mirror of
https://github.com/mat-1/azalea.git
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301 lines
9.1 KiB
Rust
301 lines
9.1 KiB
Rust
use std::{fmt::Debug, sync::Arc};
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use azalea_auth::game_profile::GameProfile;
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use azalea_block::BlockState;
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use azalea_buf::AzaleaWrite;
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use azalea_core::{
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delta::PositionDelta8,
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game_type::{GameMode, OptionalGameType},
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position::{ChunkPos, Vec3},
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resource_location::ResourceLocation,
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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::{
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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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use azalea_world::{Chunk, Instance, MinecraftEntityId, Section, palette::PalettedContainer};
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use bevy_app::App;
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use bevy_ecs::{component::Mutable, prelude::*, schedule::ExecutorKind};
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use parking_lot::RwLock;
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use simdnbt::owned::{NbtCompound, NbtTag};
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use uuid::Uuid;
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use crate::{
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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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pub struct Simulation {
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pub app: App,
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pub entity: Entity,
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// the runtime needs to be kept around for the tasks to be considered alive
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pub rt: tokio::runtime::Runtime,
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}
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impl Simulation {
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pub fn new(initial_connection_protocol: ConnectionProtocol) -> Self {
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let mut app = create_simulation_app();
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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, ClientInformation::default()));
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let entity = entity.id();
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tick_app(&mut app);
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// start in the config state
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app.world_mut().entity_mut(entity).insert((
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InConfigState,
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GameProfileComponent(GameProfile::new(
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Uuid::from_u128(1234),
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"azalea".to_string(),
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)),
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));
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tick_app(&mut app);
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let mut simulation = Self { app, entity, rt };
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#[allow(clippy::single_match)]
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match initial_connection_protocol {
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ConnectionProtocol::Configuration => {}
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ConnectionProtocol::Game => {
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simulation.receive_packet(ClientboundRegistryData {
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registry_id: ResourceLocation::new("minecraft:dimension_type"),
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entries: vec![(
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ResourceLocation::new("minecraft:overworld"),
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Some(NbtCompound::from_values(vec![
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("height".into(), NbtTag::Int(384)),
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("min_y".into(), NbtTag::Int(-64)),
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])),
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)]
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.into_iter()
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.collect(),
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});
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simulation.receive_packet(ClientboundFinishConfiguration);
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simulation.tick();
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}
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_ => unimplemented!("unsupported ConnectionProtocol {initial_connection_protocol:?}"),
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}
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simulation
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}
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pub fn receive_packet<P: ProtocolPacket + Debug>(&mut self, packet: impl Packet<P>) {
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let buf = azalea_protocol::write::serialize_packet(&packet.into_variant()).unwrap();
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self.with_component_mut::<RawConnection>(|raw_conn| {
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raw_conn.injected_clientbound_packets.push(buf);
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});
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}
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pub fn tick(&mut self) {
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tick_app(&mut self.app);
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}
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pub fn update(&mut self) {
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self.app.update();
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}
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pub fn minecraft_entity_id(&self) -> MinecraftEntityId {
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self.component::<MinecraftEntityId>()
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}
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pub fn component<T: Component + Clone>(&self) -> T {
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self.app.world().get::<T>(self.entity).unwrap().clone()
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}
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pub fn get_component<T: Component + Clone>(&self) -> Option<T> {
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self.app.world().get::<T>(self.entity).cloned()
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}
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pub fn has_component<T: Component>(&self) -> bool {
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self.app.world().get::<T>(self.entity).is_some()
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}
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pub fn with_component_mut<T: Component<Mutability = Mutable>>(
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&mut self,
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f: impl FnOnce(&mut T),
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) {
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f(&mut self
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.app
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.world_mut()
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.entity_mut(self.entity)
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.get_mut::<T>()
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.unwrap());
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}
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pub fn resource<T: Resource + Clone>(&self) -> T {
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self.app.world().get_resource::<T>().unwrap().clone()
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}
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pub fn with_resource<T: Resource>(&self, f: impl FnOnce(&T)) {
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f(self.app.world().get_resource::<T>().unwrap());
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}
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pub fn with_resource_mut<T: Resource>(&mut self, f: impl FnOnce(Mut<T>)) {
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f(self.app.world_mut().get_resource_mut::<T>().unwrap());
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}
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pub fn chunk(&self, chunk_pos: ChunkPos) -> Option<Arc<RwLock<Chunk>>> {
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self.component::<InstanceHolder>()
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.instance
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.read()
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.chunks
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.get(&chunk_pos)
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}
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pub fn disconnect(&mut self) {
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// send DisconnectEvent
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self.app.world_mut().send_event(DisconnectEvent {
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entity: self.entity,
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reason: None,
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});
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}
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}
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#[allow(clippy::type_complexity)]
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fn create_local_player_bundle(
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entity: Entity,
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connection_protocol: ConnectionProtocol,
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) -> (LocalPlayerBundle, tokio::runtime::Runtime) {
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// unused since we'll trigger ticks ourselves
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let rt = tokio::runtime::Runtime::new().unwrap();
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let raw_connection = RawConnection::new_networkless(connection_protocol);
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let instance = Instance::default();
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let instance_holder = InstanceHolder::new(entity, Arc::new(RwLock::new(instance)));
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let local_player_bundle = LocalPlayerBundle {
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raw_connection,
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instance_holder,
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metadata: PlayerMetadataBundle::default(),
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};
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(local_player_bundle, rt)
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}
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fn create_simulation_app() -> App {
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let mut app = App::new();
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#[cfg(feature = "log")]
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app.add_plugins(
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bevy_app::PluginGroup::build(crate::DefaultPlugins).disable::<bevy_log::LogPlugin>(),
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);
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app.edit_schedule(bevy_app::Main, |schedule| {
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// makes test results more reproducible
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schedule.set_executor_kind(ExecutorKind::SingleThreaded);
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});
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app
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}
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fn tick_app(app: &mut App) {
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app.update();
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app.world_mut().run_schedule(GameTick);
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}
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pub fn make_basic_login_packet(
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dimension_type: DimensionType,
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dimension: ResourceLocation,
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) -> ClientboundLogin {
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ClientboundLogin {
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player_id: MinecraftEntityId(0),
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hardcore: false,
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levels: vec![],
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max_players: 20,
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chunk_radius: 8,
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simulation_distance: 8,
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reduced_debug_info: false,
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show_death_screen: true,
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do_limited_crafting: false,
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common: CommonPlayerSpawnInfo {
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dimension_type,
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dimension,
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seed: 0,
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game_type: GameMode::Survival,
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previous_game_type: OptionalGameType(None),
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is_debug: false,
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is_flat: false,
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last_death_location: None,
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portal_cooldown: 0,
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sea_level: 63,
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},
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enforces_secure_chat: false,
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}
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}
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pub fn make_basic_respawn_packet(
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dimension_type: DimensionType,
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dimension: ResourceLocation,
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) -> ClientboundRespawn {
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ClientboundRespawn {
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common: CommonPlayerSpawnInfo {
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dimension_type,
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dimension,
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seed: 0,
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game_type: GameMode::Survival,
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previous_game_type: OptionalGameType(None),
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is_debug: false,
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is_flat: false,
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last_death_location: None,
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portal_cooldown: 0,
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sea_level: 63,
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},
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data_to_keep: 0,
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}
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}
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pub fn make_basic_empty_chunk(
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pos: ChunkPos,
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section_count: usize,
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) -> ClientboundLevelChunkWithLight {
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let mut chunk_bytes = Vec::new();
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let mut sections = Vec::new();
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for _ in 0..section_count {
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sections.push(Section {
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block_count: 0,
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states: PalettedContainer::<BlockState>::new(),
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biomes: PalettedContainer::<Biome>::new(),
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});
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}
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sections.azalea_write(&mut chunk_bytes).unwrap();
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ClientboundLevelChunkWithLight {
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x: pos.x,
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z: pos.z,
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chunk_data: ClientboundLevelChunkPacketData {
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heightmaps: Default::default(),
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data: Arc::new(chunk_bytes.into()),
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block_entities: vec![],
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},
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light_data: ClientboundLightUpdatePacketData::default(),
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}
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}
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pub fn make_basic_add_entity(
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entity_type: EntityKind,
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id: i32,
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position: impl Into<Vec3>,
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) -> ClientboundAddEntity {
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ClientboundAddEntity {
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id: id.into(),
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uuid: Uuid::from_u128(1234),
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entity_type,
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position: position.into(),
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x_rot: 0,
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y_rot: 0,
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y_head_rot: 0,
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data: 0,
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velocity: PositionDelta8::default(),
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}
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}
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