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azalea/azalea-client/src/plugins/packet/game/events.rs

177 lines
5.6 KiB
Rust

use std::{
io::Cursor,
sync::{Arc, Weak},
};
use azalea_chat::FormattedText;
use azalea_core::resource_location::ResourceLocation;
use azalea_protocol::{
packets::{
Packet,
game::{ClientboundGamePacket, ClientboundPlayerCombatKill, ServerboundGamePacket},
},
read::deserialize_packet,
};
use azalea_world::Instance;
use bevy_ecs::prelude::*;
use parking_lot::RwLock;
use tracing::{debug, error};
use uuid::Uuid;
use crate::{PlayerInfo, client::InGameState, raw_connection::RawConnection};
/// An event that's sent when we receive a packet.
/// ```
/// # use azalea_client::packet::game::ReceivePacketEvent;
/// # use azalea_protocol::packets::game::ClientboundGamePacket;
/// # use bevy_ecs::event::EventReader;
///
/// fn handle_packets(mut events: EventReader<ReceivePacketEvent>) {
/// for ReceivePacketEvent {
/// entity,
/// packet,
/// } in events.read() {
/// match packet.as_ref() {
/// ClientboundGamePacket::LevelParticles(p) => {
/// // ...
/// }
/// _ => {}
/// }
/// }
/// }
/// ```
#[derive(Event, Debug, Clone)]
pub struct ReceivePacketEvent {
/// The client entity that received the packet.
pub entity: Entity,
/// The packet that was actually received.
pub packet: Arc<ClientboundGamePacket>,
}
/// An event for sending a packet to the server while we're in the `game` state.
#[derive(Event)]
pub struct SendPacketEvent {
pub sent_by: Entity,
pub packet: ServerboundGamePacket,
}
impl SendPacketEvent {
pub fn new(sent_by: Entity, packet: impl Packet<ServerboundGamePacket>) -> Self {
let packet = packet.into_variant();
Self { sent_by, packet }
}
}
pub fn handle_outgoing_packets(
mut send_packet_events: EventReader<SendPacketEvent>,
mut query: Query<&mut RawConnection>,
) {
for event in send_packet_events.read() {
if let Ok(raw_connection) = query.get_mut(event.sent_by) {
// debug!("Sending packet: {:?}", event.packet);
if let Err(e) = raw_connection.write_packet(event.packet.clone()) {
error!("Failed to send packet: {e}");
}
}
}
}
pub fn send_receivepacketevent(
query: Query<(Entity, &RawConnection), With<InGameState>>,
mut packet_events: ResMut<Events<ReceivePacketEvent>>,
) {
// we manually clear and send the events at the beginning of each update
// since otherwise it'd cause issues with events in process_packet_events
// running twice
packet_events.clear();
for (player_entity, raw_connection) in &query {
let packets_lock = raw_connection.incoming_packet_queue();
let mut packets = packets_lock.lock();
if !packets.is_empty() {
for raw_packet in packets.iter() {
let packet =
match deserialize_packet::<ClientboundGamePacket>(&mut Cursor::new(raw_packet))
{
Ok(packet) => packet,
Err(err) => {
error!("failed to read packet: {err:?}");
debug!("packet bytes: {raw_packet:?}");
continue;
}
};
packet_events.send(ReceivePacketEvent {
entity: player_entity,
packet: Arc::new(packet),
});
}
// clear the packets right after we read them
packets.clear();
}
}
}
/// A player joined the game (or more specifically, was added to the tab
/// list of a local player).
#[derive(Event, Debug, Clone)]
pub struct AddPlayerEvent {
/// The local player entity that received this event.
pub entity: Entity,
pub info: PlayerInfo,
}
/// A player left the game (or maybe is still in the game and was just
/// removed from the tab list of a local player).
#[derive(Event, Debug, Clone)]
pub struct RemovePlayerEvent {
/// The local player entity that received this event.
pub entity: Entity,
pub info: PlayerInfo,
}
/// A player was updated in the tab list of a local player (gamemode, display
/// name, or latency changed).
#[derive(Event, Debug, Clone)]
pub struct UpdatePlayerEvent {
/// The local player entity that received this event.
pub entity: Entity,
pub info: PlayerInfo,
}
/// Event for when an entity dies. dies. If it's a local player and there's a
/// reason in the death screen, the [`ClientboundPlayerCombatKill`] will
/// be included.
#[derive(Event, Debug, Clone)]
pub struct DeathEvent {
pub entity: Entity,
pub packet: Option<ClientboundPlayerCombatKill>,
}
/// A KeepAlive packet is sent from the server to verify that the client is
/// still connected.
#[derive(Event, Debug, Clone)]
pub struct KeepAliveEvent {
pub entity: Entity,
/// The ID of the keepalive. This is an arbitrary number, but vanilla
/// servers use the time to generate this.
pub id: u64,
}
#[derive(Event, Debug, Clone)]
pub struct ResourcePackEvent {
pub entity: Entity,
/// The random ID for this request to download the resource pack. The packet
/// for replying to a resource pack push must contain the same ID.
pub id: Uuid,
pub url: String,
pub hash: String,
pub required: bool,
pub prompt: Option<FormattedText>,
}
/// An instance (aka world, dimension) was loaded by a client.
///
/// Since the instance is given to you as a weak reference, it won't be able to
/// be `upgrade`d if all local players leave it.
#[derive(Event, Debug, Clone)]
pub struct InstanceLoadedEvent {
pub entity: Entity,
pub name: ResourceLocation,
pub instance: Weak<RwLock<Instance>>,
}