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* start organizing packet_handling more by moving packet handlers into their own functions * finish writing all the handler functions for packets * use macro for generating match statement for packet handler functions * fix set_entity_data * update config state to also use handler functions * organize az-client file structure by moving things into plugins directory * fix merge issues
47 lines
1.6 KiB
Rust
Executable file
47 lines
1.6 KiB
Rust
Executable file
use azalea_auth::game_profile::GameProfile;
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use azalea_chat::FormattedText;
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use azalea_core::game_type::GameMode;
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use azalea_entity::indexing::EntityUuidIndex;
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use bevy_ecs::{
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event::EventReader,
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system::{Commands, Res},
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};
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use uuid::Uuid;
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use crate::{GameProfileComponent, packet::game::AddPlayerEvent};
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/// A player in the tab list.
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#[derive(Debug, Clone)]
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pub struct PlayerInfo {
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/// Information about the player's Minecraft account, including their
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/// username.
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pub profile: GameProfile,
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/// The player's UUID.
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pub uuid: Uuid,
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/// The current gamemode of the player, like survival or creative.
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pub gamemode: GameMode,
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/// The player's latency in milliseconds. The bars in the tab screen depend
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/// on this.
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pub latency: i32,
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/// The player's display name in the tab list, but only if it's different
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/// from the player's normal username. Use `player_info.profile.name` to get
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/// the player's actual username.
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pub display_name: Option<FormattedText>,
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}
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/// Add a [`GameProfileComponent`] when an [`AddPlayerEvent`] is received.
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/// Usually the `GameProfileComponent` will be added from the
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/// `ClientboundGamePacket::AddPlayer` handler though.
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pub fn retroactively_add_game_profile_component(
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mut commands: Commands,
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mut events: EventReader<AddPlayerEvent>,
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entity_uuid_index: Res<EntityUuidIndex>,
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) {
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for event in events.read() {
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if let Some(entity) = entity_uuid_index.get(&event.info.uuid) {
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commands
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.entity(entity)
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.insert(GameProfileComponent(event.info.profile.clone()));
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}
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}
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}
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