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merge ClientState and Client

This commit is contained in:
mat 2022-06-25 16:23:40 -05:00
parent 77980f0018
commit 460bdfb8bb
7 changed files with 99 additions and 147 deletions

16
Cargo.lock generated
View file

@ -120,7 +120,6 @@ dependencies = [
"azalea-entity",
"azalea-protocol",
"azalea-world",
"owning_ref",
"tokio",
"uuid",
]
@ -920,15 +919,6 @@ version = "11.1.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0ab1bc2a289d34bd04a330323ac98a1b4bc82c9d9fcb1e66b63caa84da26b575"
[[package]]
name = "owning_ref"
version = "0.4.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6ff55baddef9e4ad00f88b6c743a2a8062d4c6ade126c2a528644b8e444d52ce"
dependencies = [
"stable_deref_trait",
]
[[package]]
name = "packet-macros"
version = "0.1.0"
@ -1277,12 +1267,6 @@ dependencies = [
"winapi",
]
[[package]]
name = "stable_deref_trait"
version = "1.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a8f112729512f8e442d81f95a8a7ddf2b7c6b8a1a6f509a95864142b30cab2d3"
[[package]]
name = "syn"
version = "1.0.96"

View file

@ -12,6 +12,5 @@ azalea-crypto = {path = "../azalea-crypto"}
azalea-entity = {path = "../azalea-entity"}
azalea-protocol = {path = "../azalea-protocol"}
azalea-world = {path = "../azalea-world"}
owning_ref = "0.4.1"
tokio = {version = "1.19.2", features = ["sync"]}
uuid = "1.1.2"

View file

@ -1,7 +1,8 @@
//! Connect to Minecraft servers.
use crate::Client;
use crate::{Client, Event};
use azalea_protocol::ServerAddress;
use tokio::sync::mpsc::UnboundedReceiver;
/// Something that can join Minecraft servers.
pub struct Account {
@ -14,7 +15,11 @@ impl Account {
}
}
pub async fn join(&self, address: &ServerAddress) -> Result<Client, String> {
/// Joins the Minecraft server on the given address using this account.
pub async fn join(
&self,
address: &ServerAddress,
) -> Result<(Client, UnboundedReceiver<Event>), String> {
Client::join(self, address).await
}
}

View file

@ -24,22 +24,15 @@ use azalea_protocol::{
resolver, ServerAddress,
};
use azalea_world::Dimension;
use owning_ref::OwningRef;
use std::{
fmt::Debug,
sync::{Arc, Mutex},
};
use tokio::{
sync::mpsc::{self, UnboundedReceiver, UnboundedSender},
time::{self, MissedTickBehavior},
time::{self},
};
#[derive(Default)]
pub struct ClientState {
pub player: Player,
pub world: Option<Dimension>,
}
#[derive(Debug, Clone)]
pub enum Event {
Login,
@ -64,11 +57,12 @@ pub enum ChatPacket {
// }
/// A player that you can control that is currently in a Minecraft server.
#[derive(Clone)]
pub struct Client {
event_receiver: UnboundedReceiver<Event>,
game_profile: GameProfile,
pub conn: Arc<tokio::sync::Mutex<GameConnection>>,
pub state: Arc<Mutex<ClientState>>,
pub player: Arc<Mutex<Player>>,
pub dimension: Arc<Mutex<Option<Dimension>>>,
// game_loop
}
@ -80,7 +74,10 @@ struct HandleError(String);
impl Client {
/// Connect to a Minecraft server with an account.
pub async fn join(account: &Account, address: &ServerAddress) -> Result<Self, String> {
pub async fn join(
account: &Account,
address: &ServerAddress,
) -> Result<(Self, UnboundedReceiver<Event>), String> {
let resolved_address = resolver::resolve_address(address).await?;
let mut conn = HandshakeConnection::new(&resolved_address).await?;
@ -159,40 +156,29 @@ impl Client {
// we got the GameConnection, so the server is now connected :)
let client = Client {
game_profile: game_profile.clone(),
event_receiver: rx,
conn: conn.clone(),
state: Arc::new(Mutex::new(ClientState::default())),
player: Arc::new(Mutex::new(Player::default())),
dimension: Arc::new(Mutex::new(None)),
};
// just start up the game loop and we're ready!
let game_loop_state = client.state.clone();
let game_loop_state = client.clone();
// if you get an error right here that means you're doing something with locks wrong
// read the error to see where the issue is
// you might be able to just drop the lock or put it in its own scope to fix
tokio::spawn(Self::protocol_loop(
conn.clone(),
tx.clone(),
game_loop_state.clone(),
game_profile.clone(),
));
tokio::spawn(Self::game_tick_loop(conn, tx, game_loop_state));
tokio::spawn(Self::protocol_loop(client.clone(), tx.clone()));
tokio::spawn(Self::game_tick_loop(client.clone(), tx.clone()));
Ok(client)
Ok((client, rx))
}
async fn protocol_loop(
conn: Arc<tokio::sync::Mutex<GameConnection>>,
tx: UnboundedSender<Event>,
state: Arc<Mutex<ClientState>>,
game_profile: GameProfile,
) {
async fn protocol_loop(client: Client, tx: UnboundedSender<Event>) {
loop {
let r = conn.lock().await.read().await;
let r = client.conn.lock().await.read().await;
match r {
Ok(packet) => {
match Self::handle(&packet, &tx, &state, &conn, &game_profile).await {
Ok(packet) => match Self::handle(&packet, &client, &tx).await {
Ok(_) => {}
Err(e) => {
println!("Error handling packet: {:?}", e);
@ -202,8 +188,7 @@ impl Client {
panic!("Error handling packet: {:?}", e);
}
}
}
}
},
Err(e) => {
if IGNORE_ERRORS {
println!("Error: {:?}", e);
@ -220,18 +205,14 @@ impl Client {
async fn handle(
packet: &GamePacket,
client: &Client,
tx: &UnboundedSender<Event>,
state: &Arc<Mutex<ClientState>>,
conn: &Arc<tokio::sync::Mutex<GameConnection>>,
game_profile: &GameProfile,
) -> Result<(), HandleError> {
match packet {
GamePacket::ClientboundLoginPacket(p) => {
println!("Got login packet {:?}", p);
{
let mut state_lock = state.lock()?;
// // write p into login.txt
// std::io::Write::write_all(
// &mut std::fs::File::create("login.txt").unwrap(),
@ -292,23 +273,28 @@ impl Client {
.as_int()
.expect("min_y tag is not an int");
let mut dimension_lock = client.dimension.lock().unwrap();
// the 16 here is our render distance
// i'll make this an actual setting later
state_lock.world = Some(Dimension::new(16, height, min_y));
*dimension_lock = Some(Dimension::new(16, height, min_y));
let entity = Entity::new(p.player_id, game_profile.uuid, EntityPos::default());
state_lock
.world
let entity =
Entity::new(p.player_id, client.game_profile.uuid, EntityPos::default());
dimension_lock
.as_mut()
.expect(
"Dimension doesn't exist! We should've gotten a login packet by now.",
)
.add_entity(entity);
state_lock.player.set_entity_id(p.player_id);
let mut player_lock = client.player.lock().unwrap();
player_lock.set_entity_id(p.player_id);
}
conn.lock()
client
.conn
.lock()
.await
.write(
ServerboundCustomPayloadPacket {
@ -360,12 +346,17 @@ impl Client {
println!("Got player position packet {:?}", p);
let (new_pos, y_rot, x_rot) = {
let mut state_lock = state.lock()?;
let player_entity_id = state_lock.player.entity_id;
let world = state_lock.world.as_mut().unwrap();
let player_entity = world
let player_lock = client.player.lock().unwrap();
let player_entity_id = player_lock.entity_id;
drop(player_lock);
let mut dimension_lock = client.dimension.lock().unwrap();
let dimension = dimension_lock.as_mut().unwrap();
let player_entity = dimension
.mut_entity_by_id(player_entity_id)
.expect("Player entity doesn't exist");
let delta_movement = &player_entity.delta;
let is_x_relative = p.relative_arguments.x;
@ -416,14 +407,14 @@ impl Client {
y: new_pos_y,
z: new_pos_z,
};
world
dimension
.move_entity(player_entity_id, new_pos)
.expect("The player entity should always exist");
(new_pos, y_rot, x_rot)
};
let mut conn_lock = conn.lock().await;
let mut conn_lock = client.conn.lock().await;
conn_lock
.write(ServerboundAcceptTeleportationPacket { id: p.id }.get())
.await;
@ -447,9 +438,9 @@ impl Client {
}
GamePacket::ClientboundSetChunkCacheCenterPacket(p) => {
println!("Got chunk cache center packet {:?}", p);
state
client
.dimension
.lock()?
.world
.as_mut()
.unwrap()
.update_view_center(&ChunkPos::new(p.x, p.z));
@ -459,9 +450,9 @@ impl Client {
let pos = ChunkPos::new(p.x, p.z);
// let chunk = Chunk::read_with_world_height(&mut p.chunk_data);
// println("chunk {:?}")
state
client
.dimension
.lock()?
.world
.as_mut()
.expect("Dimension doesn't exist! We should've gotten a login packet by now.")
.replace_with_packet_data(&pos, &mut p.chunk_data.data.as_slice())
@ -473,9 +464,9 @@ impl Client {
GamePacket::ClientboundAddEntityPacket(p) => {
println!("Got add entity packet {:?}", p);
let entity = Entity::from(p);
state
client
.dimension
.lock()?
.world
.as_mut()
.expect("Dimension doesn't exist! We should've gotten a login packet by now.")
.add_entity(entity);
@ -495,9 +486,9 @@ impl Client {
GamePacket::ClientboundAddPlayerPacket(p) => {
println!("Got add player packet {:?}", p);
let entity = Entity::from(p);
state
client
.dimension
.lock()?
.world
.as_mut()
.expect("Dimension doesn't exist! We should've gotten a login packet by now.")
.add_entity(entity);
@ -521,10 +512,10 @@ impl Client {
println!("Got set experience packet {:?}", p);
}
GamePacket::ClientboundTeleportEntityPacket(p) => {
let mut state_lock = state.lock()?;
let world = state_lock.world.as_mut().unwrap();
let mut dimension_lock = client.dimension.lock()?;
let dimension = dimension_lock.as_mut().unwrap();
world.move_entity(
dimension.move_entity(
p.id,
EntityPos {
x: p.x,
@ -540,23 +531,25 @@ impl Client {
// println!("Got rotate head packet {:?}", p);
}
GamePacket::ClientboundMoveEntityPosPacket(p) => {
let mut state_lock = state.lock()?;
let world = state_lock.world.as_mut().unwrap();
let mut dimension_lock = client.dimension.lock()?;
let dimension = dimension_lock.as_mut().unwrap();
world.move_entity_with_delta(p.entity_id, &p.delta)?;
dimension.move_entity_with_delta(p.entity_id, &p.delta)?;
}
GamePacket::ClientboundMoveEntityPosRotPacket(p) => {
let mut state_lock = state.lock()?;
let world = state_lock.world.as_mut().unwrap();
let mut dimension_lock = client.dimension.lock()?;
let dimension = dimension_lock.as_mut().unwrap();
world.move_entity_with_delta(p.entity_id, &p.delta)?;
dimension.move_entity_with_delta(p.entity_id, &p.delta)?;
}
GamePacket::ClientboundMoveEntityRotPacket(p) => {
println!("Got move entity rot packet {:?}", p);
}
GamePacket::ClientboundKeepAlivePacket(p) => {
println!("Got keep alive packet {:?}", p);
conn.lock()
client
.conn
.lock()
.await
.write(ServerboundKeepAlivePacket { id: p.id }.get())
.await;
@ -611,55 +604,24 @@ impl Client {
Ok(())
}
pub async fn next(&mut self) -> Option<Event> {
self.event_receiver.recv().await
}
/// Runs game_tick every 50 milliseconds.
async fn game_tick_loop(
conn: Arc<tokio::sync::Mutex<GameConnection>>,
tx: UnboundedSender<Event>,
state: Arc<Mutex<ClientState>>,
) {
async fn game_tick_loop(client: Client, tx: UnboundedSender<Event>) {
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;
Self::game_tick(&conn, &tx, &state).await;
Self::game_tick(&client, &tx).await;
}
}
/// Runs every 50 milliseconds.
async fn game_tick(
conn: &Arc<tokio::sync::Mutex<GameConnection>>,
tx: &UnboundedSender<Event>,
state: &Arc<Mutex<ClientState>>,
) {
if state.lock().unwrap().world.is_none() {
async fn game_tick(client: &Client, tx: &UnboundedSender<Event>) {
if client.dimension.lock().unwrap().is_none() {
return;
}
tx.send(Event::GameTick).unwrap();
}
/// Gets the `Dimension` the client is in.
///
/// This is basically a shortcut for `client.state.lock().unwrap().world.as_ref().unwrap()`.
/// If the client hasn't received a login packet yet, this will panic.
pub fn world(&self) -> OwningRef<std::sync::MutexGuard<ClientState>, Dimension> {
let state_lock: std::sync::MutexGuard<ClientState> = self.state.lock().unwrap();
let state_lock_ref = OwningRef::new(state_lock);
state_lock_ref.map(|state| state.world.as_ref().expect("Dimension doesn't exist!"))
}
/// Gets the `Player` struct for our player.
///
/// This is basically a shortcut for `client.state.lock().unwrap().player`.
pub fn player(&self) -> OwningRef<std::sync::MutexGuard<ClientState>, Player> {
let state_lock: std::sync::MutexGuard<ClientState> = self.state.lock().unwrap();
let state_lock_ref = OwningRef::new(state_lock);
state_lock_ref.map(|state| &state.player)
}
}
impl<T> From<std::sync::PoisonError<T>> for HandleError {

View file

@ -5,24 +5,21 @@ use azalea_protocol::packets::game::serverbound_move_player_packet_pos_rot::Serv
impl Client {
/// Set the client's position to the given coordinates.
pub async fn move_to(&mut self, new_pos: EntityPos) -> Result<(), String> {
println!("obtaining lock on state");
let mut state_lock = self.state.lock().unwrap();
println!("obtained lock on state");
let mut dimension_lock = self.dimension.lock().unwrap();
let dimension = dimension_lock.as_mut().unwrap();
let world = state_lock.world.as_ref().unwrap();
let mut player_lock = self.player.lock().unwrap();
let player = &state_lock.player;
let player_id = if let Some(player) = player.entity(world) {
player.id
let player_id = if let Some(player_lock) = player_lock.entity(dimension) {
player_lock.id
} else {
return Err("Player entity not found".to_string());
};
let world = state_lock.world.as_mut().unwrap();
world.move_entity(player_id, new_pos)?;
drop(state_lock);
dimension.move_entity(player_id, new_pos)?;
drop(dimension_lock);
drop(player_lock);
println!("obtaining lock on conn");
self.conn
.lock()
.await

View file

@ -2,6 +2,11 @@ use azalea_entity::Entity;
use azalea_world::Dimension;
use uuid::Uuid;
/// Something that has a dimension associated to it. Usually, this is a `Client`.
pub trait DimensionHaver {
fn dimension(&self) -> &Dimension;
}
#[derive(Default, Debug)]
pub struct Player {
/// The player's uuid.

View file

@ -6,17 +6,17 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
println!("Hello, world!");
// let address = "95.111.249.143:10000";
let address = "localhost:65399";
let address = "localhost:56150";
// let response = azalea_client::ping::ping_server(&address.try_into().unwrap())
// .await
// .unwrap();
// println!("{}", response.description.to_ansi(None));
let account = Account::offline("bot");
let mut client = account.join(&address.try_into().unwrap()).await.unwrap();
let (mut client, mut rx) = account.join(&address.try_into().unwrap()).await.unwrap();
println!("connected");
while let Some(e) = &client.next().await {
while let Some(e) = &rx.recv().await {
match e {
// TODO: have a "loaded" or "ready" event that fires when all chunks are loaded
Event::Login => {}
@ -40,11 +40,11 @@ async fn main() -> Result<(), Box<dyn std::error::Error>> {
// }
Event::Chat(msg) => {
let new_pos = {
let state_lock = client.state.lock().unwrap();
let world = state_lock.world.as_ref().unwrap();
let player = &state_lock.player;
let dimension_lock = client.dimension.lock().unwrap();
let dimension = dimension_lock.as_ref().unwrap();
let player = client.player.lock().unwrap();
let entity = player
.entity(&world)
.entity(&dimension)
.expect("Player entity is not in world");
entity.pos().add_y(0.5)
};