
for chunk_pos in w.chunk_storage.read().chunks.values() {
println!("chunk: {:?}", chunk_pos);
}
} else {
println!("nvm world is gone");
}
}
}
if m.message().to_string() == "<py5> hi" {
for (bot, _) in swarm {
bot.chat("hello").await?;
}
}
}
_ => {}
}
Ok(())
}
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