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https://github.com/mat-1/azalea.git
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insert ClientInformation earlier
This commit is contained in:
parent
3087b0c996
commit
45d7371274
6 changed files with 19 additions and 18 deletions
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@ -55,7 +55,7 @@ impl<S> CommandDispatcher<S> {
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build
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}
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pub fn parse(&self, command: StringReader, source: S) -> ParseResults<S> {
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pub fn parse(&self, command: StringReader, source: S) -> ParseResults<'_, S> {
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let source = Arc::new(source);
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let context = CommandContextBuilder::new(self, source, self.root.clone(), command.cursor());
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@ -572,7 +572,6 @@ impl Client {
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#[derive(Bundle)]
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pub struct LocalPlayerBundle {
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pub raw_connection: RawConnection,
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pub client_information: ClientInformation,
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pub instance_holder: InstanceHolder,
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pub metadata: azalea_entity::metadata::PlayerMetadataBundle,
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@ -129,6 +129,8 @@ pub fn handle_start_join_server_event(
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// localentity is always present for our clients, even if we're not actually logged
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// in
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LocalEntity,
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// this is inserted early so the user can always access and modify it
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ClientInformation::default(),
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// ConnectOpts is inserted as a component here
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event.connect_opts.clone(),
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// we don't insert InLoginState until we actually create the connection. note that
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@ -216,7 +218,6 @@ pub fn poll_create_connection_task(
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write_conn,
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ConnectionProtocol::Login,
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),
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client_information: ClientInformation::default(),
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instance_holder,
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metadata: azalea_entity::metadata::PlayerMetadataBundle::default(),
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},
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@ -11,14 +11,17 @@ use azalea_core::{
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tick::GameTick,
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};
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use azalea_entity::metadata::PlayerMetadataBundle;
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use azalea_protocol::packets::{
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ConnectionProtocol, Packet, ProtocolPacket,
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common::CommonPlayerSpawnInfo,
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config::{ClientboundFinishConfiguration, ClientboundRegistryData},
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game::{
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ClientboundAddEntity, ClientboundLevelChunkWithLight, ClientboundLogin, ClientboundRespawn,
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c_level_chunk_with_light::ClientboundLevelChunkPacketData,
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c_light_update::ClientboundLightUpdatePacketData,
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use azalea_protocol::{
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common::client_information::ClientInformation,
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packets::{
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ConnectionProtocol, Packet, ProtocolPacket,
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common::CommonPlayerSpawnInfo,
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config::{ClientboundFinishConfiguration, ClientboundRegistryData},
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game::{
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ClientboundAddEntity, ClientboundLevelChunkWithLight, ClientboundLogin,
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ClientboundRespawn, c_level_chunk_with_light::ClientboundLevelChunkPacketData,
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c_light_update::ClientboundLightUpdatePacketData,
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},
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},
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};
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use azalea_registry::{Biome, DimensionType, EntityKind};
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@ -30,8 +33,8 @@ use simdnbt::owned::{NbtCompound, NbtTag};
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use uuid::Uuid;
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use crate::{
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ClientInformation, InConfigState, LocalPlayerBundle, connection::RawConnection,
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disconnect::DisconnectEvent, local_player::InstanceHolder, player::GameProfileComponent,
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InConfigState, LocalPlayerBundle, connection::RawConnection, disconnect::DisconnectEvent,
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local_player::InstanceHolder, player::GameProfileComponent,
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};
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/// A way to simulate a client in a server, used for some internal tests.
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@ -49,7 +52,7 @@ impl Simulation {
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let mut entity = app.world_mut().spawn_empty();
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let (player, rt) =
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create_local_player_bundle(entity.id(), ConnectionProtocol::Configuration);
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entity.insert(player);
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entity.insert((player, ClientInformation::default()));
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let entity = entity.id();
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@ -171,7 +174,6 @@ fn create_local_player_bundle(
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let local_player_bundle = LocalPlayerBundle {
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raw_connection,
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client_information: ClientInformation::default(),
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instance_holder,
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metadata: PlayerMetadataBundle::default(),
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};
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@ -1,10 +1,9 @@
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use bevy_log::tracing_subscriber::{
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self, EnvFilter, Layer,
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layer::{Context, SubscriberExt},
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registry::LookupSpan,
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util::SubscriberInitExt,
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};
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use tracing::{Event, Level, Subscriber, level_filters::LevelFilter};
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use tracing::{Event, Level, Subscriber};
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pub fn init_tracing() {
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init_tracing_with_level(Level::WARN);
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@ -219,7 +219,7 @@ impl BitStorage {
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self.size
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}
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pub fn iter(&self) -> BitStorageIter {
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pub fn iter(&self) -> BitStorageIter<'_> {
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BitStorageIter {
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storage: self,
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index: 0,
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